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CHAPTER I

The Problem

Introduction

Mobile phones have become a widespread phenomenon in the present time. These

pocket-sized tools are no less than a mini computer. They do anything from a standard phone call

surf the internet. Not just the adults, this technology is affecting the kids as well. We all know

that people nowadays tend to use mobile phones rather than the telephones for convenience.

Along with their books and school supplies, many students make their daily trips to school with

their trusty mobile phones. The presence of cellphones presents a host of options and challenges

for today’s students. Mobile phone can be a helpful academic tool, or a possible distraction to the

academic performance of students depending upon the attitude and use pattern of the student

owner.

There are many features in a mobile phone and one of those is games. Mobile game is an

electronic game played using a cellular phone. According to definitions.net, a mobile game is a

video game played on a feature phone, smartphone, PDA, tablet computer, portable media player

or calculator. This does not include games played on dedicated handheld video game systems

such as Nintendo 3DS or PlayStation Vita. The first game on a mobile phone was a Tetris game

on the Hagenuk MT-2000 device from 1994. Three years later Nokia launched the very

successful Snake on selected models in 1997. Snake and its variants has since become one of the

most-played video games and is found on more than 350 million devices worldwide. Mobile

games are played using the technology present on the device itself. For networked games, there

are various technologies in common use. Examples include text message, multimedia message or
GPS location identification. The first two-player game for mobile phones was a variant of the

Snake game for the Nokia 6110, using the infrared port. However, there are non-networked

applications that simply use the device platform to run the game software. The games may be

installed over the air, side loaded onto the handset with a cable, or may be embedded in the

handheld devices by the OEM or by the mobile operator. Mobile games are usually downloaded

via the mobile operator's network, but in some cases are also loaded in the mobile handsets when

purchased, via infrared connection, Bluetooth, or memory card.

Mobile gaming is becoming increasingly popular, and almost anyone know can have

access to games within seconds by pulling out their phone or tablet and loading up their favorite

application. Convenience has proven to be one of the primary reasons as to why mobile gaming

is outstripping the more traditional gaming methods as a players can indulge their gaming needs

wherever they may be, as long as they have a tablet or smartphone on their person and it seems

you can’t go anywhere without seeing at least one person with their eyes fixed on a portable

screen.

Aside from the convenience factor, accessibility is also playing a huge part in the growth of

mobile gaming. Across all age groups, mobile gaming is becoming a part of daily life – whether

it's friendly titles or games that appeal to the older generation that have a something for

everyone. According to the International Journal of Technology Enhanced Learning, within the

past decade, a growing number of educational scientists have started to recognize the

multifaceted potential that mobile learning games have as a tool for learning and teaching. It

presents a review of current research on the topic to better understand game mechanisms with

regard to learning outcomes.


While the possibilities for mobile gaming are practically endless, the most popular games

on smartphones remain simplistic and addictive. So this study aims to know the effects of mobile

games in to the academic performance.

Statement of the Problem

These study aims to determine the effects of mobile games to the Grade 6 pupils’

academic performance in Polangui South Central School. Thus, this research will be beneficial to

the pupils that are enrolled in the school.

Specially this research oath to answer the following question:

1. What is the demographic profile of the students?


a. Name (Optional)
b. Age
c. Gender
d. Family status
2. What game applications are installed on their mobile phone?
3. What factors that affects their academic performance on mobile phone gaming?

Scope and Limitation

The research study aims to deliver information relating to mobile gaming of the pupils and

how it affects their academic performance. The study considers the pupils’ personal information

such as their name (optional), gender, age and section.

The researchers limited the study to selected Grade 6 students studying at Polangui South

Central School. Each of the respondents will be given a questionnaire to answer.

Significance of the Study


The researchers will conduct this study to determine the factors that affects the class

performance in mobile gaming. The result of this study will benefit the pupils, parents, teachers,

school administrators, researchers and other interested individuals because this can give

empirical data as bases for suggestions on how could students limit themselves in playing mobile

games.

Pupils – who are still at school because it will give them information on how to manage their

time in studying and playing mobile games and the possible effects of getting addicted in playing

mobile games. This study will guide them to make them to focus on their studies.

Parents – enable them to realize their great role in guiding their children to prioritize their

studies before anything else.

Teachers – on the steps to take for they could inform about the effects of mobile gaming to the

academic performance of their students.

School Administrators – it will provide them information on the importance of knowing the

effect of mobile gaming to the academic performance of their students. It is one way that

administrators will improve the knowledge of their teachers through seminars so that they can

deal will with the pupils who are engaged in mobile gaming.

Future Researchers - hope that the result of this study would be a great help for future

researchers and to all people who are interested to know more about how could mobile gaming

affects the studies of an individual.

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