Heritage sites are arguably the physical component of a city's identity. The lived-in architecture, the strategic locations and the uses of these buildings reveal unique stories telling of how our city came to be and can offer predictions of where it might be going. One of the hindrances of preserving, an architectural heritage is a modernization of the place, or most likely is the visual pollution. Visual pollution does not only destroy heritage attractions but it also affects human's state of calmness from these views which supposed to calm and relaxes the mind like how nature does. This research focuses on the "Effects of Visual Pollution in Intramuros: Basis for Heritage Preservation". Its objective is to preserve the architectural heritage of our country particularly in walled city or the Intramuros by specifically analyzing the effects of visual pollution. The researchers also believed that this study could contribute on how to preserve these heritage sites, and keep Intramuros as one of the 12 worldwide sites according to the GHF or Global Heritage Fund. This study employed the descriptive method of research to determine the effects of visual pollution in Intramuros and the findings were used as basis for heritage preservation. The researchers sampling techniques was non-probability, where they took a part of a whole. In relation to this, non-probability will be used as the sampling technique for this research study. Conclusion and recommendation have been formulated for the study particularly in the implementation of projects and activities of the Intramuros Administration supported by the Department of Tourism.
Online gaming can negatively impact students' academic performance. Playing mobile games should be a fun activity for all to enjoy. But like everything else, the amount of time one spends playing needs to be balanced with academic responsibility. Furthermore, this study sought answers on number of hours spent in mobile games, commonly played online mobile games, the attitude of respondents on playing mobile games, and the reasons for playing mobile games, and find out the impact of mobile games to the academic performance among hospitality management students. The researchers collected, analyzed, and interpreted the data using a descriptive design approach and a quantitative form of survey questionnaire distributed to Taguig City University's Hospitality Management students. The technique used is purposive sampling in which only students who play online games are chosen to satisfy the study's population size which is composed of 50 HM 3rd-year students and 50 HM 4th-year students. The findings in this study were based on the computed t-test results of 1.069 which is much lower than the tabular t-value of 3.182 at 0.05 level of significance, shows that there is no significant relationship between the attitudes to the academic performance of the students. Thus, the hypothesis of no significant relationship was accepted. It is concluded that the results based on each student's academic performance throughout the previous three school years are excellent and that there is no significant relationship between the attitudes of students and their academic performance in school.
Hotel and Restaurant Administration (HRA) is known to be one of the most diverse courses in the hospitality industry as this course offers a wide variety of employment opportunities. Let alone from the Lyceum of the Philippines University Manila-the top university for the hospitality industry. Universities had been the main platform of student's in building up themselves, and their career in the future, and institutions such as, does not only want to mold and shape student's in becoming the perfect employee, but rather a capable and entrepreneur; this research looked into what motivated the HRA students of Lyceum of the Philippine University Manila in building up their own business, considering the secure employment due to the institution's reputation, and wide local and international affiliation it offers after graduation, among the three motivational factors: social reasons, economic reasons, and personal reasons. The study only focused on the 57 total population of the said batch, which, was accumulated from the school's registrar, and had been narrowed (by the researchers) to 50 total respondents'. The researchers made use of a quantitative research design, specifically a descriptive-survey one, as survey (Likert scale) was used. As the study had only focused on a specific population, a purposive sampling technique was used, and in order to complete the 50 respondents, recommendations from respondent to respondent was practiced; the study showed two different outcome, as it was determined that 1 st , majority of the student's were motivated by personal reasons, (2 nd ) however, in terms of influence economic reasons ranked the highest among the three.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.