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THE EFFECTS OF MOBILE GAMES ON SENIOR HIGH SCHOOL

STUDENTS OF MARCOS NATIONAL HIGH SCHOOL

INTRODUCTION
With the passing of time, technology advances. Technological
improvements have resulted in the creation of new items, one of which is
mobile gaming. Mobile games are games that may be played on a feature
phone, smartphone, or tablet. Two of the most popular games right now are
Mobile Legands Bang Bang and Call of Duty Mobile.

The goal of the study was to learn about the positive and negative
impacts of playing mobile games on Senior High School students in Marcos
National High School and to find out (a) How long did they spend playing
mobile games per day; (b) what are the negative effects to them; (c) what
are the positive effects to them.

This study could lead to a solution for assisting kids in overcoming


their addiction to mobile gaming while avoiding the negative repercussions.

This research employed a descriptive quantitative research design.


Researchers adopted this method of investigation because it allows them
to better understand the Senior High School students at Marcos National
High School who play mobile games. The 20 participants in the study were
the students of Marcos National High School who are Senior High School
students. The individuals were chosen because the researchers hoped to
assist them in overcoming their addiction to mobile gaming while avoiding
unwanted consequences.
BODY
The collected data were examined how long do they spend playing mobile
games per day.

Question Answers Frequency Percentage

1-2 hrs. 7 35%


How long do you
spend playing 1-4 hrs. 8 40%
mobile games?
1-6 hrs 5 25%

Table 1. Percentage or total number of the Senior High School students on how
long do they spend playing mobile games per day.

Table 1 shows that 35% respondents play mobile games 1-2 hrs. per day,
40% answered that they play 1-4 hrs., and 25% answered that they play 1-6 hrs.
per day.

Questions Answers Frequency Percentage

Skipping meals 8 40%

Staying night to play 15 75%

Missed online class 14 70%


What are the
negative impacts Late in class 13 65%
of playing mobile
games? Playing during class 7 35%

Missed any projects 11 55%

Receive low grades 9 45%

Table 2. Percentage or total number of the reasons of Senior High School


students on what are the negative effects on playing mobile games to them.
Table 2 shows that 40% respondents skipping meals, 75% staying night to play,
70% missed online class, 65% late in class, 35% playing during class, 56%
missed any projects and 45% receive low grades.

Questions Answers Frequency Percentage

Enhance critical thinking 8 40%

Enhance cooperation in 15 75%


a team
What are the
positive effects of Sharpen the mind (brain 14 70%
playing mobile challenge)
games?
Improves technological 11 55%
activities
6 30%
Enhance in decision
making
18 90%
Stress reliver

Table 3. Percentage of total number of the reasons of Senior High School


students on what are the positive effects on playing mobile games to them.

Table 3 shows that 40% respondents enhance their critical thinking, 75%
enhance their cooperation in a team, 70% sharpen their mind, 55% improve their
technology activities, 30% enhance their decision making and 90% stress reliver.

CONCLUSIONS
Based on the findings of this study, the following conclusions are drawn:
1. There were 7 or 35% of the respondents who are spending 1-2 hrs. playing
mobile games per day; 8 or 40% who are spending 1-4 hrs. playing mobile
games per day; 5 or 25% who are spending 1-6 hrs. playing online games
per day.
2. There were 8 or 40% of the respondents skipping meals; 15 or 75% who
are staying night to play; 14 or 70% who are missed online class; 13 or
65% who are late in class; 7 or 35% who are playing during class; 11 or
55% who are missed any projects and 9 or 45% who are received low
grades because of the negative effects of mobile gaming.
3. There were 8 or 40% respondents enhance their critical thinking; 15 or
75% enhance their cooperation in a team; 14 or 70% who are sharpen
their mind (brain challenge); 11 or 55% improves their technological
activities; 6 or 30% enhance their decision in making and 18 or 90% stress
reliver because of the positive effects on mobile gaming.

THE RESEARCHERS:
Joyce Anne Manzanillo 12-Mercury (ABM)
Vanessa Jane Bolo 12-Mercury (ABM)
Jizelle Rianne Quimoyog 12-Uranus (TVL-COOKERY)
Kc Joy Agustin 12-Uranus (TVL-COOKERY)

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