Professional Documents
Culture Documents
A Research Presented to
The Faculty of the Senior High School Department
Pasay City North High School
Virginia Street, Pasay City
MARCH 2020
Pasay City North High School
SENIOR HIGH SCHOOL DEPARTMENT
TABLE OF CONTENTS
Title Page i
CHAPTER 1 INTRODUCTION 1
1.6 Hyphothesis 6
2.2 Conclusion 16
CHAPTER 3 METHODOLOGY 17
3.4 Sample 18
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CHAPTER I
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
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
definition of what we mean we talk about “Esports “. Also known as Electronic Sports
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
This study will cover the effects of Esports gaming as a tool for senior high
games that are well known and connected to Esports to see the results.as
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most likely to be found in “Millennials”, the way they manage information and
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
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
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Esports Gaming
Online Games /
Mobile Legends
Players /
Students
To improve academic
performances in Senior
High School Students
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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:
2.3 Recitation?
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Hypothesis
The study of this study research is to assess the impact of Esports Gaming as
(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
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
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
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Definition of Terms
For better understanding for the readers, the terms that are stated here are
conceptually defined.
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).
The ultimate objective is to destroy the opposing team's main structure with
forward along set paths; However, MOBA games can have other victory
characters typically have set of unique abilities that improve over the course
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
4. Academic Performances –
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CHAPTER II
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
Critical Thinking
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
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eventually ran into a level or “boss” that they just couldn’t beat. Academic success by
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
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
(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
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for research is provided. Mobile Legends is very popular in demand among various
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
Gaming
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
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
products that must meet criteria of internal consistency and effectiveness. This
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
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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
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
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,
Research Instruments
Survey instrument for this study is a standardized test taken from the internet,
Ethical Considerations
The researchers followed the prescribed rules for writing a research paper.
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
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Survey Questionnaire
(ICT Student)
NAME (Optional):
I. Demographic Profile
A. Sex
o Male
o Female
B. Age
o 13 – 16
o 17 – 20
o 21 – 24
o 25 and above
o iOS
o Android
II.
A.
o 1 - 3 Days
o 4 - 6 Days
o Everyday
o 1 - 3 months
o 4 - 6 months
o 7 - 9 months
o 10 months and above
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o Yes
o No
o Yes
o No
o Teamwork Strategies
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iv