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Pasay City North High School

SENIOR HIGH SCHOOL DEPARTMENT

IMPACT OF ESPORTS GAMING IN THE ACADEMIC PERFORMANCES


OF SENIOR HIGH SCHOOL STUDENTS IN PASAY CITY
NORTH HIGH SCHOOL M. DELA CRUZ CAMPUS
S.Y. 2019-2020

A Research Presented to
The Faculty of the Senior High School Department
Pasay City North High School
Virginia Street, Pasay City

In Partial Fulfilment of the Requirements


For the Senior High School

John Roland P. Carnites


Fernando Joseph Co
Jerico D. Jobli

MARCH 2020
Pasay City North High School
SENIOR HIGH SCHOOL DEPARTMENT

TABLE OF CONTENTS

Title Page i

Survey Questionnaire ii-iii

Table of Contents iv-v

CHAPTER 1 INTRODUCTION 1

1.1 Background of the Study 1,2

1.2 Conceptual Framework of the Study 3

1.3 Research Diagram 4

1.4 Statement of a Problem 5

1.6 Hyphothesis 6

1.7 Scope and Limitations 6

1.8 Definition of Terms 7,10

CHAPTER 2 REVIEW OF RELATED LITERATURE 11

2.1 Critical Thinking 11,15

2.2 Conclusion 16

CHAPTER 3 METHODOLOGY 17

3.1 Research Design 17

3.2 Research Locale 17

3.3 Demographic Map 18

3.4 Sample 18

3.5 Data Gathering Design 18

3.6 Sample Design 19

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3.7 Research Instruments 19

3.8 Ethical Considerations 19

3.9 Statistical Treatment 19

4.0 Survey Questionnaire

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CHAPTER I

BACKGROUND AND ITS SETTING

Introduction

The Idea of giving games to engage student in the process of active learning

is not new. Over the past years, educators have been increasingly incorporating

games into their teaching curriculum in an effort to create a fun and engaging

learning environment for student. Although this can be very challenging and time

consuming interactive, collaborative and competitive games tend to motivate and

encourage student participation in the learning process. Over the years the format of

classroom games has changed drastically there are many more options that

incorporate the technology and interactivity. Students need to be engaged more and

to be put at the centre of the learning experience to change from passive vessel to

active participants (as cited in Pannesse&Carlesi, 2007).

However the academic study of competitive gaming requires a scientific

definition of what we mean we talk about “Esports “. Also known as Electronic Sports

where students partake to join varsities to participate on different games to represent

their schools. It also caches the interest of people specially students. Currently

there’s no general definition accepted of this form at all. Most often it’s considered as

“Professional Gaming “ (as cited in Tryndamere & Vladimir 2013 ).

This study will cover the effects of Esports gaming as a tool for senior high

school students to improve their academic performance. We students will be playing

games that are well known and connected to Esports to see the results.as

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mentioned above the most dominant influence of competitive computer gaming is

most likely to be found in “Millennials”, the way they manage information and

communication technology as a part of academic performance. Any formal

educational effort which aims of teaching media or Information Communication and

Technology (ICT) competencies to students is often preceded by informal and non-

formal learning process of students within their computer gaming culture.

Research into intrinsic motivation further shows that individuals high in

motivation will achieve more achievements in competitive activities and that

competence valuation from competition can have positive motivational efforts on all

individuals provided that valuation feedback is given properly Will Esports serve as a

tool for senior high school students for them to improve their academic

performances?

Conceptual Framework

This study drew from sports psychology and sport literature which involves

technology and electricity term used is “Esports”. To propose a framework for studying

the careers and achievements of Esports as a gaming tool for senior high school

students. Particularly two relevant stream of literature are bond. Sports career

transitions shreds light on the general development of academic performances of senior

high school students from the beginning to the end. This narrative provides an

understanding of the aspects in Esports as a tool for senior high school student’s

success that are considered vital key for lasting achievements.

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Esports Gaming

Online Games /
Mobile Legends

Players /
Students

To improve academic
performances in Senior
High School Students

Figure 1 - Research Diagram

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Statement of the Problem

This research focuses on the Esports Gaming as a Tool for Improving the

Academic Performances of Senior High School Students in Pasay City North High

School – M. Dela Cruz Main Campus S.Y 2019 – 2020 to anwser the following:

1. Determine the gaming tool and figures for the games.

2. At what age does Senior High School plays Mobile Legends?

3. How many days do you play Mobile Legends in one week?

4. What is the impact of esports gaming in academic performance of high

school students in terms of the following:

2.1 Individual work,

2.2 Group work and,

2.3 Recitation?

5. Is there any significant impact of esports gaming to your academic

achievements of senior high school students?

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Hypothesis

Ho: There is no significant impact of esports gaming in academic performances of

senior high students.

Ha: There is a significant impact of esports gaming in academic performances of

senior high school students.

Scope and Limitations

The study of this study research is to assess the impact of Esports Gaming as

a tool for improving in academic performances of Senior High School Students

(Grade 11) in Pasay City North High School M. Dela Cruz Main Campus during the

school year of 2019 – 2020. However due to the limited time for this study will be

applied for only 6 months as 1 semester from June to November only.

The limitation is only to Grade 11 ICT Students because the main goal of this

research is to know if Esports gaming can serve as a tool to improve Senior High

School Students to achieve more academic performances in their academic

performances. This online game will serve as a tool to help the Senior High School

Students.

Therefore, in order to see the results of this study effectively of the Esports

Gaming as a tool will be gathered.

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Significance of the Study

Definition of Terms

For better understanding for the readers, the terms that are stated here are

conceptually defined.

1. Esports – (also known as electronic sports, e-sports, or eSports) is a form of

sport competition using video games. The most common video game genres

associated with esports are multiplayer online battle arena (MOBA), first-

person shooter (FPS), fighting, card games, battle royales, and real-time

strategy (RTS).

2. MOBA (Multi – Player Online Battle Arena) - is a subgenre of strategy video

games that originated as a subgenre of real-time strategy in which each

player controls a single character, usually on a map in an isometric

perspective, as part of a team competing against another team of players.

The ultimate objective is to destroy the opposing team's main structure with

the assistance of periodically spawned computer-controlled units that march

forward along set paths; However, MOBA games can have other victory

conditions, such as defeating every player on the enemy team. Player

characters typically have set of unique abilities that improve over the course

of a game and which contribute to a team's overall strategy. Multiplayer online

battle arena games are a fusion of real-time strategy, role-playing, and action

games, though MOBA players usually do not construct buildings or units, and

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there are examples of MOBA games that cannot be considered RTS at all,

such as Smite (2014), and Paragon. The genre has become a big part of the

esports category.

3. Senior High School Students - highest grades before college. A High School

Students where someone is in Grade 11 and Grade 12.

4. Academic Performances –

5. Improving the academic performance – Getting more better results in their

academic activities which extent the capabilities of the students to think

critically in different situations.

6. Mobile Legends – Bangbang is a multiplayer online battle arena mobile game

developed and published by Shani Moonton Technology.

7. Gaming. It refers to playing electronic games, whether through consoles,

computers, mobile phones or another medium altogether. Gaming is a

nuanced term that suggests regular game play, possibly as a hobby.

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CHAPTER II

REVIEW OF RELATED LITERATUREAND STUDIES

In this chapter, the research will discuss on how Esports can help the senior

high school students to boost their academic performances such as critical thinking,

reflexes and memory boost and other skills that they may apply in academic

performances for them to excel within, the precious related studies may instigate

hypothesis and methods on its basis.

Critical Thinking

Critical thinking is important forthe students to think critically for a certain

situation or problem to analyse and produce solutions. According to Edmonds, Hull,

JanikZZ&Reylance (2005), Fiery (1999) “Critical Thinking allows students to clear up

misconceptions, discover half-truths, unravel derisory beliefs, investigate self –

contradictory attitudes, and scrutinize inadequate evidence”. It tells that Critical

Thinking server as a door for us to understand the situations even though we have

our own perspective. In addition, Savich (2009) “Takes is a step further and states

that having different viewpoints on the same situations provides valuable Critical

Thinking strategies specially Decision making into students. Critical thinking and

problem-solving skills often develop for a gamer before they even realize it. In many

of the traditional level/story mode-based games that we played as kids, players

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eventually ran into a level or “boss” that they just couldn’t beat. Academic success by

engaging players in problem solving, critical thinking, and creativity.

Critical Thinking is a process of drawing conclusions to solve problems in a

crucial manner and decision makings in a situation in order to determine the best

solution

Esports

Esports games is one of the games that can help critical thinking skills that

makes a certain person to think rationally to solve a current scenario. According to

Elmer et.al (2013) “Esports games was develop to address the needs by helping

students to understand the key terminologies and concepts in their roles as a player

and students, the study participants reported that the Esports game was fun and

interesting and helped improve their learning. “This game focuses on Electronic

Sports based-game as a particular strategy that can foster student’s problem solving,

analytical and memory sills, and on the role of teachers and coaches as designers of

meaningful games”.

Mobile Legends

Mobile Legends Game is made by China Bamboo Curtain aka China or

China. Mobile Legends game created by Chinese developer Moonton or Shanghai

Moonton Technology Co., Ltd. Moonton is headquartered in Shanghai, China.

(Moonton, Mobile Legend, 2016). Mobile Legend one type of MOBA (Massive Online

Battle Arena) is a type of online game that combines two types of games namely

RTS (Real Time Strategy) and RPG (Role Playing Game) where players run one

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character from two teams opposite to the goal to destroy the opponent's

headquarters. Each character which is played has a role with strength and weakness

each other so prosecuted for cooperate with team to win the game (Funk, 2013).

Mobile Legends is very popular in demand among various circles. Starting from

adolescence to adulthood, this game is popular especially in Asia. In fact, until June

23, 2017 total 12,675,696 accounts are known to have downloaded this game on the

Google Play Store. One of developer online game www.steam.com show the gamers

are dominated by teenagers and early adults aged 15-25 years. Mobile legend is

very in demand because of how to play very easy and how to play a simple and

many tutorials to play it when first opening the game. Starting from shooting and

hitting, determining the right direction of movement, using the skill, playing with other

players, to how 6 to buy items, besides mobile legend can also play with friends by

connecting with Facebook or email ID so players can play together for work together

to win the game and feel the excitement in this game together. The game comes

with a chat in game feature so we can still communicate with teammates and the

opposing team. Here is a feature where we can communicate with each other team

or opponent. This article aims to perform a literature review of the available research

that focuses strictly on MOBA (multiplayer online battle arena) games. First, a review

identifying the relevant papers published since 2011 is conducted, exploring them

systematically to extract similarities, gaps and main findings. Results show how

League of Legends is the most explored game, with player experience and toxic

behaviour as popular topics for research. Second, as MOBA games remain

underexplored by researchers despite their vast, enthusiast community, as well as

projection and influence on contemporary game designers, a proposal on future lines

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for research is provided. Mobile Legends is very popular in demand among various

circles. Starting from adolescence to adulthood, this game is popular especially in

Asia. In fact, until June 23, 2017 total 12,675,696 accounts are known to have

downloaded this game on the Google Play Store. One of developer online game

show the gamers are dominated by teenagers and early adults aged 15-25 years.

Mobile legend very in demand because of how to play very easy and how to play a

simple and many tutorials to play it when first opening the game. Starting from

shooting and hitting, determining the right direction of movement, using the skill,

playing with other players, to how 6 to buy items, besides mobile legend can also

play with friends by connecting with Facebook or email ID so players can play

together for work together to win the game and feel the excitement in this game

together. The game comes with a chat in game feature so we can still communicate

with teammates and the opposing team. Here is a feature where we can

communicate with each other team or opponent.

Gaming

Online gaming has emerged as a popular and successful source of

entertainment and play for people of all ages, especially for the students. It refers to

the games that are played over some forms of computer network, typically on the

internet. These games are played online, in which you can connect with multiple

players. It is normally platform independent, relying on the web browser and

appropriate plug-in. (Robinson, 2016).

Conclusion

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We as the researchers also want to fulfil our minds on how critical thinking will

help us also the students to performed well in class like how to understand given

lessons or topics, how to analyse it deeply and how we can produce results.

CHAPTER III

RESEARCH METHODOLOGY

Research Design

According to Ryze Vendel (2004), descriptive research is a systematic study

of designing, developing, and evaluating instructional programs, processes, and

products that must meet criteria of internal consistency and effectiveness. This

research involves of using an online game called Mobile Legends.

Research Locale

This research will be conducted at Pasay City North High School- Main,

Located in M. Dela Cruz Pasay City. Pasay City is known as entertainment place.

There are online games tournaments behind held in the City, mostly at Mall of Asia

(MOA) aside from that there are also a lot of BPO companies that handles local and

international accounts and products. That’s why this study is suited to be done in

Pasay City North High School M. Dela Cruz.

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Figure 2 – Demographic Map

Sample

This study involved ten (10)Gr.11 ICT students who will be participating in

Esports Game in a tournament that will be held by two (2)Gr.11 ICT students who

acted as evaluator of the game.

Data Gathering Procedures

This study will be conducted is a descriptive research design. By the start of

the study the researchers will have to pick a game from the categories of Esports

game genre in order to conduct the study well. The researcher will give out a

questionnaire surveys by using a MOBA Game genre called Mobile Legends of

Esports Gaming in the classroom.

Researcher will use one (1) method of MOBA ( Multiplayer Online Battle

Arena) Esport Game: The researcher will give out a survey questionnaires in Grade

11 Senior High School ICT Students the answered surveys of the researcher will

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know if the game helped them in enhancing their skills for academic purposes ICT

related subject.

Sampling Design

The output of this study needs to be evaluated by ICT Senior High Students,

judgement sampling method will be employed.

Research Instruments

Survey instrument for this study is a standardized test taken from the internet,

which evaluates a developed program. It has a Likert-Scale rating from 1 to 5.

Ethical Considerations

The researchers followed the prescribed rules for writing a research paper.

The research moral and ethical standard was strictly adhered.

For the people who are considered with this study, their privacy and

confidentiality of data gathered from them were treated with strictest confidentiality.

Statistical Treatment

This study has data that are in ordinal level and scale of measurement. So, to

get the majority evaluation, median will be computed. This is computed by using

Online Game Application.

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Survey Questionnaire

(ICT Student)

NAME (Optional):

General Instruction: Provide your answer by putting a check on the circle.

I. Demographic Profile

A. Sex

o Male
o Female

B. Age

o 13 – 16
o 17 – 20
o 21 – 24
o 25 and above

C. What’s your smart phone Operating System?

o iOS
o Android

II.

A.

1. How many days do you play Mobile Legends in a week?

o 1 - 3 Days
o 4 - 6 Days
o Everyday

2. How many months have you been playing Mobiles Legends?

o 1 - 3 months
o 4 - 6 months
o 7 - 9 months
o 10 months and above

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B. What is the impact of esports gaming (MOBA) in academic performance of

senior high school students in terms of the following:

b.1 Individual work

- Efficient in doing seatwork, assignments, and quizzes

o Yes

o No

- It can easily to understand the lesson in class discussions

o Yes

o No

2.2 Group work

o Teamwork Strategies

o Creativity in ideas/ concepts

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Bibliography or Reference? APA Format?

iv

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