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MARITIME STUDENTS
By:
March, 2021
APPROVAL SHEET
This research proposal entitled, “MOBILE GAMING AND ACADEMIC
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
PANEL OF EXAMINERS
Chairman
Adviser
Member Member
appreciation to those who generously offered their guidance and support in order
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
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
TABLE OF CONTENTS
CONTENTS PAGE NO.
Title Page i
Approval Sheet ii
Acknowledgement iii
Table of Content iv
List of Figure v
Chapter 1
INTRODUCTION
Theoretical Background. 3
THE PROBLEM
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
CHAPTER 1
THE PROBLEM AND ITS SCOPE
INRODUCTION
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
exposure to it, most particularly, on the negative effects and the resulting
associated risk factors like having low grades and lack of concentration.
today’s online class as temptation to play during class hours is really high. Mobile
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
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
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
understanding why and how people actively seek out specific media to satisfy
specific needs.
that question "what does media do to people?", Uses and gratifications theory
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 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
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
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
2. What is the frequency of time spent on the mobile game of the respondents?
Statement of Hypothesis:
gave information to the readers about the perceptions of the seafarers mobile
gaming addiction. The success of this research benefited the following: Teachers,
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
usage and it can help the student to be more focus in their study than using their
phone.
RESEARCH METHODOLOGY
Research Design
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
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
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
regarding the mobile game and time spent on mobile gaming. While Part II is their
Research Procedures
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.
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
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
Frequency – This refers to the time spent by maritime students in playing 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
Soyemi, J., Oloruntoba, S. A., & Okafor, B. (2015). Analysis of mobile phone
Oulasvirta, A., Rattenbury, T., Ma, L., & Raita, E. (2012). Habits make
smartphone use more pervasive. Personal and Ubiquitous Computing, 16(1), 105-
114.
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
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
May you find merit on this matter. Thank you so much for your time and
kind considerations!
Sincerely yours,
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
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