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COLLEGE OF EDUCATION

Chapter 4

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

This chapter presents the discussion of the findings of the researchers on the

"effects of mobile games to student's academic performances, behavior and thoughts about

electronic sports (E-sports)".The presentation, analysis and interpretation of the findings were

interpreted and discussed in sequential order as they appear in the statement of problems.

1. Profile of the Respondents

Figure 1 and 2 shows the gathered data on the profile of the respondents. This includes

their age and sex.

1.1. Age of the respondents

Figure 1 the graph shows the age of the respondents.

The graph displays the range of the ages of college students who plays mobile legends.
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Table 1. Age of the respondents

Age Frequency Percentage rank


15-20 28 28% 2
21-25 52 52% 1
26-30 18 18% 3
31-35 2 2% 4
Total 100 100%

The table shows that among 100 students, 52 or 52% of them are 21-25 years old which
rank 1 and it is followed by 15-20 years old having 28 or 28%, while 18 or 18% are 26-30 years
old which rank 3, and 2 or 2% of the respondents are among the age of 31-35 years old which
rank the last one.

The data revealed that teenagers, young adult and in adult’s stage play mobile legends.
But the domination of young adults is way too high compare to other ages. Hence the data
suggested that young adults are more captivated by mobile gaming. And lastly the data tells that
adults are not typically interested on playing mobile legends.
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1.2 Sex of the Respondents

Figure 2 presents the sex of the respondents

T h e p i e c h a r t s h o
27% are
female
and there's
1 or 1%that
prefer
not to say.

Table 2. Sex of the Respondents

Sex Frequency Percentage Rank


Male 72 72% 1
Female 27 27% 2
Anonymous 1 1% 3
Total 100%

The data reveal that majority of the respondents that play mobile legends are male. The
image of male figure for being strong and dominant typically reflects on the game of mobile
legends were being strong and dominant are essential to win a game. The data shows that the
concept of fighting and competing captivates the interest of the respondents. But female also
play the game, as the game also portray female characters.
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2. What are the factors that could affect the academic performances of the students?

Figure 3 presents the kinds of electronic devices that the respondents used.

The graph displays that 96 or 96% of the student’s uses cellular phone which rank 1,
aside from cellular phone two respondents also uses Ipad for playing mobile legends, while
tablet and pc with emulator with both having 2 or 2%.

2.1 Does technology or using electronic devices harmful to students?


Figure 4 represents the percentage of the respondents who plays and not plays
every day.
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The pie chart shows that among the 100 respondents, 68 or 68% of them plays
every day, while 32 or 32% are not playing every day.

Figure 5 presents how many hours the students play mobile legends.

The graph displays that among 100 respondents that play mobile legends 42 or 42%
spends 2 hrs playing the game and base on the individual responses gathered among the 42
respondents 4 of them casually play up to 4hrs. Followed by 38 or 38% that constantly plays
4 hrs. And adding the 4 respondents who casually play 4 hrs. A sum up to 42 or 42% of the
respondents spends 4hrs of playing time. 15 or 15% of the respondents spends 8 hrs playing
while 5 or 5% are spends 10 hrs of playing.

Base on the figures 4 and 5 the gathered data tells that the majority of the respondent’s
plays 2 to 4 hrs every day. There’s an article publish on Philippine Daily Inquirer publish on
February 1, 2019 that Filipinos spend 4 hrs and 4 minutes every day. Combining the playing time
and social media usage it consumes an average of 6 to 8 hrs of using mobiles devices every day.
According to an article “Putting down your phone may help you live longer” By Catherine Price
publish on April 24, 2019 say’s that, cortisol our primary fight or flight hormones when
chronically raises the level may be health threatening and could shorten lives.
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Figure 6 displays the emotions of the students upon losing a game.

The graph shows among the 100 students a majority of 68 or 70.1% of the students feels
sad when losing and among the 68 respondents 9 of them also says that aside from being sad
they feel angry and tired. Followed by 18 or 18.6% were stress, 12 or 12.4% are angry while 11
or 11.3%.

Based on the figures 4, 5, and 6 were the gathered data shows that a significant numbers
of the respondents appeared to be completely attached to their mobile devices. The article of
Catherine Price “Putting down your phone may help you live longer“indicates that smart phones
were explicitly designed to trigger a brain chemical called “dopamine”. Dopamine is more likely
a substance associated with behavioral addiction. The elevated cortisol and dopamine cause by
technology on the form of smart phones delivered through different kinds of application such as
gaming applications and social media platforms basically harm the students.
COLLEGE OF EDUCATION

3. What are the positive side effects of playing mobile legends?

Figure 7 displays the thoughts of the respondents on taking responsibility.

The pie chart presents that among 100 students 85 or 85% of them takes the
responsibility either winning or on losing end. While 15 or 15% of them were not.

Figure 8 displays the thoughts of the respondents on the importance of playing mobile
legends.
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The pie chart presents that among the 100 respondents a majority of 91 or 91% thinks
that team work is the important thing in playing mobile legends. While 9 or 9% are individual
skills.

Figure 9 represents the response of the students about mobile legends if it could motivate
them on their academic responsibilities.

The pie chart shows that the gathered data among 100 responses 46.5% of them thinks
that mobile games can motivate students on their academic responsibility. Followed by 37.4% of
the respondents are not sure, while 16.2% don’t think that mobile games can motivate students to
their academic responsibilities. There's a .01% margin of error because 1 of the respondents
didn’t respond to the question.

Figure 10 displays the percentage of the responses if mobile legends could enhance
cognitive skills.
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Figure 10 shows that among 100 students a majority of 84.8% of them thought that
mobile legends can enhance their cognitive skills. Followed by 14.1% does not sure and 1.1%
thought that is wasn't enhancing their cognitive skills.

The gathered data from the figures 7, 8, 9, and 10 shows that students were socially
engaged their thoughts about accepting responsibility and having a team work was the important
thing to have playing a game is vital. Students can learn to be a leader in some ways the game
has to offer, the camaraderie and sportsmanship become an exercise because to them because of
the thought of teamwork is essential to win a game. Cognitive skill was used their problem
solving skills, critical thinking, and creativity to strategies and creates responses in order to win
the game. The joy of winning can be used as a stimulus of motivating the students to perform
well not only on the virtual word but also in reality. The downside of losing as the sadness
overwhelm them become a negative motivation to do more and perform more not on reality but
on game the itself.

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