Professional Documents
Culture Documents
Angel S. Geloso
12 – Krieger
I thank all who in one way or another contributed in the completion of this research.
First, I give thanks to God for protection and ability to do work. I am so grateful to the
AMA Basic Education of Las Piñas for making it possible for me to study here. I give
deep thanks to my Research teacher and to the students of grade 11. My special and
heartily thanks to my research teacher, Mr. Leo Guarin who encouraged and directed
me. He challenges brought this work towards a completion. For any faults I take full
disclosed, but I want to acknowledge and appreciate their help and transparency during
am thankful to my family who encouraged me and prayed for me throughout the time of
my research. This thesis is heartily dedicated to my mother who took the lead to heaven
before the completion of this work. May the Almighty God richly bless all of you.
ABSTRACT
This topic is all about the impact of mobile games to the academic performance of
student. The purpose of this topic is to know the cause of being addicted of mobile
games affected to the academic performance in school because difficult for a student
always not in school also they missed lesson. And the level of intrapersonal relationship
alarming problem all students and teacher. It indicate low performance of teacher
because of the student dissatisfaction of the school services, or lack of poor academic
without a good reason. Also, absence can have deleterious effects for their child in life.
Students who are absent from school are at the greatest risk of dropper out school.
Absenteeism in student affect their school performance especially when they are in a
group or teamwork for their activities. Absenteeism also effect the teachers ability
percent class work is sequential and organizes ways. It is aim of every school to lesson,
if not eradicate absenteeism among its students. One way of addressing the problem is
to identify the causes why students we came taunt or always absent on school; and to
absences.
Chapter I
INTRODUCTION
A Smartphone or mobile phone is a device that can basically make and receive calls over a
radio link while moving around a wide geographic area. It does so by connecting to a cellular
network provided by a mobile phone operator, allowing access to the public telephone network.
The ancient types of Mobile phones support limited services such as, calling, sending
messages and very few for taking pictures. However, the modern phones support very wide
range variety of other services apart from making and receive calls. These include; text
messaging, MMS, e-mail, internet access, short range wireless communications [(Infrared,
Bluetooth, File Transfer Protocol, (FTP)], business applications, gaming and photography.
Smartphone or mobile phone is one of the most rapidly growing new technologies in the world
cell phone users were less than a billion worldwide with the majority of the users from the
developed countries. By the end of 2010, however, mobile phone users had reached five billion
worldwide with subscriptions from developing countries outnumbering that of the developed
countries. Obviously, this increase includes a sharp increase in the number of cell phones used
by the younger generations. This area of interest was chosen because of the unregulated usage
and over dependent attitude on these devices especially among our senior high school students
Mobile games created because of technology, that’s why students forget the responsibilities as
a student because of being addict into it. Some of students playing mobile legends develop
some bad habits, they tend to lose interest in other important things which is related is school
activities.
Playing mobile game occurs, students gave more attention in playing than doing their school
responsibilities, they can’t study well that’s why they failed on their grades, some are getting
sick because most of their time spent in playing and choose to skip their eating on time. They
also don’t have enough money to spend for their projects and other school works because they
already spent it in buying their load to their mobile phones for them to have data so they can
play mobile games. Thus, this study focuses on how a mobile game which is the mobile games
The strengthening of the basic education sector is always at the agenda of local city mayors and
the city officials. Las Piñas is divided into 20 barangays. These barangays are grouped into two
legislative districts, the district 1 and 2. District 1 comprises the north western half of the city
while district 2, is the remaining half. City of Las Piñas in particular, has 36 public schools and
CONCEPTUAL FRAMEWORK
A paradigm below was prepared to show the variables and processes that were used in study.
The paradigm shows the materials used in the study. The output is the Impact of Mobile games
In this study, the researchers aim to know the Impact of Mobile games to the Academic
Performance of Student. Specifically, this study seeks to answer the following questions:
A. Name
B. Frequency of use
C. Strand
2. Is there significant difference between the academic performance of the students who
play mobile games and the academic performance of students who do not play?
3. As perceived by the participants, what are the important uses of smart phones or mobile
The study focuses mainly to the impact of Mobile games to the academic performance of
student. It will also determine the cause of student’s playing mobile games The respondents are
students from AMA Basic Education Las Piñas City, The personal information needed for the
study are possible effects of the mobile games on student’s academic performance.
In this section, the researchers expressed the value or importance of the research study
and this is where the significant contribution of the result was enumerated. This
Students - This study is primarily important to students, for it will give them information
about the impact of mobile games on their Academic Performance of Student. They will
be more conscious on the said effect and for them to realize that playing too much
Future Researchers - The result of the study will be serving as a guide of other
Parents - This study will help the parents to have enough knowledge about the effects
DEFINITION OF TERMS
Mobile Games - Mobile games are games designed for mobile devices, such as smart phones,
feature phones, pocket PCs, personal digital assistants (PDA), tablet PCs and portable media
players.
Teachers evaluate in the form of letter or number grades and side notes, to describe how well
Teacher - The given data would guide the teachers on what to do to the students who are
always absent on the classes due to hanging out in the computer shop all day. The teachers
would be able to understand on why some student prefer to play online games rather than to
study.
Chapter ll
FOREIGN LITERATURE
Mobile games have both positive and negative effects on people, especially students. One of
the negatives is this. Many cases among students are addiction. And this addiction may lead to
worse problems. The students might steal money. They may become lazy when it comes to
studying and prefer playing the whole day long. Some may even skip school in order to have
more playing time. Addicted gamers spend so much time playing that their personal
relationships get neglected and sometimes disappear altogether. Among addicted gamers who
are married, up to 50 percent report a strain in their marriage as a result of their addiction.
Addicted gamers also neglect the responsibilities of everyday life such as school and work. In
the world of today, there are different genres of online games. First are the console games.
Console games are more commonly referred to as videogames. They are played on a device
specially made for game play called a videogame console. The player interacts with the game
through a controller, a hand-held device with buttons and joysticks or pads. Video and sound
are received by the gamer though a television. Examples of consoles include the Microsoft
Xbox, Sony Play station, Nintendo GameCube, and Nintendo. Second are the real-time strategy
games. This is a type of video game in which players exercise strategy along the way, typically
to conquer enemies and reach a final destination without being eradicated. For example, to win,
players decide which routes to take, what needs to be done and how to do it. Contrast with first-
person shooter. Third are the cross-platform online games. Developing software for, or running
software on, more than one type of hardware platform. The most universal cross platform
LOCAL LITERATURE
The generation have a different idea of fun and games. The influence of globalization and
That led to the computerization or digitalization of children’s games. Thus, enjoyment that
Relies on these types of technology has become the monopoly of children from families who
could afford such amenities, and mostly concentrated in urban areas. In digital games such as
the LAN and Online PC Games, Video Arcade Games, Home Console Games and Handheld
Computer Games have been around the country for more than 30 years and have evolved from
simple ping-pong into sophisticated role-playing games. LAN and Online Games are in more
than eighty percent of cafes in the country and they have games as their main source of income
through the years, several studies have been conducted in order to delve deeper into the
positive and negative effects of online gaming. One such study is of Liu et al (2009) where in the
researchers integrated research on problematic Internet use to explore the cognitive and
multiplayer online games (MMOGs). Participants recruited from online discussion boards
condition, social skills, psychological well-being, and negative life outcomes associated with
game playing. The results demonstrated the important roles that psychological dependency and
deficient self-regulation play in negative consequences associated with online gaming. The
cognitive preference for a virtual life a construct that is negatively related to social control skills.
FOREIGN STUDIES
As of today, most people relate online games to low academic performance. Through the years,
studies have yielded different results. Some of them say that they are co-related when some
say that they are not. According to Anderson and Dill (2010), there is a negative correlation
between the two. Thus, meaning that there is no relation between the number of hours played
by a player and his grades. At times, the students defend the games they are playing by saying
that they do learn something from it. A paper from EDUCAUSE backs these students up by
suggesting that the faculty learn and know about these games so as to help students in class
learning experience (Hitch and Duncan, 2011). Furthermore, another paper claims that these
games are not just for entertainment (Shaffer, Squire, Halverson, & Gee, 2010). They claim that
these games may be used to learn and experience different things and interact with other
LOCAL STUDIES
One of the biggest worldwide trends is smart phones or mobile phones. Smart phones or mobile
phones is very popular to all countries especially our country Philippines. Students were
engaged in this type of technology, they use smart phones or mobile phones for educational
purposes and entertainment needs. Smart phones or mobile phones are sometimes was the
cause of failing students on their academics because of their unregulated and abused usage of
their mobile phones or smart phones. According to a study Jeffrey et al. (2015) it was found that
the students who are constantly using mobile phones are outperformed by students who abstain
from that. Numerous studies have also been conducted to find the relationship between
academic performance, educational objectives and the use of social networking sites. According
to the paper (Kirschner and Karpinski, 2010) it was found that learners who spent additional
time on Facebook usually have lower GPA compared to others. Another study Junco (2012)
conducted in the same area found out that the time spent on Facebook was strongly and
significantly related to overall GPA (Grade Point Average) while only weakly related to time
spent preparing for class. It was also found that using Facebook for collecting and sharing
information was positively predictive of the outcome variables, while using Facebook for
relationship between electronic media use and academic performance. A recent study Wood et
al. (2012) measured the influence of multitasking with a collection of electronic media on the
student’s ability to learn from lectures in University. Mobile phone, messenger, emails and
texting through available social media network sites are the four digitally based multi-tasking
activities which were compared to three control groups (paper-and-pencil note-taking, word-
processing note-taking and a natural use of technology condition) over three consecutive
lectures. It was found that the students multitasking with these technologies were linked with
lower grades on tests compared to students who don’t multitask (Saraswathi et al., 2015).
Another study Junco and Cotton (2012) used hierarchical regression to analyse the impact of
multitasking to SHS GPA. It was found that multitasking may affect the capacity for cognitive
processing and prevent deeper learning. According to another study Rosen et al. (2011) it was
found that students who received more text message interruptions during a class suffered in
Even though, cell phones can produce bad effects to the students, smart phones or mobile
phones are also good and helps student’s academic performance. Among many mobile
technologies, smart phones or mobile phones have a potential of improving the teaching and
learning processes as they contain useful applications. Learning through smart phones or
mobile phones can occur anywhere and anytime (Brown, 2008). It is very easy to create a more
useful learning environment if students either have smart phones/ mobile phones or some other
types of communication device. Hoppe (2009) states that students can read materials such as
e-books and can watch lecture on mobile phones. According to Kafyulilo (2012), downloading
feature on mobile phones can be used to get various kinds of materials and video. In addition,
most of the smart phones/ mobile phones have features which can be used for recording and
playing multimedia contents, so students can use a camera on mobile phone for documenting
visual materials and collecting scientific data (Cuing & Wang, 2008).Although mobile phones are
banned in many classrooms since faculty perceive them as intrusive stuffs which may distract
the learners from learning, they can be turned to be a learning device if the faculty know how to
use them to accomplish learning tasks wisely. Mobile phones have been found to be effective in
improving educational outcomes. Smart phones or mobile phones have surpassed the initial
purpose as a communication device. They have become a learning tool for language progress
to users. Students in various gender groups, school levels, and locations are at-risk of
dropping out for various reasons. Some of these factors are common to all dropouts,
while others are more keenly associated with specific groups. The adverse effect of
many different ways depending on whether they are male or female, are in elementary
or secondary, in lower or higher school level, and in urban or rural areas. Those who
come from rural areas are most vulnerable in two ways. First, because their parents
have little and irregular income, they often lack money for school-related expenses such
limited financial resources prioritize their expenses; allotting whatever little money they
have to more urgent family needs like food, a finding which supports earlier studies
(Capili, 2016)
Chapter lll
This chapter gives an outline of research methods that were followed in the study. It
provides information on the participants, the criteria for inclusion in the study, who the
participants were and how they were sampled. The researcher explains how the
necessary data and information to address the research objectives and questions was
collected, presented and analyzed, The instrument that was used for data collection is
also described and the procedures that were followed to carry out this study are
included.
RESEARCH METHOD
method. The quantitative research method is used to examine the relationship between
variables with the primary goal being to analyze and represent that relationship
RESEARCH LOCALE
This research was conducted at AMA basic Education Las Piñas since the chosen
The respondents of the study were the students respondent were chosen using the
Solvin’s formula. Solvin’s formula allows the researcher to determine the sample size of
population and it gives the researcher an idea of how large the sample size needs to
Let N be the population size and the margin of error denotes the allowed probability of
Wherein:
n= no. of samples
N=total of population
e= error of margin
TESTING HYPOTHESIS
This study mainly focused on the relationship between the impact of absenteeism to
test able to test wherein the sampling distribution of the test statistic is chi-square
And also to determine the relationship of the two variables based on the observed and
expected results of the survey. It determines how close the actual data fists to the
2 (𝑜−𝑒)2
𝑋 =∑
𝑒
Chi-square is equivalent to the summation ( ∑ ) of the squared difference of observed
data subtracted by the expected data divide by the expected data. The number of
values depends on the number of categories of data. Chi-square is the sum of the
obtained values.
RESEARCH INSTRUMENT
The researcher prepared a ten-item survey questionnaire to gather the needed data for
the student s profile. The questionnaire was divided into two categories and each
category has a five item. The categories were based on research question.