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Critical Thinking and Self


Concept of MOBA gamers

Submitted by:

Kirk Weckle Arcamo

Emmalyn Revilala

Aina Mae Arroyo

Rowena Sacupon

Angel Sacupon

Salve Marie Mallen

Jayvie Lipit

Cathy Nonato
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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

assistance in the preparation and completion for our practical research.

Mr. Jahrel Tampil, Practical Research 1 adviser, for giving us knowledge and help

in the research paper of the researchers

Ms. Gerlie Montellano, practical research 2 adviser, for providing invaluable help

and unwavering guidance to the researchers throughout the whole semester.

Doc. Ruel Cajili, Dean of psychology, for helping the researchers and for the time

and effort given to validate the paper of the researchers.

Mr. Robert Norberte, SEED Academy President, for the time and effort given to

the researchers to fix their research paper.

Ms. Joie Iryll Balmes, English Literature teacher, for giving time to check the proper

grammar for the paper of the researchers.


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Mr. Roman Baluyot, Panelist for the time and effort to help the researchers with

the papers.

Ms.Christina Camacho, Practical Research 1 panelist, for providing enough time

to check and correct the paper of the researchers

Mr. Daryl Jim Dela Cruz, Practical Research 1 panelist, for the time and effort to

help the researchers to improve the paper.

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

finish this Research paper.

And mostly to almighty God who gave our group patience and strength to finish

this Research paper.


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Abstract

The Research Paper is about Multiplayer Online Battle Arena (MOBA)

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

researchers prepared an adaptive questionnaire in Critical thinking that was

originally made by Vincent Ruggiero and was given to 172 students of SEED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

Correlation. The Research Design used was Descriptive-Survey method. The

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

stating that There is no significant relationship of critical thinking and Self-concept

of the SEED Academy students who play Multiplayer Online Battle Arena (MOBA)

games and there is no significant difference of critical thinking and self-concept of

the SEED Academy students who play Multiplayer Online Battle Arena (MOBA)

games. Based on our findings, the following were concluded; the respondents

have a high level-percentage of Self-concept. There is a negative relationship

between critical thinking and self-concept. It is highly suggested for the future

researchers to know more about Multiplayer Online Battle Arena (MOBA) gamers

especially on how it helps in terms of improving self-concept and Critical-Thinking.

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

playing Multiplayer Online Battle Arena (MOBA) games.


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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

III. PRESENTATION, ANALYSIS & INTERPRETATION OF DATA

Specific Question Number 1


Specific Question Number 2
Specific Question Number 3

IV. SUMMARY, CONCLUSIONS, RECOMMENDATIONS, AND REFERENCES

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.

It is also the ability to understand the connections between ideas, reasoning,

justification of everyone's beliefs and values and to solve problems systematically.

Multiplayer Online Battle Arena is a combination of action games, role-playing

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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example for MOBA game is Mobile Legends wherein it is an android platform

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

win the battle and never lose the game.

The researchers chose this topic to find out if playing MOBA games really

helps in improving critical thinking and self-concept.


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Conceptual Framework

Critical Thinking Self- concept

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.

Statement of the problem

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

This study shall answer the following questions:

1. What is the profile of the respondents in terms of:

1.1 Critical thinking; and

1.2 Self- concept?


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2. Is there any significant relationship between the critical thinking and self-

concept of the respondents?

3. Is there any significant difference between the critical thinking and self –

concept when grouped according to:

3.1 Gender; and

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.

Assumption of the study

1. The respondents answered the questionnaire truthfully.

2. The respondent’s character may reflect their response to the given

question.

3. The respondent’s environment (gamers, students, etc.) may likewise

influence the response to the question.


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The significance of the study

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

are the necessary things to include in designing a game.

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

researchers who will pursue similar studies connected to this topic.

Scope and Limitation

The study was focused if playing MOBA games really helps in improving

critical thinking and self-concept in all SEED Academy students.

The study is limited to the students of SEED Academy AY. 2018-2019. On

the other hand, the study is limited to establishing a clear description of the

improvement of critical thinking and self-concept while playing Multiplayer Online

Battle Arena.

The respondents should play 6 hours a week to be part of this study and to

be called a MOBA gamer.


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Definition of Terms

Multiplayer Online Battle Arena (MOBA) - It is a kind of game which enables

competing with real players live and online.

Critical Thinking - Critical thinking is one of the essential parts of a brain it can

skillfully analyses things, it can reconstruct, and it can evaluate things.

Gamers -People who play MOBA games.

Self-concept- It is wanting to be your ideal self.

.
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Review Related Literature

An extensive summary of related literature pertaining to the critical thinking

and self- concept of the respondents who play multiplayer online battle arena

games.

Conceptual Literature

MOBA Games

According to Faizy, MOBA was also known as Action Real-Time-Strategy

and it is a combination of action, role-playing, and real-time strategy game. This

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

their time by playing MOBA games (Faizy, 2017).

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

important structure with the help of the occasionally generated PC managed

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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When a participant is taking part in a MOBA game, he or she is not only

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

participant wants to determine whether he or she will improve to the subsequent

level. Playing your favorite MOBA sport require questioning severely that will lead

to victory. The participant must examine or pay attention to the directions

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

to the next level. (Eugenio, 2017).

Multiplayer Online Battle Arena (MOBA) is a game genre that consists

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

interaction on reflective and independent wondering (Lau et al, 2004). It is an

essential of any fields of the subject area to pattern the individuals and to

communicate ideas, decide, analyze, and solve problems.


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Through playing these non-competitive ‘custom’ spaces, the players

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

and correspond with the tremendously structured ‘metagame’ (Ferrari,2013). It

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

games is in many ways a digital equivalent. (Jenkins, 2004).

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)

There is a good benefit because gamers finally gotten their priorities in

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

phones and tablets more, too.” (Aamoth D, 2014)

Gamers should be divided into two foremost categories that is based on the

time they’re spending on gaming or practicing: Hobby player - Specialty: Playtime

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

players (Tier 1) - Specialty: Constant practice hours - There is a calculated time

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

in an average of season. ( Andrejkovics, Z ‘2017)

Critical Thinking

The mentally trained process of efficaciously and skillfully conceptualizing,

applying, examining, mixing as nicely as assessing records accumulated from or

created by, perception, encounter, reflection, thinking, or correspondence, as a

manual for conviction and activity. (Establishment of Critical Thinking, 2011)

Critical reasoning comprises of components, for example, thinking and scholarly


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guidelines that empower intelligent investigation to occur along these lines

prompting unprejudiced.

According to Garrison (2002) Critical questioning is a way of questioning

the place it is each a method and an outcome. As an outcome, it is great to

apprehend the acquisition of deep and significant understanding as well as the

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

of a perception of the process. Moreover, it is also assumed that facilitating the

manner of higher-order gaining knowledge of online could be assisted using a

device to assess imperative discourse and reflection.

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

increase as a necessary thinker.


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Critical Thinking and MOBA

Critical thinking is one of the essential parts of a brain that can skillfully

analyze, reconstruct, and evaluate things. In playing Multiplayer Online Battle

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

will feel empowered and rewarded by successes, to explore or experience

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

them think critically (Maria, 2007).

According to Madavis in playing Multiplayer online battle arena with critical

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

game to be able to judge in a specific moment whether a choice will be beneficial

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

interdisciplinary knowledge (Madavis,2016).

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

freedom to come up on such realizations, to encourage a degree of critical thinking

absent in linear multimedia. "There are just so many games were, fundamentally,

we teach players to think analytically," Button-Brown said. “But only as a

foreground to say that the games industry writ large is already doing so much good

in terms of encouraging critical thinking and encouraging moral reasoning," Lewis

said. Button-Brown discussed about a game, he said that it uses persistence, so it

will encourage players, and that they will think about the consequences of their

decisions they make. (Handrahan,2017)

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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understanding of the fundamental principles of teamwork. Games help us by

challenging our critical thinking, determining predictive outcomes, managing our

resources (and superpowers) to make it to the next level.

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

that manufacture this arrangement is self-thought (Weiten, Dunn, and Hammer,

2014). A positive self-thought is exceedingly advance by performing and lead,

precisely, in knowing oneself (Yahaya and Ramli, 2009). Toward the day's end,

the self-thought confirms that individuals are specific in their perspective of

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

acknowledged as a multidimensional build up that having one general component

and different specific perspective (Tan &Yates,2007).

Social therapists have called attention to that self-idea assumes an

imperative job in social recognition the procedure by which we frame impressions

of others. Self-idea appears to assume a critical job in the development and

advancement of a man, a point by point information about its inclination and its

connection to other essential components of identity and gives a target and

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

in social acknowledgment of the strategy by which we outline impressions of


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others. Self-idea seems to accept a basic occupation in the improvement and

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

explanation behind the instructors and supporters to wear down (Arul,1972).

Self-idea implies a multidimensional, interesting gather which is delineated

as an abstract diagram, the term used to depict an equipped bent structure that

obliges a man's qualities, values, meandering, and semantic recollections and

controls the planning of self-pertinent facts. (Greenwald and Pratkanis, 1984;

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

much the substance of oneself is absolutely and undeniably clarified, unsurprising,

and momentarily consistent.

According to the Self-Discrepancy Theory (Higgins, 1987), one is regularly

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

most direct observational guide for the provoked association between PC

amusement ID, a markdown of self-uniqueness and gaming delight. The delight in

playing PC diversions may, in addition, be a power supply of trademark motivation,

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.

The association between online gaming motivation, self-thought

comprehensibility, and penchant towards questionable gaming. Two the purpose

of this examination was to discover the association between electronic gaming

motivation, self-thought clearness, and troublesome web gaming. Simply more

especially, the examination investigated the mediating position of gaming causes

between self-thought clearness and problematical web gaming. Two Problematic

electronic gaming used to be quite connected with social, contention, adjusting,

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

the method of reasoning) identified by confounding web gaming. The trade

watches out for the inconvenience of vision in association with self-thought clarity

and as a part of envisioning unsafe electronic gaming. (Tkalic, 2018).


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Research Literature

Two of the three most played PC amusements are MOBA diversions:

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

People of yore (DOTA) when the MOBA classification was conceived as we

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 –

additional substance could be acquired in-amusement.

MOBAs give a phenomenal research opportunity due to the mix of two

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

in-diversion information. APIs (capacities permitting the production of applications

which access such applications' information and recover it) are accessible and

even formally upheld. There are, nonetheless, a few dangerous highlights as well:

MOBA diversions are regularly fixed, so the amusement changes routinely.

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

wide datasets progress toward becoming unmanageable.


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Basic reasoning incorporates the segment abilities to break down

contentions, making derivations utilizing inductive or deductive thinking, judging or

assessing, and settling on choices or explaining issues. Foundation information is

a fundamental yet not enough condition for empowering basic idea inside a given

subject. Basic reasoning has psychological abilities and manners. They are both

general and space particular parts of basic reasoning. Experimental research

recommends that individuals should start creating basic reasoning capabilities at

an exceptionally youthful age. In spite of the fact that grown-ups regularly displays

not sufficient in thinking, in a basis of all individuals, individuals can be educated

to think fundamentally.

Advocates of area specificity incorporate Willingham (2007), who state that

it is less demanding to figure out how to think basically inside a given space than

it is to figure out how to think fundamentally in a bland sense. Likewise, Bailin

(2002) who state that space information is essential for basic thinking since what

comprises legitimate proof, contentions and benchmarks has a tendency to differ

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

concept of critical thinking is so generic that it is not useful.

Self-portrayals (self-concept or confidence) are generally connected with a

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

decided connected with scholarly accomplishment, inspiration, and dispositions

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

confidence can be accomplished by redesigning self-idea, in a procedure in which

there is a diminished interest in the undermining territory (for this situation, the

scholastic one), and an interest in other, conceivably more satisfying regions

(Peixoto, 1998). Subsequently, a few outcomes move toward social character

hypothesis, especially as respects the selection of more negative states of mind

towards school (Alves Martins et al., 2002; Robinson and Tayler, 1986; Senos,

1997), while others show that self-esteem is secured by redesigning self-idea

(Alves-Martins and Peixoto, 2000; Peixoto).

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

recreations are exceedingly captivating and intelligent, the diversions remunerate

vicious conduct, and in light of the fact that kids rehash these practices again and

again as they play. (Gentile & Anderson,2003)


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CHAPTER 2

Methodology

Research Design

The researchers will use the descriptive correlational method, a type

of quantitative research that emphasizes objective measurements and the

statistical data using computational techniques.

Respondents of the Study

The respondents of the study will be the SEED Academy students

of SEED Academy AY. 2018-2019 the researchers used the purposive sampling

method. The purposive sampling method is a type of a non-probability sampling

technique which focuses on characteristics of a population that is interested in the

researcher.

Research Instrument

The questionnaire that will be used in the study was adapted after an

existing questionnaire entitled “Feelings: A Guide to Critical Thinking. (Ruggiero,

1984).

The questionnaire that will be used in the study is self-concept inventory

was adopted.
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The Likert Scale interpretation is as follows:

Likert Interpretation Index Extent


Scale

4 Strongly Agree 3.26- 4.00 Very High

3 Agree 2.51- 3.25 High

2 Disagree 1.76- 2.50 Low

1 Strongly Disagree 1.00- 1.75 Very Low

Administration of the Instrument

The researcher made a questionnaire regarding the investigation. At

this point, the survey was submitted by the researcher to the Practical Research

teacher. After the Practical Research teacher checked and confirmed the

instruments, the researchers will personally distribute the questionnaire to 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.

Responses will then be encoded, calculated and analyzed.


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Statistical Treatment of Data

After the data have been gathered the researchers will use the following statistical

tools to analyze the data.

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

commonly referred to as an average.

𝑆
𝐴=
𝑁
B. f-test was used to determine whether to assume that the data have equal

or unequal variances. This test is also used to compare two variances or

standard deviations.

𝑆12
𝑓= 2
𝑆2
C. t-test of Independent means it compares and determines the mean of the

two related groups if there is a statistically significant difference between

the means.
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𝑚𝐴 − 𝑚𝐵
𝑡=
𝑠2 𝑠2
√ +
𝑛𝐴 𝑛𝐵

D. Pearson correlation coefficient is a technique for finding a relationship

between the two quantitative, continuous variables.


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Chapter 3

Presentation, interpretation and Analysis of Data

This chapter presents the data gathered by the researcher to be able to

answer the following specific questions:

Specific Question No.1. What is the profile of the respondents in terms of:

1.1 Critical thinking; and

1.2 Self- concept?

Table 1.1 Critical Thinking

Indicators Arithmetic Mean Extent

I practice strategic thinking when I engage


3.5714 Very High
myself to gaming.
I become more informative when I engage 3.5714 Very High
myself to gaming.
I separate rumor from fact when I engage 3.5238 Very High
myself in gaming.
I am a good thinker when I engage myself to 3.514 Very High
gaming.
My perspective on truth is enhanced when I
3.381 Very High
exchange myself to gaming.
I preserve reputation when I engage myself
3.1905 High
to gaming.
I tend to use faulty common sense when I
2.8571 High
play.
I tend to combine my problems when I
2.8095 High
engage myself in gaming.
I am a conformist when I engage myself to 2.7619 High
gaming.
I am stereotype when I engage myself to
2.6667 High
gaming.
2.6667 High
I am racist when I engage myself to gaming.
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I tend to use an oversimplification when I


2.6667 High
play.
I resist change when I engage myself to
2.619 High
gaming.
I tend to make hasty conclusions when I 2.5238 High
play.
I tend to make unwarranted assumptions 2.8095 High
when I play.
Mean 2.9937 High

Table 1.1 shows the critical thinking of the respondents.

The indicator that got the highest average score is “I practice strategic

thinking when I engage myself in gaming’ and “I become more informative

when I engage myself to gaming” with a rating of 3.5714. This means that

the respondents practice strategic thinking when they engage themselves

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

unwarranted assumptions when I play” with a rating of 2.5238. This means

that the respondents slightly disagree that they make hasty conclusions,

and unwarranted assumptions when they play.

The mean of the respondents is 2.9937 this means that the respondents

manifest a high level of critical thinking.


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Table 1.2 Self-concept

Indicators Arithmetic Mean Extent

I can adjust to different people 3.6667 Very High


and different situations.
I am approachable; other 3.6667 Very High
people are at ease and
comfortable with me
I can be trusted in any 3.5238 Very High
transactions.
3.5238 Very High
I am a good listener.
I have a clean conscience and 3.4763 Very High
carry no guilty feeling.
I am fast learner, can 3.4286 Very High
understand instructions easily.
3.4286 Very High
I can easily get along with.
I have integrity and good 3.4286 Very High
reputation.
I can easily analyses situations 3.381 Very High
and make right judgements.
I am emotionally stable and not 3.2875 Very High
easily rattled when faced with
trouble.
3.2381 High
I am lovable and easy to love.
I can express my ideas in 3.1429 High
writing without difficulty,
3.1429 High
I am mature person.
I talk in a persuasive manner 3.1429 High
that I can easily get people to
accept what I say.
I am logical and rational in my 3.0952 High
outlook and decisions.
I have special talents and 3 High
abilities.
I am proud of my physical 2.9524 High
figure.
2.9048 High
I feel and act with confidence.
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My friends and classmates can 2.8571 High


look up to me as a model
worth difficulty.
2.8095 High
I have strong sex appeal.
2.7143 High
I exude with charm and poise.
2.7143 High
I am intelligent.
I can express my ideas without 2.6667 High
difficulty.
I am physically attractive and 2.4286 Low
beautiful / handsome.
Mean 3.1508 High

Table 1.2 shows the self-concept of the respondents.

The indicator that got the highest averaged score is “I can

adjust to different people and different situations’ and “I am approachable;

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

/ handsome’ with a rating of 2.4286. This means that the respondents

generally agree that they’re not physically attractive.


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Specific Question No.2. Is there any significant relationship between the critical

thinking and self- concept of the respondents?

Table 2. Pearson Correlation

Critical thinking Self-concept

Critical Thinking 1 -0.071833022

Self -concept -0.071833022 1

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

thinking and self – concept when grouped according to:

3.1 Gender; and

3.2 Age?

Table 3.1.1 Self- concept of Female and Male

T Stat T Crit P Value Level of Decision Conclusions


Significance

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

significance which is 0.05.

The result above indicate that the null hypothesis is failed to reject. Therefore,

there is no significant difference in the self-concept of female and male MOBA

gamers.

Table 3.1.2 Critical Thinking of Female and Male

T Stat T Crit P Value Level of Decision Conclusions


Significance

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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Table 3.2.1 Critical Thinking and Self-concept of 16-17 years old

T Stat T Crit P Value Level of Decision Conclusions


Significance

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

significance which is 0.05.

The result above indicate that the null hypothesis is failed to reject. Therefore,

there is no significant difference in the critical thinking and self-concept of 16-17

years old MOBA gamers.

Table 3.2.2 Critical thinking and Self- concept of 18-19 years old

T Stat T Crit P Value Level of Decision Conclusions


Significance

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

significance which is 0.05.


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The result above indicate that the null hypothesis is failed to reject. Therefore,

there is no significant difference in the critical thinking and self-concept of 18-19

years old MOBA gamers.


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Aamoth(2014)Here’s how much time people spend playing video games. Retrieved
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Boosteria(2018) How do MOBA games benefit you.Retrieved from


http://happymanhappyclan.com/how-do-moba-games-benefit-you/

Elsevier B.V (2016) Dynamic difficulty adjustment on MOBA games. Retrieved from
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Faizy (2017)
https://www.killping.com/blog/author/faizy/

Ferrari, S. (2013) From Generative to Conventional Play: MOBA and League of

Jenkins H.F. (2004) “Research at a click away: The inter-relational ethics of a connective
methodology
https://jjarr.wordpress.com/

Karu (2017) What is MOBA? [gaming definition and meaning]


https://honeysanime.com/what-is-moba-definition-meaning/

Legends, Proceedings of DiGRA 2013: DeFragging Game Studies, Volume 1 (1), P.1-17.

Lau & Chan (2004) What is critical thinking? Retrieved from


http://philosophy.hku.hk/think/critical/ct.php

Ruggiero V.R (1984) Beyond Feelings: A Guide to Critical Thinking. Retrieved from
http://iws.collin.edu/mizell/critical_thinking_inventory.htm

USC libraries (2010)


http://libguides.usc.edu/writingguide/quantitative

http://www.platinumgmat.com/gmat_study_guide/statistics_mean

https://www.researchgate.net/publication/326625235_The_relationship_between_

https://www.limelight.com/resources/white-paper/state-of-online-gaming-2018/ -

http://time.com/120476/nielsen-video-games/
https://www.quora.com/How-many-hours-do-you-spend-playing-video-games-
a-week
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https://www.skillsyouneed.com/learn/critical-thinking.html

http://learntech.uwe.ac.uk/da/Default.aspx?pageid=1442

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