Professional Documents
Culture Documents
Chapter I
THE PROBLEM
become a social and economic necessity that became part of our lives; it is feasible that
in the future, every person in the world may own or use a mobile phone. The rise in the
use of mobile phones has led to many changes in our everyday lives. In particularly,
this rise has also led to the rise of mobile games. Mobile games refer to any game that
a person plays through the use of mobile phone; which can be played by multiple
players in different scopes around the world. The popularity of mobiles games has
However, nowadays people see mobile games having a good impact for students
and kids considering it as an effective mind exercise. This also shapes a student’s ability
to think and react faster as they do in gaming. A research shows that a child playing
online games becomes more active and can change your brain to be smarter (C. Shawn
Green). Online gaming plays a major role for a teen’s involvement to modernization and
preparation for the 21st century. However, we should not lose sight of the negative
impacts it may bring to us. Mobile games is one of the most blamed issues by the
media why teenagers today becomes violent and commit extreme anti-social behavior
which they probably adapt from the things happening on the virtual world.
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The study aims to determine how mobile game addiction affects the students of
1. What could they gain from playing mobile games in terms of academic
performance?
The study mainly focus on showing how even an online game can affect
someone different aspects. Its purpose is to study and describe the effects of mobile
games among the gamers of Movers Academy Grade 8 students. The aspects explored
the effects of it on the gamers’ academic performance and also the benefits that they
The researchers conducted this research to determine the effects of mobile game
to the students of Movers Academy, Inc. The researchers believe that the result of this
Teachers
The findings of the study may help them understand the different characteristics
that high school age students have. This will give them insights on why students have
to leave their classes just to play online games. It will help them also create a certain
teaching strategies using technology. This will broaden their imagination on the
Students
The findings of the study may help them understand and realized that mobile
games have good and bad effects to their studies. This will help them to balance their
time of playing mobile games with their academic schooling. It will help them realized
Parents
The findings of the study may help them in guiding their children as far as playing
mobile game and the importance of their studies is concerned. This will help them
realized that this technology is one way of developing the minds of their children
Chapter II
THEORETICAL FRAMEWORK
This section presents the related literature and studies that is relevant and
significant to the current studies. This will be a guide to the research about the said
With this trend, many students received different consequences which impact
their lives due to excessive playing of mobile games. Because of these consequences
different concerns appear and it results to a growing number of studies that indicate
that playing mobile games is associated with various negative consequences. The
activities, sleep, socializing, stress, problems with verbal memory, and worse academic
achievement (Kuss D. J. 2013). This long list indicates that mobile gaming problems
must be taken seriously as they can affect an individual negatively in a variety of ways.
According to James (2016) mobile gaming addiction is a very real problem for a
large number of people across the world. Most of us understand that moderation is key
when it comes to the colorful games that aim to part us from our money, but it’s
obviously too much for some people to handle. And according to Young, K. (2009)
gamer. Gaming addicts willingly forgo sleep, food, and real human contact just to
experience more time in the virtual world. Gaming addicts must play for long periods of
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time to excel at the game, which makes them forget/ neglect their real life interactions
As stated by Jobin Babu (2018), Games provide fun moments into our busy and
tight scheduled life. They help in reducing stress. Playing games on mobile phones is
not harmful as far as it doesn’t turns out to be an addiction. To release some stress, we
play mobile games for hours, which in turn adversely affects our health physical and
mental.
The effects of mobile gaming in particular may have a positive effect on learning
in kinds. It’s already well known that playing video games is good for the brain. German
researchers conducted a study showing that people who played games for 30 minutes a
day gained gray matter in the areas of the brain responsible for memory formation,
spatial navigation, fine motor skills and strategic planning. Numerous studies suggest
that not only device access, but also the games on those devices can have a positive
impact on classroom engagement, study habits, literacy and student test score at all
levels. It’s not surprising that mobile devices are gaining traction as a learning tool by
(2012) games help students understand that words can have multiple, discrete
definitions. Through formative testing, they found that the students often merge the
comprehension. However, their research shows that the person who plays games can
improve their grammar, vocabulary and comprehension. This is perfect reason why
students should play games. They can have interactive way to learn English or any
other language.
According to Gentile (2004), video games are natural teachers. Children find
them highly motivating by virtue of their interactive nature. Children are actively
engaged, provide repeated practice, and include rewards for skillful play. These facts
make it likely that video games could have large effects, some of which are intended by
game habits are correlated with risk factors for health and with poorer academic
performance. When video game play is analyzed for violent content, additional risk
On the other hand, in the research conducted by Anderson and Dill (2000), they
were able to discover that academic achievement may be negatively related to over-all
time spent playing video games. One of their study have shown that the more time a
kids spends playing video games, the poorer is his performance in school. Their
surveyed data also show that students who reported playing more violent video games
significant amount of time on the mobile games every day, that doesn’t necessarily
mean that the person is negatively addicted. Spending a considerable amount of time
online doesn’t always ruin a person’s life or the lives of the other people. There are
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people who use their mobile phones to reach out to other in a meaningful way and use
the awesome power and positive aspects of the internet to learn and grow in every
The research’s framework covers about the effects of mobile gaming to grade 8
addiction like gambling or alcohol addiction. However, some gamers clearly struggle to
keep their playing habits under control and may place more importance on their gaming
accomplishments than their happiness and success in the real world (e.g., academic
Research indicates that there are many effects of mobile gaming among the
grade 8 students of Movers Academy. Studies have been conducted assessing the
effects of mobile gaming. As an input, the researchers will gather all the information
about the effects of mobile gaming among the grade 8 students of Movers Academy.
Research Paradigm
We assume that playing mobile games is not a hindrance towards the academic
games that causes the student to be physically and mentally absent in school
related activities.
Definitions of terms
Mobile Games – games refer to any game that a person plays through the use of
mobile phone.
Online Game – is any game that is played online, based online, or has a majority
Chapter III
RESEARCH METHODOLOGY
This chapter described the research design, respondents of the study, instrument
Research Design
This research work adopted the descriptive survey research design to find out
Sampling
The respondents of this study are grade 8 students of Movers Academy, Inc.
Data Collection
The questionnaires/ survey forms are written in English. The questioning method
% = percentage
Formula:
F = no. of respondents that
𝑭
%= 𝑵 ×100 answered the question
Chapter IV
This chapter includes the timetable, data analysis and explores the results
obtained from the survey on the effects of mobile games to grade 8 students.
TIMETABLE
Distribution
question/retrieved
Analyze data
Encoding result
Final defense
DATA ANALYSIS
A= Agree
D= Disagree
F= Frequency
P= Percentage
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TABLE 1
EFFECTS OF MOBILE GAMES ON GRADE 8 STUDENTS’ ACADEMIC PERFORMANCE IN
MOVERS ACADEMY
SA A SD D TOTAL =
a) You get very
angry when
F P F P F P F P F P
someone interrupts
a game. 0 0% 17 51.52% 8 24.24% 8 24.24% 33 100%
b) You lose hours of
sleep to gaming. 3 9.1% 16 48.48% 10 30.30% 4 12.12% 33 100%
agreed (48.48%), 4 strongly disagreed (12.12%), and 3 disagreed (9.1%) of the total
their research shows that the person who plays games can improve their grammar,
vocabulary and comprehension. Therefore, they can have interactive way to learn
(66.65%), 3 strongly disagreed and who answered disagree (9.1%) of the total
population. According to Jessica Oats (2015), people who played games for 30 minutes
a day gained gray matter in the areas of the brain responsible for memory formation,
As stated by Jose Alvarez (2018), video games can invoke a lot of emotions for the
people playing them. Positive or not, playing video games is an emotional experience.
disagreed (18.18%) of the total population. According to Neha Karl (2014), the ability
to efficiently learn sensorimotor skills are in high demand, particularly in certain careers
enhanced by gaming can also help make everyday tasks such as driving and typing
more efficient.
Hundreds of millions of people play mobile games on their phone. Mobile games
provide moments of fun that are easy to fit into our busy lives. Mobile games can
relieve stress and improve your mood. Truly great mobile games are also beautiful. The
best mobile games are engrossing, entertaining, and beautiful to look at. These are the
Table 2
Frequency Percentage
Minecraft 5 15.15%
Plants vs. Zombies 4 12.12%
Mobile Legends 7 21.22%
Rules of Survival 2 6.06%
PUBG 1 3.03%
Word Search 1 3.03%
Zombie Tsunami 2 6.06%
Free Fire 2 6.06%
Arrow .io 1 3.03%
Benji Banana 1 3.03%
Temple Run 1 3.03%
Subway Surf 1 3.03%
Balloon Tip 1 3.03%
Helix Jump 1 3.03%
Clash of Clans 2 6.06%
Candy Crush 1 3.03%
Total= 33 100%
Table 2 showed that 5 of the respondents play Minecraft on their mobile phones
(15.15%), 4 of them play Plants vs. Zombies (12.12%), 7 of them play Mobile Legends
(21.22%), 2 of them play Rules of Survival (6.06%), Zombie Tsunami (6.06%), Free
Fire (6.06%), and Clash of Clans (6.06%) and 1 of them play PUBG (3.03%), Word
Search (3.03%), Arrow .io (3.03%), Benji Banana (3.03%), Temple Run (3.03%),
Subway Surf (3.03%), Balloon Tip (3.03%), Helix Jump (3.03%), and Candy Crush
(3.03%).
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Chapter V
Conclusions
Within the limits of the study, the following conclusions were drawn.
Recommendations
Parents should be observant of time limit as for allowing their children to play
mobile games.
The guidance office promotes programs that educate children about the bad
effects of too much playing mobile games.
This study will help the next researcher whose research is related to this
study. This can be a guide for the next researcher or the same topic. It will
serve as a reference for all the students.
The teacher should give its students an assignment about mobile gaming.
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The school should expand and allow the use of library for the students to
have a reference regarding the effects of mobile games or computer games
to students. It will be a great help to the students when this matter is being
approved. Their information and knowledge about this matter will expand and
improve.
References:
1. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/#
2. https://joyofandroid.com/mobile-gaming-addiction/
3. https://blogs.systweak.com/2018/03/mobile-game-addiction-has-it-affected-you/
4. http://cascadebusnews.com/the-positive-effects-of-mobile-gaming/
5. https://dl.acm.org/citation.cfm?id=2282390
6. http://findarticles.com/p/articles/mi_m0816/is_6_21/ai_n9772319/
7. http://www.apa.org/news/press/releases/2000/04/video-games.aspx
8. http://www.techaddiction.ca/gaming-addiction-statistics.html
9. https://www.dvsgaming.org/how-do-video-games-affect-your-emotions/
10. https://www.sciencealert.com/action-video-games-can-boost-motor-skills
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CURRICULUM VITAE
A. Personal Data
Age: 16
Contact#: 09560948269
B. Educational Background
MOTTO: “All you need in this life is ignorance and confidence, and
then success is sure.” -Mark Twain
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CURRICULUM VITAE
A. Personal Data
Age: 18
Contact#: 09560949264
B. Educational Background
MOTTO: “If you are always trying to be normal, you will never
know how amazing you can be.” -Maya Angelou
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CURRICULUM VITAE
A. Personal Data
Age: 17
Contact#: 09060854418
B. Educational Background
CURRICULUM VITAE
A. Personal Data
Age: 18
Contact#: 0955489747
B. Educational Background