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MOBILE GAMING AND ACADEMIC PERFORMANCE OF

MARITIME STUDENTS

A Research Presented to the Faculty of the University of Cebu

Maritime Education and Training Center

Cebu City, Philippines

In Partial Fulfillment the Requirements

For the subject Research 101

By:

E/C Sulapas, Justin Cary

E/C Mata, Joshua Ken

E/C Iyagan, John Arjay

E/C Leonardo, Billy Joe

E/C Genilla, Ruen Dave

March, 2021

APPROVAL SHEET
This research proposal entitled, “MOBILE GAMING AND ACADEMIC

PERFORMANCE OF MARITIME STUDENTS ”. Prepared and submitted by

E/C Sulapas, Justin Cary, E/C Mata, Joshua Ken, E/C Iyagan, John Arjay, E/C

Leonardo, Billy Joe, E/C Genilla, Dave of the college of Maritime Transportation

Department – University of Cebu Maritime Education and Training Center is

hereby accepted and recommended for oral examination.

PANEL OF EXAMINERS

ALLAN R. NAVARRO, MAST

Chairman

NELIA E. LAMA, MALL

Adviser

Member Member

Program Research Coordinator Program Research Coordinator


Maritime Transportation General Education
UC-METC UC-METC
CAPT. ARNEL N. MALAGA
Campus Academic Director
ACKNOWLEDGEMENT
We, the study's researchers, would like to express our gratitude and

appreciation to those who generously offered their guidance and support in order

for this study to become a reality. They are the following:

The research instructor, Mrs. Nelia Lama who's been providing constant

support, openly giving her time, and sharing her comments and insights for the

study's completion; The parents and relatives, for bearing with us through all of

our concerns and for addressing the needs for completing this research; The

acknowledgement extends to the members of the group who never fails to

provide the required details about Effects Of Mobile Gaming Addiction to

Maritime Students in University of Cebu-Maritime Education and Training Center;

Above all, thank you to the Divine Father for your influence and spiritual

guidance; and a million thanks to anyone who was not mentioned by the

researchers. God bless you all!

TABLE OF CONTENTS
CONTENTS PAGE NO.

Title Page i

Approval Sheet ii

Acknowledgement iii

Table of Content iv

List of Figure v

Chapter 1

THE PROBLEM AND ITS SCOPE

INTRODUCTION

Rationale of the Study 1

Theoretical Background. 3

THE PROBLEM

Statement of the Problem 10

Significance of the Study. 11

RESEARCH METHODOLOGY
Research Design 12

Research Environment 13

Research Respondents 14

Research Instruments 14

Research Procedure 14

Gathering of Data 14

Treatment of Data 15

DEFINITION OF TERMS. 16

REFERENCES 17

APPENDICES

Transmittal Letter

A. Transmittal to dean 53

B. Transmittal to respondents 54

Research Instrument 30

CURRICULUM VITAE 56

LIST OF FIGURES
Description Page

Research Flow 27

Research Environment Map 56

CHAPTER 1
THE PROBLEM AND ITS SCOPE
INRODUCTION

Rationale of the Study

Mobile gaming addiction has been prevalent toward the present young

Maritime Students of University of Cebu. Most recent trends show that online

games that had started in the 20th century have become popular, giving rise to

studies on Internet gaming addiction, presenting the outcomes of too much

exposure to it, most particularly, on the negative effects and the resulting

associated risk factors like having low grades and lack of concentration.

It is hard for the students to avoid mobile gaming addiction specially of

today’s online class as temptation to play during class hours is really high. Mobile

gaming addiction is really common specifically to students. This then tends to

create a problem once education is in the line.

In today's time, it is harder for the students to avoid mobile gaming addiction

with the ongoing online classes as a way for the country to cope and to not be

behind due to the pandemic as temptation to play during online class hours is really

high as every student is using technology and gadgets. With the accelerating use

and advancements of technology, it is no wonder that it brings with it greater

advantages as well as disadvantages.


One problem such as mobile gaming addiction is really common specifically

to students. This then tends to create a problem once education is in the line. In

today's time, it is harder for the students to avoid mobile gaming addiction with the

ongoing online classes as a way for the country to cope and to not be behind due to

the pandemic as temptation to play during online class hours is really high as every

student is using technology and gadgets.

Theoretical Background
This study is anchored on Mihaly Csikszentmihalyi (1990) Flow Theory in the

1970s based on research examining people who did activities for pleasure, even

when they were not rewarded with money or fame. He considered artists, writers,

athletes, chess masters, and surgeons – individuals who were involved in activities

they preferred.

He was surprised to discover that enjoyment did not result from relaxing or

living without stress, but during these intense activities, in which their attention

was fully absorbed. He called this state flow, because during his research, people

illustrated their intense experiences using the metaphor of being carried by a

current like a river flow.

Uses and gratifications theory (Elihu Katz 1972) is an approach to

understanding why and how people actively seek out specific media to satisfy

specific needs.

Uses and gratifications theory is an audience-centered approach to

understanding mass communication. Diverging from other media effect theories

that question "what does media do to people?", Uses and gratifications theory

focuses on "what do people do with media?" It postulates that media is a highly

available product and the audiences are the consumers of the same product.
It assumes that audience members are not passive consumers of media. Rather,

the audience has power over their media consumption and assumes an active role

in interpreting and integrating media into their own lives. Unlike other theoretical

perspectives, Uses and gratifications theory holds that audiences are responsible

for choosing media to meet their desires and needs to achieve gratification. This

theory would then imply that the media compete against other information sources

for viewers' gratification.

For instance, the friends or relatives of a person may play online games a lot,

which can influence the person to start playing games and later to get addicted to

it. The other example may concern the competition and challenge among these

students who are full of ambition to play online games.

They are eager for more success and higher score than others and therefore

must pay more time on playing games. Research carried out by the center for

Internet Addiction Recovery (Young, 2010, p.357) revealed that some of the

younger hardcore gamers suffered from emotional disorders that prevent them

from properly socializing with others and they thus turned to MMOGs as an outlet

to experiment with various aspects of their personality, or it can simply be

influenced by the environment that gamer is in. One of the commonly stated
factors in that psychologists blame for online game addiction is the rapid

development of technology.
THE PROBLEM

Statement of the Problem

The purpose of this study is to determine the effects of mobile gaming

addiction to maritime Students academic performance. Specifically, this intends to

answer the following questions:

1. What mobile game do maritime students play?

2. What is the frequency of time spent on the mobile game of the respondents?

3. What is the academic performance of the maritime students?

4. Is there a significant relationship between the frequency of time spent on

mobile games and academic performance of the respondents?

5. Based on the results of the study, what recommendations can be made?

Statement of Hypothesis:

H0: There is no significant relationship between the frequency of time spent on

mobile games and academic performance of the respondents.


Significance of the Study

This study is about the effects of mobile gaming addiction to maritime

Students of University of Cebu METC. It aimed to determine effects of mobile

gaming addiction to maritime Students of University of Cebu METC. This study

gave information to the readers about the perceptions of the seafarers mobile

gaming addiction. The success of this research benefited the following: Teachers,

School administration, Parents, Maritime Students.

Teachers. This study will be a significant endeavor to teachers to help

minimize risk of mobile addiction towards his/her students. To obtain a higher

achievement in academics in return, students will lessen their engagement to

phones and would focus on their studies.

School Administration. This study will help the school Administration to

develop programs that will enhance the financial knowledge, attitude and

behavioral of the students so that they can greatly avoid the addiction of overusing

their phones then guide the students through the right path.

Parents. This study will help the parents to realize the importance of being

on the effects of phone addiction to their children. Likewise they will able to

motivate and control discipline to avoid phone addiction.


Maritime Students. This study will help students because it will help them

increase their interest on learning through reflective learning on effects of gadget

usage and it can help the student to be more focus in their study than using their

phone.
RESEARCH METHODOLOGY

Research Design

This study used a descriptive-survey method. This described the effects of

mobile gaming addiction to maritime Students of University of Cebu METC.

INPUT PROCESS OUTPUT

Input Process Output

Mobile games of  Survey  Action plan


maritime students questionnaires
 Data gathering
Academic Performance  Tabulation of
of maritime students data
 Data Analysis
 Data
Interpretation
 Conclusion
Figure 1
Research Flow

Research Environment

The study will be conducted in Cebu City. Cebu City is the capital city of

the province of Cebu.. It serves as the center of a metropolitan area called Metro

Cebu, which included the cities of Carcar, Danao, Lapu-Lapu, Mandaue, Naga, and

Talisay. It was the territorial center of Central Visayas and was the seat of

government for the region of Cebu, but was governed separately from it. The city

is a significant center of commerce, trade, and education in the Visayas. It is the

Philippines' primary residential shipping port and was home to about 80% of the

country's domestic shipping companies. Cebu City was also called the Queen City

of the South.

Research Respondents

This study gathered data through respondents who are maritime Students of

University Cebu METC in Cebu. Due to the nature of this researched, it utilized

non-probability purposive sampling design. There will be a number of pre-selected

maritime students who are known to spend more time in mobile games. They will

be the respondents of the study. The respondents will be selected through simple
random sampling where each of them provides answers from the given questions

of the researchers

Research Instrument

A researcher-made questionnaire is used for data gathering. The

questionnaire will be used to determine the mobile games and academic

performance of maritime students. Part I of the questionnaire included questions

regarding the mobile game and time spent on mobile gaming. While Part II is their

academic performance on the second semester of S.Y 2020-2021.

Research Procedures

Gathering of Data. The researchers started the data gathering procedure by

sending a letter to the campus Dean which ask permission to conduct the study

outside the premises University of Cebu - Maritime Education and Training Center

campus. After the approval, respondents are seemly oriented on the research

questionnaire through the letter. The letter informed them about the researched and

the survey instruments and most importantly, the confidentiality of their identity.

The research instrument extracted information on the effects of mobile gaming

addiction to maritime students of University of Cebu METC. Indicators are placed

in the questionnaire to make sure that the questions are answered well lessening the
effort and time needed. While the respondents are answering the questionnaire, the

researchers are on stand-by for any clarifications regarding the researched

instrument. After answering, the researchers retrieve the questionnaire. The data

gathered are arranged, sifted, and classified. It then underwent data treatment and

interpretation.

Treatment of Data. The factor that separated quantitative studies from its

qualitative counterpart was the mathematical treatment that the data underwent.
DEFINITION OF TERMS

Academic Performance -

This refers to the General Weighted Average of the maritime students in the

Second Semester of A.Y 2020-2021.

Frequency – This refers to the time spent by maritime students in playing mobile

games.

Internet - a global computer network providing a variety of information and

communication facilities, consisting of interconnected networks using

standardized communication protocols.

Maritime Students - This refers to BSMT and BSMARE students in UC-METC

currently enrolled this second semester of A.Y 2020-2021. They are

those who play mobile games.

Mobile Games - are games designed for mobile devices that may be connected to

the Internet, such as smartphones and other portable devices that are

played by Maritime Students.


REFERENCES

Soyemi, J., Oloruntoba, S. A., & Okafor, B. (2015). Analysis of mobile phone

impact on student academic performance in tertiary institution. International

Journal of Emerging Technology and Advanced Engineering, 5(1), 361-365.

Oulasvirta, A., Rattenbury, T., Ma, L., & Raita, E. (2012). Habits make

smartphone use more pervasive. Personal and Ubiquitous Computing, 16(1), 105-

114.

Rasheed, A. (2014) Effect of using habits of video games. University of Malaysia.

Retrieved March 28, 2021 from www.researchgate.net

Wang, L. (2011) Online Game Addiction Among University Students. University

of Gavle.
Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games

addiction: A test of flow theory and humanistic needs theory for Taiwanese

adolescents. Cyber Psychology & Behavior, 9(3), 317-324.

Lee, M. (2009) Understanding the behavioral intention to play online games: An

extension of the theory of planned behavior. et. al. 2011


APPENDIX A
Transmittal Letter to the Campus Academic Director

University of Cebu – METC


Mambaling, Cebu City, Philippines
April 15, 2021

Dear Captain Malaga:

We, the undersigned, would like to conduct a study entitled, “Mobile

Gaming and Academic Performance Maritime Students”, in the UC-

Mambaling Campus.

The study aims to determine the work preference of the Maritime Instructors

in the campus. This further aims to determine why they prefer to teach in the

University than going onboard.

May you find merit on this matter. Thank you so much for your time and

kind considerations!

Sincerely yours,

E/Cdt. Justin Cary P. Sulapas


APPENDIX B
(QUESTIONNAIRE)

Instructions:

I. Put a check mark on the frequency of your play time in the mobile games

below.

Always- Indicates that you spend more than 10 hours in a day, 5 days in a

week or more.

Often – Indicates that you spend 5-9 hours in a day, 5 days in a week or more.

Sometimes – Indicates that you spend maximum 5 hours in a day, at least 3-5

days in a week.

Rarely - Indicates that you spend at least 1-3 hours per week

Never – Indicates that you have not spent time at all.

Please answer as honestly as possible.

Mobile
Games Always Often Sometimes Rarely Never

Roblox
Call of

Duty
Mobile

Legends
Temple

Run 2
Pokemon

GO
Others, pls

specify.

11. Your General Weighted Average in the Second Semester of A.Y 2020-2021

APPENDIX C

RESEARCH ENVIRONMENT MAP


CURRICULUM VITAE
Name: Justin Cary P. Sulapas
Birthdate: June 13, 2000
Address: 273 Estipona Village, Brgy.
Libertad, Butuan City
Course & School: BS Mar. Engineering, UC-METC

Name: Ruen Dave Genilla


Birthdate: Feb 28,1995
Address: Cabatbatan, San Fernandu, Cebu City
Course & School: BSMT-3 UC-METC
Name: Joshua Ken B. Mata
Birthdate: August 1, 2000
Address: Ilaya Balulang, Cagayan de Oro City
Course & School: BSMARE, UC – METC

Name: Billy Joe Leonardo


Birthdate: October 18, 2000
Address: Anami Homes Jugan, Consolacion
Course & School: BS Maritime Transportation, UC-METC.
Name: John Arjay I. iyagan
Birthdate: March 13, 2001
Address: Manlapay, Dumanjug, Cebu City
Course & School: BS Maritime Transportation, UC-METC.

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