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The Impact of Mobile games to the Academic Performance of Student

Angel S. Geloso

12 – Krieger

Mr. Leo Guarin


ACKNOWLEDGEMENT

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

responsibility. I am also deeply thankful to my informants. Their names cannot be

disclosed, but I want to acknowledge and appreciate their help and transparency during

my research. Their information have helped me complete this research. Furthermore, I

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

of the students to their study is an alarming problem, School absenteeism is an

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

or non-academic structures that addressing the problem or factors that influenced or

reinforced behavior. Where in absenteeism is a tendency to be away from their school

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

know the intrapersonal relationship of student in school in the behavior of their

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

affects the academic performance of the students.

BACKGROUND OF THE STUDY

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

63 private schools. (Division of Las Piñas City).

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

to the Academic Performance of Student

INPUT PROCESS OUTPUT

The researchers conduct a

Socio-Demographic profile survey.


of the respondent:
The Impact of Mobile
 Name The researchers sort and games to the Academic
 Frequency of use gathered data by means of
Performance of Student
 Strand
questionnaire
STATEMENT OF THE PROBLEM

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:

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

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

phones for the students?

SCOPE AND DELIMITATIONS

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.

Significance of the Study

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

research study will beneficial to the following:

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

mobile games is not worth their time.

Future Researchers - The result of the study will be serving as a guide of other

researchers who would embark conduct of study of similar nature.

Parents - This study will help the parents to have enough knowledge about the effects

of playing online games among their children.

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.

Academic Performance - Is measured by taking written and oral tests, performing

presentations, turning in homework and participating in class activities and discussions.

Teachers evaluate in the form of letter or number grades and side notes, to describe how well

a student has done.

Technology - Refers as a purposeful application of knowledge, skills and

experiences in using resources to create products or systems to meet human needs.

Impact - The powerful or dramatic effect that something or somebody has.

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

application is the Web browser.

LOCAL LITERATURE
The generation have a different idea of fun and games. The influence of globalization and

western popular culture has led to the acquisition of technology

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

psychological predictors of negative consequences associated with playing massively

multiplayer online games (MMOGs). Participants recruited from online discussion boards

completed self-report measures on their online game-related cognitions and psychological

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

results also indicated that psychological dependency on MMOGs was predicted by

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

people and belong to a virtual community.

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

socializing was negatively predictive (Junco, 2012).


Research studies have also pointed out that multitasking as one of reason for negative

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

terms of their marks.

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

poverty on children’s participation in school is clearly manifested in all dropouts, and in

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

as school allowance, transportation, uniforms and class requirements. Families with

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

METHODOLOGY OF THE STUDY

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

This research methods was both applied of quantitative and descriptive

method. The quantitative research method is used to examine the relationship between

variables with the primary goal being to analyze and represent that relationship

mathematically through statistical analysis. While the descriptive research Method is

used to describe characteristics and behavior of sample population.

RESEARCH LOCALE

This research was conducted at AMA basic Education Las Piñas since the chosen

respondents are students of the particular school.

RESPONDENTS OF THE STUDY

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

ensure a reasonable accuracy of result.

Let N be the population size and the margin of error denotes the allowed probability of

committing an error in selecting a small representative of the population.

The sample size n can be obtained by the formula.

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

interpersonal relationship of student in school, so the researchers used the chi-square

test able to test wherein the sampling distribution of the test statistic is chi-square

distribution to prove whether the null hypothesis is true or not.

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

expected data. The formula for the chi-square test is:

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.

Part I. The demographic profile of the respondents according to their:

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