Professional Documents
Culture Documents
Submitted by:
Emmalyn Revilala
Rowena Sacupon
Angel Sacupon
Jayvie Lipit
Cathy Nonato
SEED Academy
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Acknowledgements
The researchers would like to acknowledge the people who helped them for the
successful research, for their efforts and time that they gave just to help and
validate the paper of the researchers. This would not have been possible without
the guidance and help of several individuals who have contributed their undying
Mr. Jahrel Tampil, Practical Research 1 adviser, for giving us knowledge and help
Ms. Gerlie Montellano, practical research 2 adviser, for providing invaluable help
Doc. Ruel Cajili, Dean of psychology, for helping the researchers and for the time
Mr. Robert Norberte, SEED Academy President, for the time and effort given to
Ms. Joie Iryll Balmes, English Literature teacher, for giving time to check the proper
Mr. Roman Baluyot, Panelist for the time and effort to help the researchers with
the papers.
Mr. Daryl Jim Dela Cruz, Practical Research 1 panelist, for the time and effort to
I would like to thank my family and friends for their financial and moral support.
And of course, for the unconditional love which have made me even stronger to
And mostly to almighty God who gave our group patience and strength to finish
Abstract
games that helps in terms of improving Critical Thinking and Self-Concept of the
batch 2018-2019 at SEED Academy’s SHS, IST, and ISM students. The
originally made by Vincent Ruggiero and was given to 172 students of SEED
academy and also the Adoptive questionnaire for Self-Concept was adopted to the
Self Concept Inventory. The Statistical treatment of data that was used in here was
Arithmetic Mean, F-test, and T-test of independent means and the Pearson
Summary on how Multiplayer Online Battle Arena (MOBA) games helps to improve
the Self Concept and Critical Thinking of the gamers., which has 2 null hypothesis
of the SEED Academy students who play Multiplayer Online Battle Arena (MOBA)
the SEED Academy students who play Multiplayer Online Battle Arena (MOBA)
games. Based on our findings, the following were concluded; the respondents
between critical thinking and self-concept. It is highly suggested for the future
researchers to know more about Multiplayer Online Battle Arena (MOBA) gamers
It is also recommended that the future researchers cover more diverse population
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if respondents considering its age, gender, and the hours they are spending in
TABLE OF CONTENTS
TITLE PAGE
APPROVAL SHEET
ACKNOWLEDGEMENT
ABSTRACT
CHAPTERS
I. THE PROBLEM AND ITS BACKGROUND
Introduction
Conceptual Framework
Statement of the Problem
Hypothesis of the Study
Assumption of the Study
Significance of the Study
Scope and Limitation
Definition of Terms
Conceptual Literature
Research Literature
II. METHODOLOGY
Research Design
Respondents of the Study
Research Instruments
Administration of the Instrument
Statistical Treatment of Data
Summary
Major Findings
Conclusion
Recommendation
References
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Chapter 1
The problem and its background
Introduction
What makes you “you”? You may not be given time to think about
this thought but most likely you have an idea to answer them. Maybe you might
say, “I’m a son “, “I'm a doctor”, or “I am your best of friends” or anything that can
answer the question; what makes you “you”? Those are the response or the
answer that pops up on your mind. This sense starts to grow in early life, however,
it experiences reliable assessment and adjustment all through the lifetime. Self-
Concept is our own idea about on who we are in, emotionally, spiritually, socially,
physically, and for any other aspects that make us for who we are as a person.
And us, being aware and having an idea of oneself. In psychology the term self-
concept is a general form of how one person thinks, perceives and evaluate things
about themselves. It is also describing as who you are as a person. Critical thinking
is a way of thinking deeply so you can do whatever you want without regretting it.
games, which is also considered as an Action Real Time Strategy (ARTS) game
which also one of the top game genre nowadays wherein the arena has 2 teams
which contain 5 players that will battle over 4 lanes; Top, Mid, Bot, and jungle lane.
The goal of the game is to strengthen their chosen heroes, destroy enemy, turrets
and base. This game also requires strategic thinking wherein you plan your
offenses and defenses to reach your goal and win the game. One of the best
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based Multiplayer Online Battle Arena (MOBA) game that lets you compete in
various game modes like classic, survival mode, AI mode, rank mode and custom
mode. Before the game starts, the two teams shall build their own plan. Each
champion has different kinds of roles; marksman which is a long ranged fighter
that has high attack damage, Fighter that are close ranged champion that acquires
both offensive and defensive capabilities, assassin that specializes on killing the
target and use jungle to earn more gold, tank that are durable and the one who
initiates clash, and support that aids and protects their allies in any situation. After
locking in the chosen hero, the player must choose their spells, and emblems for
their chosen heroes. In this kind of game, we need to think critically to be able to
The researchers chose this topic to find out if playing MOBA games really
Conceptual Framework
Gender
Age
The diagram shows the relationship of the Critical Thinking and Self
Concept. And the Age and gender shows the profiling of the students.
The goal of this study is to know if playing Multiplayer Online Battle Arena
(MOBA) games does really help in improving critical thinking and self-concept
2. Is there any significant relationship between the critical thinking and self-
3. Is there any significant difference between the critical thinking and self –
3.2 Age?
Hypothesis
𝐻𝑂 1 : There is no significant relationship between critical thinking and Self-
concept of the SEED Academy students who play Multiplayer Online Battle Arena
(MOBA) games.
𝐻𝑂 2 : There is no significant difference between critical thinking and self-
concept of the SEED Academy students who play Multiplayer Online Battle Arena
(MOBA) games.
question.
Gamers. This study will help the gamers to know if playing Multiplayer Online
Battle Arena really helps to improve their critical thinking and self-concept.
Game Designer. This study will help the game designer to have an idea on what
Game Developer. This study will help the game developer to have an idea on
other necessary things that they might develop on their future games.
Parents. This study will help the parents to know if playing MOBA games really
helps to improve the critical thinking and self-concept of their child. It will also help
the parents to be aware if they need to stop their child in playing MOBA games or
not.
Future Researchers. The result of this study will serve as a guide for the future
The study was focused if playing MOBA games really helps in improving
the other hand, the study is limited to establishing a clear description of the
Battle Arena.
The respondents should play 6 hours a week to be part of this study and to
Definition of Terms
Critical Thinking - Critical thinking is one of the essential parts of a brain it can
.
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and self- concept of the respondents who play multiplayer online battle arena
games.
Conceptual Literature
MOBA Games
game has two teams containing five players. Every team needs to be more
powerful as the game progress. Every character of a game has a different powerful
ability that the players should be able to know so that they will not be defeated
from the game that is dedicated to the MOBA genre and most of the players spent
Multiplayer Online Battle Arena (2017), it has begun in a sub sort of the
Real-Time Strategy (RTS) sort of video recreations, in which one controls a solitary
personality in one of the groups. The goal of it is to beat the limiting group’s, most
devices that walk ahead along set ways. Player characters typically have specific
capacities and points of interests so that it decorates for the duration of a leisure
and that it adds to the group's universal methodology. Though in MOBA games,
the team who wins the game commonly rely upon the performances of the other
team.
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staring at the pc besides inspecting and the perception it. What's going on the
screen grant a lot of thinking, to play a single sport he or she desires to coordination
on their visual, audial and bodily movement. MOBA video games involve positive
rules. This additionally two capacity that the participant needs to think carefully
earlier than making any cross that will make sure of his or her victory. The
level. Playing your favorite MOBA sport require questioning severely that will lead
cautiously, so they will be aware of the policies all throughout the whole game.
This surely helps to enhance the critical wondering skills. MOBA games get the
player's interest for the whole length of the game. This is the place these gamers
must gain a certain goal and to be capable to win the recreation and development
of two teams of several players who choose different best to use characters to
level up and build their battle on a map with certain objects (Karu, 2017).Critical
thinking is the ability where you suppose to think intelligently and rationally about
what you should do or what you believe. It also consists of the potential to have
essential of any fields of the subject area to pattern the individuals and to
developed a simple reinterpretation of the policies that would radically change the
mode of plays. One instance of MOBA sport is the League of Legends; it is made
round three ‘lanes’ and a structured collection of ‘picks’ on each team to fill roles
reminds of the exploratory play which describes whereby play is a look at of the
boundaries via the act of exploring surroundings; the creation of these video
Gamers are spending an average time of almost six (6) hours in each week
playing. However, there is a significant difference between the gamers like casual
gamers and dedicated gamers. There is more than 20 percent of gamers who
plays for less than an hour in each week, and the almost seven percent plays more
than 20 hours a week. The Younger gamers are spending more time playing each
week if we are going to compare their time playing with older ones. And with the
fast growth of casual gaming, the mobile phones have been become the primary
device that people are using for gaming. (“THE STATE OF ONLINE GAMING,”
2018)
order. According to Nielsen, the average in U.S. gamers that ages 13 or older
spending 6.3 hours in a week by playing video games during 2013. And that was
up from 5.6 hours when we compare it from 2012 and was also up from 5.1 hours
on last 2011. “If you like fun, we’re trending in the right direction. Also, of note is
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that people who play games on consoles are starting to play games on their
Gamers should be divided into two foremost categories that is based on the
fluctuates day by day - There are days when they’re up to 8 hours by spending
on gaming and there is also a day when and where there are almost zero games.
Hobby players doesn’t play more than twenty-five (25) hours a week, even if they
have 2–3 days when they played more than 12 hours, in a month period. Pro
that 3-4 hours is the personal practice and 2–3 hours are for the team practice
period in a day (6–7 days per week). But the thing is that these practice hours
doesn’t make any changes. The tournaments are another issue, because you have
to travel plus you are not aware with every other possible circumstance of the
venue and that you should have a lot of “must to have” programs like photos
hooting. In overall pro players are practicing more than forty (40) hours in a week
Critical Thinking
prompting unprejudiced.
content-specific imperative abilities, skills, and evaluate things, However, and the
most applicable here, from a process viewpoint, is, it is assuming that acquiring
integral wondering abilities would be added due to the fact of the assisted by way
The critical thinking will help you to steadily get a wider perspective of the
activities and instances of your life. These insights will make you have new
thoughts that will assist you to locate options for something that would no longer
have been feasible when you are the usage of a trendy pattern of thinking. As you
progress, you will also find out a simple step-by-step process of crucial thought
that will clearly help to improve your capability to overcome the boundaries and
challenges that you are facing in actual life in the most environmentally friendly
and high-quality way. You will additionally be given some key insights and views
of the integral questioning technique that will truly turn out to be critical to your
Critical thinking is one of the essential parts of a brain that can skillfully
Arena, one will need to think fast to decide on what to do next to win the battle. It
helps gamers think rationally. A player whose focus on a game will not think of
anything but to win the game. Critical thinking skills are important to analyze things
and communicate ideas, make decisions, and solve problems. Critical thinking in
evaluating and improving current ideas, thinking carefully about what is good or
bad about thinking strategy or action that can help us improve it and can also make
it more fulfilling besides is not always wise to act solely based on emotions.
Gamers play to learn and practice skills to achieve, produce good results, so they
fantasies, to experiment with the not allowed activities, to relax and socialize with
others. Video games are all about doing. Even if not in the physical world, in games
you act and directly accomplish tasks. Some of the games have been effective in
increasing the level of a person’s critical thinking. Since gamers face ambiguous
situations while playing, they may improve their cognitive skills and have made
thinking it remembers what’s inside the game and knows that the game is existing.
It understands the context of the game, once they understand the rules of the
game, they can begin to play. They can learn what are the characters’ unique
abilities and they can use it to be able to win in the battle. They need to Analyze
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the game to be able to improve their ranking/ win percentage however they also
need to understand more than the basic mechanics. They need to evaluate the
or harmful to their team. They need to use their insight to be able to create the
altered shape of the game, for example, the player might discover a new
combination of items that make his character especially effective. So, with that
Players that want to go all the way into the “create” stage might even apply
One of the noticeable different qualities on games as a form is that the ability
to empower players to make choices by choosing and to be able to let them know
the consequences of those choices they will choose. Games gives players the
absent in linear multimedia. "There are just so many games were, fundamentally,
foreground to say that the games industry writ large is already doing so much good
will encourage players, and that they will think about the consequences of their
MOBAs are mostly competitive games, however, there is one thing that
people seem to overlook and that is the ability to work together with others as a
team and be able to swiftly evaluate a situation, then decide what to do given the
circumstances. Critical thinking is one thing that you’ll develop - as well as a deeper
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Self – concept
Every human has an alternate arrangement for themselves, and this reality truly
impacts the acts of each individual mindsets and reactions. One of the chief factors
precisely, in knowing oneself (Yahaya and Ramli, 2009). Toward the day's end,
redesigns. Likewise, it demonstrates that oneself isn't just one more lift in social
anyway is the most immense dissent of a human idea. All around, self-thought
advancement of a man, a point by point information about its inclination and its
empowering reason for the teachers and advocates to chip away at (Arul,1972).
Social specialists have pointed out that self-idea accept a basic employment
progression of a man, a point by point data about its tendency and its association
with other basic segments of personality and gives an objective and enabling
as an abstract diagram, the term used to depict an equipped bent structure that
Kilhstrom et al., 1988). A man's self – thought merges an extensive variety of self-
diagrams and deals with a response to the request "I's personality?" (Myers, 2009)
Campbell et al. (1996) said that people customarily have a sensible thinking about
their personality and what they are and described self-thought clearness as how
enabled to diminish the dissimilarity between the genuine, culminate and should
self, in light of the fact that an irregularity between the critical number self-thoughts
prompts energetic uneasiness. An inquiry by Przybylski et al. (2012) deals with the
and it was assumed that PC amusements had the best impact on a player's
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examinations when his genuine self is conveyed into the entire accord with his
optimal self.
and dream and break out clarifications behind playing on the web PC diversions,
and unfavorably with self – thought clarity. Various leveled backslide examinations
revealed that break causes, and self-thought understandability have been sizeable
markers of troublesome online gaming in the wake of controlling for age and week
after week gaming time. The aftereffects of the mediation mannequin avowed that
self-thought lucidness used to be both quickly and haphazardly (byways to get out
watches out for the inconvenience of vision in association with self-thought clarity
Research Literature
League of Legends and DOTA 2. But then, everything began from a little and
specialty fan-made custom guide for Blizzard's ongoing system (RTS) amusement
StarCraft, Eon of Strife (AoS), in 1998, by a modder (a person who purposely alters
amusements further bolstering his good fortune or for the sake of entertainment)
called Aeon64. While AoS set the nuts and bolts, it wasn't until Defense of the
probably are aware it today. In 2009, Riot Games discharged League of Legends
(LoL) with a totally distinctive estimating approach: it could play. Anybody could
download it and play with a turning determination of saints and a few restrictions –
factors: the enormous number of players (and eSports watchers) they draw in and
that it is so natural to get to some portion of the produced, what's more, recorded
which access such applications' information and recover it) are accessible and
even formally upheld. There are, nonetheless, a few dangerous highlights as well:
Proficient groups are shaky, as often as possible showing up and vanishing before
important ends can be drawn. Clients are all over and they play a great deal, so
a fundamental yet not enough condition for empowering basic idea inside a given
subject. Basic reasoning has psychological abilities and manners. They are both
an exceptionally youthful age. In spite of the fact that grown-ups regularly displays
to think fundamentally.
it is less demanding to figure out how to think basically inside a given space than
(2002) who state that space information is essential for basic thinking since what
over areas. According to McPeck, the more general the thinking skill, the less
helpful it is. Bailin (2002) concurs, arguing that what is common and general to the
wide the scope of execution markers (Jackson, Thomas, and Marsh, 2001; Judge,
Erez, and Bono, 1998; Peixoto, 2003). In a scholastic setting, self-portrayals are
towards school (Choi, 2005; Marsh and Craven, 2005; Valentine and DuBois,
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2005), On the other hands, different examinations uncover that the security of
there is a diminished interest in the undermining territory (for this situation, the
towards school (Alves Martins et al., 2002; Robinson and Tayler, 1986; Senos,
As per the PASS research of Kim Do Eun, Fifty years of research on brutal
TV and films has demonstrated that there are a few negative Impacts of observing
such toll since computer games are a more up to date medium, there is less
research on them than there is on television and motion pictures, be that as it may,
thinks about by brain research, for example, Douglas Gentile, PhD, and Craig
Anderson, PhD show that it is likely that savage computer games may have much
more grounded consequences for youngsters' animosity in light of the fact that the
vicious conduct, and in light of the fact that kids rehash these practices again and
CHAPTER 2
Methodology
Research Design
of SEED Academy AY. 2018-2019 the researchers used the purposive sampling
researcher.
Research Instrument
The questionnaire that will be used in the study was adapted after an
1984).
was adopted.
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this point, the survey was submitted by the researcher to the Practical Research
teacher. After the Practical Research teacher checked and confirmed the
respondents. After thoroughly explaining what the items are in the form,
researchers will give the respondent’s couple time to answer the questionnaire.
Researchers will retrieve the papers after each respondent has finished answering.
After the data have been gathered the researchers will use the following statistical
A. Arithmetic Mean of a set of data is found by taking the sum of the data and
then dividing the sum by the total number of values in the set. A mean is
𝑆
𝐴=
𝑁
B. f-test was used to determine whether to assume that the data have equal
standard deviations.
𝑆12
𝑓= 2
𝑆2
C. t-test of Independent means it compares and determines the mean of the
the means.
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𝑚𝐴 − 𝑚𝐵
𝑡=
𝑠2 𝑠2
√ +
𝑛𝐴 𝑛𝐵
Chapter 3
Specific Question No.1. What is the profile of the respondents in terms of:
The indicator that got the highest average score is “I practice strategic
when I engage myself to gaming” with a rating of 3.5714. This means that
in gaming and, they become more informative when they engage their
selves in gaming. Meanwhile the indicator that got the lowest averaged
score is “I tend to make hasty conclusions when I play” and “I tend to make
that the respondents slightly disagree that they make hasty conclusions,
The mean of the respondents is 2.9937 this means that the respondents
other people are at ease and comfortable with me” with a rating of 3.6667.
This means that the respondents can adjust to different people and different
situations and, they are approachable with them. Meanwhile, the indicator
that got the lowest averaged score is “I am physically attractive and beautiful
Specific Question No.2. Is there any significant relationship between the critical
Table 2 shows that there is a negative relationship between the variables. The
relationship is negative because, one variable increases and the other variable
decreases.
Specific Question No.3. Is there any significant difference between the critical
3.2 Age?
Failed to There is no
0.09737496 2.093024054 0.923448496 0.05 reject 𝐻𝑂 significance
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Table 3.1.1 shows the result of applying t-test of independent means assuming
unequal variances. The computed t-stat is 0.10, which is less than the t-crit which
is 2.09. Also, the computed p-value is 0.92 which is greater than the level of
The result above indicate that the null hypothesis is failed to reject. Therefore,
gamers.
reject 𝐻𝑂 There is
-4.06902 2.093024 0.000654 0.05 significance
Table 3.1.2 shows the result of applying t-test of independent means assuming
equal variances. The computed t-stat is -4.07, which is less than the t-crit which is
2.09. Also, the computed p-value is 0.00 which is less than the level of significance
which is 0.05.
The result above indicate that the null hypothesis is reject. Therefore, there is a
significant difference in the critical thinking of female and male MOBA gamers.
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Failed to There is no
-0.94393 2.144787 0.36121 0.05 reject 𝐻𝑂 significance
Table 3.2.1 shows the result of applying t-test of independent means assuming
equal variances. The computed t-stat is -0.94, which is less than the t-crit which is
2.14. Also, the computed p-value is 0.36 which is greater than the level of
The result above indicate that the null hypothesis is failed to reject. Therefore,
Table 3.2.2 Critical thinking and Self- concept of 18-19 years old
Failed to There is no
-0.323587228 2.063898562 0.74905342 0.05 reject 𝐻𝑂 significance
Table 3.2.2 shows the result of applying t-test of independent means assuming
equal variances. The computed t-stat is -0.32, which is less than the t-crit which is
2.06. Also, the computed p-value is 0.75 which is greater than the level of
The result above indicate that the null hypothesis is failed to reject. Therefore,
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https://www.skillsyouneed.com/learn/critical-thinking.html
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