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This chapter presents the gathered data in tabular presentation, analysis and interpretation
of findings based on the results of the statistical treatment applied. The data are organized in
Table 1
16 to 17 15 50
17 to 18 15 50
Total 30 100
Table 1.1 showcases the distribution of research respondents according to age. 99 or 40%
of the total number of respondents were aged 16 to 17 years old. 50% or 15 of the respondents
In this article, According to (Griffiths, 1998) which showed students addicted to online
mobile games only tend to play games and avoid socializations. The results of the present study
showed that in general, there was a significant difference between soft skills of senior high
school students and online mobile games. In addition, they showed that the individuals who were
addicted to these games had lower soft skills than those who were normal.
Table 1.2
Male 12 50
Female 15 50
Total 30 100
Table 1. 2 present the demographic profile of the respondents in terms of sex. Among the
In this article, Students achieving high scores respond more positively to online games
compared to low achieving students. Regarding genre perceptions, male students express more
enthusiasm towards digital gaming than female students, or at least spend more time playing
In this article, this may be due to the fact that boys tend to be more familiar with
computers and web-based technologies. Girls may choose to avoid digital game-based learning
methods, due to their negative preconceptions about gaming, preventing them from harnessing
the positive aspects of online gaming (Chen et al., 2010). These studies indicate a difference in
In this Article, However, research by Riemer and Schrader (2015) concluded that female
students reported a more positive attitude and perception of affective quality compared to the
male students. Also, high assessment scores in web-based games depend on the professional
In this Article, Unexpectedly, in Dzeng et al.’s experimental survey (2014), despite the
high test scores achieved in both web-based and paper-based games, students without work
experience achieve the highest post-test scores, probably because they are more familiar with
In this article, MMOGs also have multiple quests that gamers need to accomplish them
collaboratively. Online gamers can form meaningful relationships with other gamers and alter
these relationships (Jansz & Martens, 2005). Cole and Griffiths (2007) made a study with 912
gamers and found that 76.2% of the males and 74.7% of the females made good friends within
the game environment. Digital games can lead to a social environment in which gamers interact
and form meaningful relationships (Krotoski, 2004: Weibel et al., 2007). Females and males
differ in digital worlds in terms of forming relationship. Cole and Griffiths (2007) found that
male gamers tended to make friends in a game environment. On the other hand, female gamers
Table1.3
TVL 30 60
STEM 30 40
Total 30 100
Table 3 shows the distribution of students according to strand. There were 15 or 50% of
TVL students that participated in this research. From the STEM strand, 15 or 50% of students
In this article, the data also represents a wide range of DepEd K-12 strand areas. Some
cover multiple areas, for example Deped K-12 Strands Curriculum (DepEd. 2015), or even just
two strand areas, such as TVL and STEM (DepEd, 2013), while others refer to only one
academic discipline. The subject areas are sorted into larger categories, with the most common
Table 1.4
Mean and Standard Deviation of Online Mobile Gaming, Online Engagement and Player
Motivation
PLAYER MOTIVATION
2.59 .62
Table 1.4 showcases a descriptive analysis of online gaming, online engagement and
player motivation. The Mean score of the students’ player motivation is 2.59 with Standard
Deviation .62, which means that students are motivated to play games. It is 2.41 and .63
respectively for the students’ online engagement; it indicates that the students are somehow
addicted. The Mean score of the students’ online gaming is 2.55 with Standard Deviation of .55,
which indicates that the students are engaged in playing online games.
In this article, According to research almost 85% of a class population plays mobile
games, at least 50% of that plays online mobile games like ML and AOV. Most of the time these
students are very easy to spot. Actually, it is a common scene within a classroom to find students
holding their mobile phones during breaks times. The students are so preoccupied by mobile
games that sometimes they tend to set aside more important things just so they can play.
Reviewing and studying in between classes and after school became none existent. A student
plays an average of 3-4 hours a day on weekdays and about 4-6 hours on weekends. That sum of
time can be spent on something more productive. Though studies concluded that the effects of
mobile gaming do not exponentially affect the school performance of students as long as the
Table 1.5
It is observed from Table 1.5 that the Mean score of socialization of the students outside
the game is 2.91 with Standard Deviation 2.1, it indicates that students are sociable in real life.
Respectively, 2.84 and.72 is the Mean score and Standard Deviation for the students’
socialization inside the game, which indicates that the students show socialization even within
online games. Socialization of the students has a Mean score of 2.88 with Standard Deviation
means to facilitate decision making in a game, while others express dissatisfaction due to their
In this article, Research by Bolliger et al., 2015) similarly indicates that some learners
remain hesitant, as they feel the use of games may actually decrease opportunities for
In this article, (Merchant et al., 2014) conclude that student performance is enhanced
Table 1. 6
Mean and Standard Deviation of Soft Skills such as Flexibility, Problem Solving, Work Under
FLEXIBILITY
2.66 .7
PROBLEM SOLVING
2.63 .62
SOCIALIZATION
2.52 .48
Table 1.6 shows a descriptive analysis of Soft skills such as flexibility, problem solving,
and working under pressure and socialization. The Mean score of students with flexibility is 2.66
with Standard Deviation .7, it indicates that the students are problem solving. Respectively, 2.63
and .62 is the Mean score and Standard Deviation for the work under pressure of the students,
meaning that the students are emotionally stable. Whereas it is 2.59 and .68 for the work under
pressure of the students, which indicates that the students have socialization and the Mean score
of the students’ socialization is 2.52 with Standard Deviation .48, it indicates that the students are
self-regulated. The Mean score for the students’ Soft skill is 2.6 with Standard Deviation .38,
which means that the students exhibit a positive soft skills overall.
In this article, Behavioural objectives for higher education students refer to the
stronger organisational skills, adaptability and the ability to resolve conflicts (Vos &
Brennan, 2010).
In this article, Simulation games are often seen as powerful tools in promoting
teamwork and team dynamics (Stanley & Latimer, 2011), collaboration (Hanning, 2012),
social and emotional skills (Ahmad et al., 2013), and other soft skills, including project
management, self-reflection, and leadership skills (Siewiorek, 2012; Wang et al., 2016), which
are acquired through a reality-based scenarios with action-oriented activities (Geithner &
Menzel, 2016).
Table 1.7
Pearson r Correlation Analysis between Online Mobile Gaming and Soft Skills
SOFT SKILLS
relation (Pearson r) was performed to determine the relationship between online mobile gaming
and the soft skills. Results show that gaming is positively related with soft skills (r = .172,
p<.009), which means that online mobile gaming and soft skills are related to each other.
In this article, it may be hard to fathom but gaming was actually a very old leisure activity.
Gaming has evolved through the decades, from arcade shooting games from the 70’s and 80’s to
the Family computer and console games of the 90’s to the early 2000’s. Game is an innate
In this article, today however, gaming is a whole another level thanks to the invention of
the internet. Originally internet was created as a source and storage of information, yet through
the year’s people has come to use the commodity for several other purposes, one of which is
online gaming. A couple of years ago online gaming is usually played on PC or desktop
computers at home or at computer cafes. Teenagers of the 2010’s to 2016’s flock computer
In this article, But as technology progress further, gaming went from stationary to portable
through handheld devices like tablets and smart phones. Now-a-days there are tons of games to
choose from. From the all so popular Mobile Legends (ML) to Arena of Valour (AOV) to Rules
of Survival (ROS), there is a flavour for everyone. And as the gaming becomes more and more
accessible, the people who plays it becomes more and more hooked. If before when PC games
are at its peak, when asked teenagers consider playing online games as a source of entertainment
and a way to get out of the heat (since most computer cafes are air-conditioned) now in an era of
Table 1.8, it showcases a correlation analysis using Pearson product moment coefficient
of relation (Pearson r) was performed to determine the relationship between gaming and soft
skills. Results show that gaming is positively related with soft skills (r = .370, p<.001), which
means that online gaming is related to the soft skills are of the gamers
In this Article, In our efforts to go deeper into the topic about the relationship between
the use of commercial video games and the development of Soft Skills (those qualities so
many others), we are focussed now on video game genres. Our main hypothesis is there is a
relationship between video games genres and specific families of soft skills because the kind of
players’ interactions that are usually being carried out in this video games by genre.
In this article, It seems to be logical to think on this relationship between soft skills and
video games genres when someone is playing Counter Strike he or she would be not developing
the same soft skills as when playing Candy Crush. At least there would be a different set of these
soft skills to be developed on each playing. Why? Because the carried out actions during one or
another game are quite different. For example, it is not the same to accurately aiming and
solving several puzzles within a limited amount of time gathering three or more candies of the
same color. In this article we try to analyze some of the most common video game actions
according to their genre, explaining their differences in detail and, finally, trying to establish a
hypothesis of correlation between specific genres of videogames and the skills they train.
Table 1. 9
Pearson r Correlation Analysis between Online Mobile Gaming and Soft Skills such as
GAMING
FLEXIBILITY Pearson Correlation .161*
Sig. (2-tailed) .014
N 30
PROBLEM SOLVING Pearson Correlation .126
Sig. (2-tailed) .057
N 30
WORKING UNDER Pearson Correlation .257**
PRESSURE Sig. (2-tailed) .000
N 30
SOCIALIZATION Pearson Correlation .364**
Sig. (2-tailed) .000
N 30
correlation (Pearson r) was performed to determine the relationship between online mobile
gaming and Soft skills such as flexibility, problem solving, work under pressure and
socialization. Results show that gaming is positively related with flexibility (r = .161, p<.014),
indicating that students with an extrovert personality is more likely to play online games.
Likewise, working under pressure is positively related to online mobile gaming (r = .2.57,
p<.001), where those who exhibit working under pressure inclines to playing online games.
Socialization also shown a positive relationship with online mobile gaming (r = .364, p<.001),
indicating that many students who play online games have high soft skills. However, flexibility
thought that using the division of video games by gender can help us a lot. Why? Because video
games are divided into genres and since these groups share a series of gameplay modes and
characteristics, these can be translated into actions performed in a very similar way. In this case
we would have very similar interactions and, probably also, similar achievements.
So for example, a player who plays a soccer game, is developing skills almost identical to
another player who plays an alternative IP (ie. one player using FIFA and the other one
playing PES). Perhaps the only notable differences is in the fact that have their own
Achievements, but playing an amount of hours will train these skills in a very similar way
In this article, in principle there are 42 categories of video games according to Mark J. P.
Wolf (2001) and we know that even since these categories were written, some more have been
added. We decided to simplify the search a bit in order to carry out a preliminary analysis easier
to understand.
Table 1.10
Pearson r Correlation Analysis between Online Mobile Gaming, Social (In-Game) and Social
(Out-Game)
GAMING
SOCIAL Pearson Correlation .310**
(IG) Sig. (2-tailed) .000
N 30
SOCIAL (OG) Pearson Correlation .080
Sig. (2-tailed) .226
N 30
correlation (Pearson r) was performed to determine the relationship between online gaming,
social (in-game) and social (out-game). Results show that online mobile gaming is positively
related with social (in-game) (r = .310, p<.001), indicating that soft skills within the game is
closely related to online mobile gaming. However, social (out-game) is not related with online
mobile gaming.
In this article, MMOGs gamers prefer spending time in game environment instead of
socializing in the real environment which can be labelled as “anti-social” or “introverted” (Cole
& Griffiths, 2007). Yee (2006) did a research on MMOGs and stated that they allowed new
forms of social interaction and identity. According to Krotoski (2004), MMOGs encouraged
group interaction and involvement which results in personal empowerment and good
Table 1.11
Std.
Strand Mean df t-value p
Deviation
GAMING
TVL 2.54 .46
228 -.5 .616
STEM 2.57 .66
In table 1.11, to determine whether the gaming engagement of TVL differs with STEM
students, independent sample t-test was performed. It is observed from Table 11 that the Mean
score of TVL students who play online games is 2.54 with Standard Deviation .46, whereas it is
2.57 and .66 for STEM students. Results show that there is no significant difference between the
In this article, Studies of entertainment games also provided further evidence that playing
entertainment games informally leads to improvements in attention and visual perceptual skills
(Green & Bavelier, 2006). Given how difficult it can be to design a game to improve learning
intentionally, it is somewhat surprising that games which were not explicitly designed to support
the acquisition of these skills do exactly that. The visual perceptual skills that playing these
games supports are generic or transversal competences which underpin success in Science,
Technology, Engineering and Mathematics (STEM) subjects. Since boys are the most frequent
players of these entertainment games, there has been concern that play
Table 1.12
Std.
Strand Mean df t-value p
Deviation
SOCIALIZATION
TVL 2.93 1.42
228 .78 .439
STEM 2.8 .51
In table 1.12, to determine whether the socialization of TVL differs with STEM students,
independent sample t-test was performed. It is observed from Table 12 that the Mean score of
TVL students is 2.93 with Standard Deviation 1.42, whereas it is 2.8 and .51 for STEM students.
Results show that there is no significant difference between the socialization of TVL and STEM
spending more time at home and less time out on socializing. There are well-documented risks to
social development, physiology, sleep, mental health and school performance. The lack of social
skills where an adolescent doesn’t have the proper manner in socializing with others and the
different possible health problems such as: worsening of blurred eye sight and improper way of
gaining weight, there are just few examples of the bad effects of online gaming.
In this Article, When an adolescent begins to focused on the game, it would have a big
impact on their social activities, especially when our subject are grade 11 students.Kuss and
Griffiths (2012) stated that internet addiction has been considered as a serious threat to mental
health and the excessive use of the internet has been linked to a variety of negative psychosocial
consequences, regarding the neuroimaging studies which shows the similarities between
different types of addictions, specifically issues with the online gaming of the young people. Too
much is bad, but it can also help students enhancing their academic skills. Playing online games
isn’t that bad for the young people, in fact it can help adolescent to increase their academic
In this article, In Dr. Alberto Posso’s (2016) article, teenagers who regularly play online
games seems to improve their school results. Solving puzzles and moving onto the next level of
the game involves using some of the general knowledge and skills in math, reading, and science
In this article, In Finland, the effects of problematic game playing on players’ health are
still largely unexplored. Considering the increased prevalence of online gaming, this study aimed
to identify the problematic gaming behaviour among Finnish adolescents and young adults, and
BMI, body discomforts, physical activity) symptoms. In this paper we consider problematic
gaming behaviour in accordance with the recent framework that sees it as “a continuum state
which can range from a normal to severe condition” (Griffiths et al., 2015).
Table 1.13
Std.
Strand Mean df t-value p
Deviation
SOFT SKILLS
TVL 2.54 .35
228 -2.78 .006
STEM 2.68 .41
In table 1.13, to determine whether the soft skill of TVL differs with STEM students,
independent sample t-test was performed. It is observed from Table 13 that the Mean score of
STEM students is 2.68 with Standard Deviation .41, whereas it is 2.54 and .35 for TVL students.
Results show that there is a significant difference between the soft skills of TVL and STEM
In this article, like most electronic-based phenomenon, people are researching ways in
which eSports may have a place in education. ESports do not take place in the real world, as do
sports like soccer and tennis. ESports, however, require some of the same skill sets that exist
within successful sports teams: teamwork, coordination, communication, and cohesion. Critics
are quick to dismiss eSports0 place in education, but the benefits of gained skills from eSports
could be worth dollars for the students0 futures. One reason for spreading eSports in STEM
education is for the development of soft skills. Soft skills are defined as intra- and interpersonal
skills essential for human development, social participation, and success in the workplace [23].
Soft skills, such as communication and the ability to work with others on simple or complex
tasks, are what employers look for. Soft skills are not natural but are obtainable and can be
In this article, Orange County, California, school superintendent Al Mijares stated that
“It0 s an incredible opportunity to build on existing interest while introducing them to 21st
In this article, In Orange County, high schools have developed an eSports league based
on the game League of Legends, which is a game incorporated into their curriculum. The league
carefully incorporates Career Technical Education (CTE), STEM, English Language Arts, and
In this article, these soft skills, like communication, teamwork, and high-pressure
problem-solving are what employers look for in future employees graduating from today0 s high
schools and post-secondary institutions. Universities also look for students who have these skills
to attend their institution considering the correlation between students who have strong
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