You are on page 1of 8

San Beda College Alabang

8 Don Manolo Boulevard, Alabang Hills Village


Integrated Basic Education – SHS
Practical Research 2

THE EFFECTS OF PLAYING MULTIPLAYER ONLINE BATTLE ARENA (MOBA) GAMES TO THE ACADEMIC
PERFORMANCE OF THE STUDENTS OF THE GAS STRAND POPULATION OF SAN BEDA COLLEGE ALABANG

A Research Paper Presented to the


Senior High School Unit of
San Beda College Alabang
Muntinlupa City

In Partial Fulfilment
Of the Requirements for
Practical Research 2

By:
GABON, MARK GLENN
NOCAL, MARK KEVIN
PALISOC, JUSTIN MARK C.
REYES, JASPER

November, 2019
San Beda College Alabang
8 Don Manolo Boulevard, Alabang Hills Village
Integrated Basic Education – SHS
Practical Research 2

INTRODUCTION As of now, a lot of online games are being introduced


Background of the Study in the market. One of these is the MOBA or
Technology plays a big role in the lives of people. Multiplayer Online Battle Arena. Many students are
Technology can affect life both positively and hyped at this game because of its concepts, the
negatively. New technology always changes our life strategic gameplay and also, the influence from the
very much and takes it to a new level. It is like the people around them.
new way of thinking or doing the normal things
differently, better and much faster with less hassle Multiplayer Online Battle Arena (MOBA) is one of the
and at a much affordable rate (Mogale, 2017). most addictive game nowadays. It can be played on
Technology helps us in many ways. It helps us do our mobile device or on a computer. A lot of students
things faster than before. It helps us to communicate are interested in this kind of games. The rise in the
with other people. In this era of technology, many use of the internet has led to many changes in our
people have influenced especially the younger daily life. Everyone who plays MOBA has their own
generations. One manifestation of these is the reasons, some are for entertainment, participating in
playing of MOBA or the Multiplayer Online Battle the trend, the concept of the games, influence of
Arena. others and many more.

Multiplayer online battle arena (MOBA), also known By this study, the researchers want to know the
as action real-time strategy (ARTS), is a subgenre of effects of playing MOBA to the academic
strategy video games that originated as a subgenre performance of the grade 10 students, how they feel
of real-time strategy, in which a player controls a when they win or lose, or does MOBA games
single character in a team who compete versus distracts them from studying. The purpose of this
another team of players. The objective is to destroy study is to know the effects of playing to the studies
the opposing team's main structure with the of grade 10 students who play MOBA games.
assistance of periodically-spawned computer-
controlled units that march forward along set paths.
Player characters typically have various abilities and
advantages that improve over the course of a game
and that contribute to a team's overall strategy.
MOBA games are a fusion of action games, role-
playing games, and real-time strategy games, in
which players usually do not construct either
buildings or units (Polygon, 2018).
San Beda College Alabang
8 Don Manolo Boulevard, Alabang Hills Village
Integrated Basic Education – SHS
Practical Research 2

for Economic Co-activity and Development (OECD)


report proposes that playing such games without
Literature Review anyone else is more valuable than partaking in
According to NIKO Media Research, the projected communitarian internet gaming. The cases are
number of online computer games in the Philippines made in an investigation of sexual orientation
rose from 21 million in 2012 to 28.72 million in 2014. contrasts in the OECD's Program for International
Meanwhile, statistics from Juha Sompinmaki of Tech Student Assessment (Pisa) tests, which are
in Asia show that about 409 of the gaming population completed like clockwork on 15-year-olds crosswise
of the Philippines is aged 18-24 years old. Computer over 64 nations including Ireland. Take note of how
games receive a generally negative reception from young men invest more energy playing PC games
people especially parents, because, for them, there than young ladies, the report says this effects on
are wastes of time. their instruction by fortifying specific idea designs as
As found in the study of Gentile, Lynch, well as by "swarming out" different exercises, for
and Walsh in 2004, academic achievement may be example, schoolwork. Video gaming among Irish
negatively related to overall time spent playing video adolescents was lower than the OECD normal
games. Studies have shown that the more time a kid however the sexual orientation distinction in the time
spends playing video games, the poorer is his spent so playing was regarded factually huge. Some
performance in school. Also, a study by Argosy’s 21.8 percent of Irish young men reviewed said they
University’s Minnesota School on Professional played computer games consistently or all the more
Psychology found that video game addicts argue a regularly contrasted with 5.4 percent of Irish young
lot with their teachers, fight a lot with their friends, ladies. In different discoveries, the report discovered
and score lower grades than others who play video lower levels of certainty among young ladies in doing
games less often. Other studies show that many maths, accusing this for negative messages got by
game players routinely skip their homework to play guardians and educators. Some 34.4 percent of
games, and many students admitted that their video young ladies in Ireland revealed feeling vulnerable
game habits are often responsible for poor school doing maths issues contrasted with 21.9 percent of
grades young men. This sexual orientation difference was
one of the biggest among OECD nations
Playing video games can boost exam overviewed. With respect to effect of video gaming,
performance, OECD claims the report says results from PISA tests "recommend
Playing intermittent computer games can that the relationship between scholastic execution
support understudies' exhibition in maths and other and video gaming relies upon the sorts of games
test results, as indicated by a global investigation understudies play and how every now and again
distributed Thursday. Nonetheless, the Organization they play them," the report proceeds.
San Beda College Alabang
8 Don Manolo Boulevard, Alabang Hills Village
Integrated Basic Education – SHS
Practical Research 2

the reason they just mess around during excursion


Positive link between video games and and ends of the week with a great deal of time
academic performance, study suggest. thought about when they have classes. Despite the
fact that they play web based games; they realize
Youngsters who play online computer games will in how to mingle well and they can perform very well
general improve in scholastic science, Maths and with regards to scholarly execution.
understanding tests, as indicated by an examination Notwithstanding, it is unavoidable not to play in any
of information from more than 12,000 secondary event, for thirty minutes particularly when they are
school understudies in Australia. The examination acclimated with it. Hence, it is simply an issue of
found that understudies who played web based control.
games pretty much consistently scored 15 points A study of time management: The correlation
better than expected in maths and understanding between video game usage and academic
tests and 17 points better than expected in science. performance markers. CyberPsychology &
In any case, the investigation's approach can't Behavior.
demonstrate that playing computer games were the The infiltration of computer games into the United
reason for the improvement. States alone is immense, with at any rate 90% of
Online Gaming: Impact on the Academic homes having youngsters that have played (leased
Performance and Social Behavior of the or claimed) computer games. This is a record level
Students in Polytechnic University of the that keeps on expanding. 55% of support players
Philippines Laboratory High School. furthermore, 66% of online players are more than 18.
the examination uncovered that young men are all The school statistic is by all accounts the major
the more a player contrasted with young ladies who gathering of gamers just in light of the fact that they
regularly mess around that require at least three have a absence of parental supervision and they
players like League of Legends, Clash of Clans, have more adaptable timetables, taking into
Crossfire and a lot more to make reference to. It is consideration more play time.
additionally expressed that the individuals who play
web based games are around 14-15 years of age
who are accepted to be in the Grade 8 level. These
understudies who frequently mess around have a
normal week by week stipend of 101 pesos to 500
pesos. Playing internet games don't influence their
evaluations severely for they realize how to restrain
themselves. They realize that they have to control
themselves so as to work well in their group that is
San Beda College Alabang
8 Don Manolo Boulevard, Alabang Hills Village
Integrated Basic Education – SHS
Practical Research 2

Video Games and Aggressive Thoughts,


Feelings, and Behavior in the Laboratory and in
Life. )
Two examinations analyzed savage computer
game impacts on hostility related factors.
Concentrate 1 found that genuine fierce computer
game play was decidedly identified with forceful
conduct and misconduct. The connection was more
grounded for people who are distinctively forceful
and for men. Scholarly accomplishment was
contrarily identified with generally speaking measure
of time spent playing computer games. In Study 2,
research facility presentation to a graphically rough
computer game expanded forceful considerations
and conduct. In the two examinations, men had a
more threatening perspective on the world than did
ladies. The outcomes from the two examinations are
reliable with the General Affective Aggression
Model, which predicts that presentation to savage
computer games will increment forceful conduct.

Purpose Statement Significance of the Study


The purpose of the study is to determine the This study was designed whether
impacts of playing Multiplayer Online Battle Arena there is a significant effect to students
(MOBA) games to the General Academic Strand playing MOBA (Multiplayer Online Battle
(GAS) students of San Beda College Alabang. This Arena) games affecting their academic
study aims to determine the relation of Multiplayer performance.
Online Battle Arena (MOBA) and the academic The study will be beneficial to the following:
performance of these students.
1. students - this study can help the
students to know the awareness on how
online games can affect their academic
Theoretical Framework performance.

2. parents/guardians -this study will


give them intel on certain games such as
Conceptual Framework MOBA games to give them ideas on how it
works, and its effects to students. This will
also help them understand the study routine
San Beda College Alabang
8 Don Manolo Boulevard, Alabang Hills Village
Integrated Basic Education – SHS
Practical Research 2

of the students that plays MOBA games. This


will also help them to have enough Research Sample
knowledge about the effect of online gaming The researchers will use a purposive
to their children. sampling procedure because the selected
respondents are only those who are playing MOBA
3. Teachers - this research will serve games. The respondents are selected SHS GAS
them knowledge and ideas on how they will students who are playing MOBA games.
educate the students playing MOBA
(Multiplayer Online Battle Arena) affecting Instrumentation
their academic performances results, study The instrumentation that is used by the
routines, critical thinking and decision- researchers is a survey for the data collection. The
making. survey questionnaire consists of ten (10) questions
4. Researchers – The results of the that inquire about Multiplayer Online Battle Arena
research will help the researchers have a (MOBA), time allotment for studying and playing
deeper understanding of the study and will MOBA games. It will be given to the GAS students
open new doors to new studies. of San Beda College Alabang.

Procedure
Scope and Delimitations
The researchers have arranged the survey
This study will focus on how does of online
questionnaire by searching for a premise and
games affect the academic performance of the GAS
changing explicit inquiries to tailor the necessities of
students of San Beda College Alabang. The results
the study. It was likewise changed by adding explicit
of the conducted survey will be based on the honesty
inquiries to accumulate more information required.
and sincerity of the respondents.
The information will be gathered by leading letter
studies to 30 students of San Beda College Alabang
METHODOLOGY
in the Senior High School Department. When every
one of the information is assembled and the
Research Design
objective populace is come to, the researchers will
The researchers use a Descriptive Research
decide and complete with discovering the effects of
which determines the possible effects of the
playing MOBA games to the academic performance
Multiplayer Online Battle Arena (MOBA) to the
of students.
academic performance of the GAS strand
The survey shall be given directly to the
population. This study also wants to know what
respondents by the researches and shall be waited
gender plays the most; is it the girls or the boys.
upon finishing the survey. This study must be
San Beda College Alabang
8 Don Manolo Boulevard, Alabang Hills Village
Integrated Basic Education – SHS
Practical Research 2

conducted to Senior High School GAS students of  Funk J. (2013, September 2). MOBA,
San Beda College Alabang. DOTA, ARTS: A brief introduction to
gaming’s biggest, most impenetrable genre
[Polygon]. Retrieved from
Treatment of Data https://www.polygon.com/2013/9/2/467292
0/moba-dota-arts-a-brief-introduction-to-
The data will be quantitatively treated using gamings-biggest-most
descriptive formula. The formula for the mean will be  Vinluan, Michael T. (2016, October 17).
Bane and Boon: Computer games and
used in the extracting and interpreting the data that Academic Performance. Retrieved from
will be gathered. The formula of mean is as follows: https://www.pressreader.com
 Gentile, D.A., Lynch, P.J., & Walsh, D.A.
(2004) The effects of violent video game
𝑥𝑖 habits on adolescent hostility, aggressive
𝑀𝑒𝑎𝑛 = Σ behaviors, and school performance.
𝑛
Retrieved from
https://drdouglas.org/drdpdfs/Gentile_Lynch
_Linder_Walsh_2004.pdf
Mean, or as simply as average, is commonly used to
 Gibbs S. (2016, August 8). Positive link
know the similarities of the respondents’ answers between video games and academic
performance, study suggest. Retrieved
which can be used in the interpretation of the data.
from
The data will then be referred to the framework for https://www.theguardian.com/technology/20
16/aug/08/positive-link-between-video-
better explanation on how new students have cope
games-and-academic-performance-study-
to the new academic environment in San Beda, suggests
 Humphreys J. (2015, March 5). Playing
since the person-individual relationship is a stake.
Video Games can boost exam
performance, OECD claims. Retrieved from
Research Ethics https://www.irishtimes.com/news/education/
playing-video-games-can-boost-exam-
The research paper will guarantee that all performance-oecd-claims-1.2127270
information accumulated will be gotten with the  Castillo J. G. & Dumrique D.O. (2018)
Online Gaming: Impact on the Academic
consent of the respondents. All things considered, Performance and Social Behavior of the
the members will not be unveiled to any outsider and Students in Polytechnic University of the
Philippines Laboratory High School.
secrecy will be drilled with all respondents of the Retrieved from
investigation. The assent letter will ensure that the https://knepublishing.com/index.php/Kne-
Social/article/view/2447/5372
endorsement of the respondents to utilize their  Anand, V. (2007). A study of time
information is seen. management: The correlation between
video game usage and academic
performance markers. CyberPsychology &
REFERENCES: Behavior. Retrieved from
Mogale, H. (2017, December 29). How has http://www.sciepub.com/reference/173116
technology changed our lives. Retrieved  Anderson and Dill (2000, May) video
from https://www.quora.com/How-has- Games and Aggressive Thoughts,
technology-changed-our-lives Feelings, and Behavior in the Laboratory
San Beda College Alabang
8 Don Manolo Boulevard, Alabang Hills Village
Integrated Basic Education – SHS
Practical Research 2

and in Life. Retrieved from


https://www.researchgate.net/
 Wood, Griffiths and parke (2007)
Experiences of time loss among videogame
players: an empirical study. Retrieved from
https://www.ncbi.nlm.nih.gov/pubmed/1730
5447

You might also like