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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
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
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
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
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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