Professional Documents
Culture Documents
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ACKNOWLEDGEMENT
The researchers would like to acknowledge with the thanks and deep
To our Parents and cousins who tirelessly keep reminding us to finish and submit
To Ma'am Maria P. Franco for being so patient with us and for checking our
research paper generously and uncomplainingly and for her advice, input, knowledge,
and willingness to help and guide us through the challenge of this endeavor is greatly
appreciated.
To our batch the Johannines, who are their companions and closest brothers and
To the seminary formators, Fr. Jay, Fr. Val, Fr. Bryan, Fr. Edwin, Fr. Al, Fr.
Ritchie, Fr. Vincent, and Fr. Kent for their guidance and dedication in forming them to be
good Christians.
To St. John XXIII, their dearly beloved patron saint, for guiding them and being our
And lastly, to God and four our dearest Mother Mary, for never letting us feel
empty in times of weariness and for loving them unconditionally and for giving great
people to always be His instrument to guide us to the right path. Thank you very much
for everything.
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ABSTRACT
The purpose of this study was to determine the Most Preferred Mobile Games of
the Grade 11 and Grade 12 seminarians of the Academic and Formation Year 2019-
2020.
This study made use of descriptive design. Specifically, questionnaires were used
to gather the data for the research. The respondents of this study were chosen from the
Senior High School Seminarians of the Sto. Niño Seminary through simple random
sampling. The total population of the Senior High School Seminarians is 42 and there
were only 10 respondents who were chosen from the Senior High School Seminarians.
consideration the genre. Their most preferred genre is shooting, the reason why they
play is entertainment, the time they utilize in playing is 2hrs-3hrs, the kind of mobile
games they prefer is Mobile Legends, the time they play is 6:00-9:00, and the
teachers, priest formators, as well as manufacturers that they should be aware of the
TABLE OF CONTENTS
TITLE PAGE------------------------------------------------------------------------------------- i
ACKNOWLEDGEMENT---------------------------------------------------------------------- ii
ABSTRACT-------------------------------------------------------------------------------------- iii
TABLE OF CONTENTS---------------------------------------------------------------------- iv
LIST OF TABLES------------------------------------------------------------------------------ v
INTRODUCTION
Conceptual Framework------------------------------------------------------------ 9
Definition of Terms------------------------------------------------------------------ 12
METHOD
Research Design---------------------------------------------------------------------- 21
Setting----------------------------------------------------------------------------------- 21
Research Instrument----------------------------------------------------------------- 22
Data Gathering------------------------------------------------------------------------- 22
LIST OF TABLES
Most preferred mobile games of grade 11 and 12 during their spare time.
INTRODUCTION
and machines makes the life of every man easier, entertaining, and comfortable.
Technology plays a significant role in man’s life. Man tends to be contingent on the
machines and technologies since it can save time for each and every one and even
stays on their gadgets all day long. Mobile games are popular to many youngsters and
teenagers nowadays because of the excitement, enjoyment, and thrill it brings to many
people and because of the concept that you can manipulate the character and thus
becoming like supernatural being. While playing, they can do whatever they want to like
they can roam, kill enemies, complete missions and task, earn money, raise a family,
find a job, plant, manage a business and many more. Some teenagers are fund of
playing online games because of the thrill and they get a chance to play with other
players from other places and countries. They get a chance to meet new people and to
make friends with them. They can compete with different people from many places and
even communicate with them. Some teenagers also like to play offline games because
it does not require an internet connection and it is also fun. It also helps students to
develop important knowledge and social skills, communicating skills, strategy skills,
problem-solving skills, and be active citizens who create and share content and to make
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and spread friendship to one another. According to Anand (2007), the penetration of
video games into the United States alone is huge, with at least 90% of homes having
children that have played (rented or owned) video games. This is a record level that
continues to increase up until now. The college demographic seems to be the major
group of gamers simply because they have a lack of parental supervision and they have
more Flexible schedules, allowing for more play time (Anand, 2007). As with any other
innovation in society, the Introduction of video games brought the question "What are
the negative effects or consequences?” Smyth (2007) notes that there seems to be an
increased interest in research in the area of video gaming to answer this question. And
there does indeed seem to be much research on the topic in recent years.
In overviewing the research, one main concern seems to be whether the playing
of video games impacts academic performance in a negative or positive way and what
those consequences are. Skoric, Teo, and Neo (2009) went one step farther and
studied addiction to video gaming versus simple engagement in video gaming. Although
no definitive definition of addiction was given, they found that those addicted to gaming
consistently performed negatively in the academic setting, while there was no negative
Shao-I, Jie-Zhi, and Der-Hsiang (2004) also studied addiction (once again no definitive
definition was given) and noted a decrease in school performance when the student
was addicted to gaming. They found that gaming Modern Psychological Studies (2011)
addiction physically impacts academic achievement because the student is too involved
in the game to do homework or prepare on academics. There are also others that have
games. Anderson and Dill (2007) studied video games and aggression and suggested
that not only does gaming have an impact on performance directly, but it also triggers a
higher level of aggression, which is often linked to problems in school and decreased
academic performance. Jackson et al (2008) found that time spent playing games was a
negative predictor of academic performance and that those who played video games
more often had poorer grades than those who played less. A study conducted by Wood,
Griffiths, and Parke (2007) included open-ended questions that encouraged participants
to report different feelings about playing video games. Some of the negative
often missing lectures, skipping homework, etc. They also found that these
consequences were more likely to impact males, because males play more often and
were more likely to report losing track of the time while playing.
how mobile games influence student retention and colleges. Lots of parents are so
worried that their children are wasting too much of time on playing mobile games and
not enough time studying, helping around the house, and bonding with their family.
They are worried because they think that their children are lacking about their study.
Even some of the children are not helping in their home because they are busy playing
mobile games.
In the context of the Seminary, the seminarians are not allowed to use their
cellphones due to the rules and regulations that are imposed on them. When the
seminarians go back to the seminary, they must surrender their cellphones to their
Leges, Then the Leges will hand over all the cellphones to the Prefect of Discipline. The
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cellphones will be given back to the seminarians if they are going home, if they need to
make calls or text their parents, it is released by the Fr. Prefect. Playing mobile games
is one of the things that the seminarians do especially when they have nothing else to
do at home. They spend their time on their room playing their favorite mobile games
instead of using their time to enjoy, bond, and recreate. They forgot the importance of
family time and to bond with their family because they always play their preferred mobile
games. During leisure time, the researchers have observed that some seminarians do
not use their time to bond with their family or to rest instead, they use their gadgets to
play different kinds of games. That is why the researchers wanted to conduct a research
on the most preferred mobile games of the Grade 11 and Grade 12 seminarians during
their spare time to determine which games they want so that they can go with their
This study was conducted within the Sto. Niño Seminary due to some formation
purposes wherein the researchers are not allowed to perform their study outside this
institution. The Seminary is the seed bed of seminarians and the heart of the diocese. It
is an institution where boys are getting formed to become priests someday. It is located
on VIII Martyrs Street Poblacion Numancia, Aklan, about five kilometers from the capital
town of Kalibo. It is besides the St. Joseph, the worker Parish. The seminary is headed
by our beloved bishop Jose Corazon T. Tala-oc, headed by our beloved rector Rev. Fr.
John Jerome T. Velarde, supervised by our principal Rev. Fr. Edwin M. Chio, and other
Since the study was conducted at the Seminary, its mission and vision which are
Mission:
functional tools in the five areas of formation (PASCH) in line with the mind of the
Church.
geared towards the Church of the poor and oriented towards new evangelization.
the recognition of the Seminary as center of excellence in Human and Christ Formation,
4. Extensively link with the seminaries and other primary institutions both locally and
5. Continuously incarnate God’s kingdom and for this purpose, productive generate
resources if necessary, for the sustainability of the seminary with the highest degree of
Vision:
persons in becoming holistic servant leaders, thus contribute in building God’s kingdom
here on earth.
The objective of this study is to determine what mobile games do the Senior High
School Grade 11 and 12 Seminarians prefer during their spare time at the Sto. Niño
Seminary during the Academic Year 2019-2020. The result of this study will be the
basis in formulating the guidelines for the proper time of playing mobile games of the
seminarians at the Sto. Niño Seminary and the right type of mobile games to play.
1.) Which of the Following reasons encouraged you to play mobile games?
3.) Which type of mobile games specifically do you prefer to play during your spare
time?
5.) How do you feel whenever you play your favorite mobile games during homestay?
CONCEPTUAL FRAMEWORK
MOBILE GAMES
NBA 2K RELIEF
MINECRAFT COMPETITION
MINI MILITIA
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The diagram shows the different variables used in the study. The conceptual
framework illustrates the different grouping variables such as the Type of mobile
games that the seminarians play and Year-level of the seminarians and their Purpose.
It also shows the sub-variable in each grouping such as Mobile Legends, Call of Duty,
Clash of Clans, Grand Theft Auto, NBA 2K, Brawl stars, Mine craft and Mini Militia. On
one hand, the year-level of the senior high school seminarians, which are grade 11 and
grade 12. Then the purpose of the seminarians such as entertainment, boredom,
This study was confined to the Senior High School seminarians, grades 11 and
12 of the Sto. Niño Seminary during the second semester of the Academic Year 2019-
2020. There were 41 respondents who were used as subjects of this study.
This study was limited to determining the most preferred mobile games of the
Senior high School seminarians as well as looking into their choices of mobile games
Since the study was concerned primarily with the seminarians of the Sto. Niño
This is a study on the Senior High School Seminarians most preferred mobile
games of the grade 11 and 12 of the Sto. Niño Seminary during the second semester of
the Academic Year 2019-2020. The results of this study will benefit the following:
Parents. The study may be of help to them since they are the ones who are concerned
on the health and well-being of their children. That study will enable them to know about
the type of mobile games their children are hooked up at home and when they are away
from them.
Priest Formators. They are in charge of supervising of the seminarians in the seminary
and treating and forming them well. This study will provide them with information as to
which type of mobile games at home or away from them. It will also help them know
whether the type of mobile games the seminarians are playing is appropriate or
educational.
Seminarians. The study will be of help to them since they will be aware of the
DEFINITION OF TERMS
The following terms were defined conceptually and operationally to guide the
competition to prove who is stronger than others and who can play the game better.
/entertaining people.
responsibilities to accomplish
Operationally, seminarians are given time wherein they can have fun activities like
sports and etc. In some instances, mobile phones are given to seminarians during free
time at night.
Operationally, they provide entertainment to the seminarians during their spare time.
Mobile Phone. Conceptually, it is a gadget. It has many features and uses such as
entertainment, music, taking picture and recording videos, and thus making man’s life
trouble-free.
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Operationally, one of the means by which seminarians use as a tool not only to
communicate with their loved ones while they are at the seminary but also to release
Operationally, online games are the most usual game downloaded and played by the
seminarians.
Seminarian. Conceptually, a seminarian is one who is discerning the Lord’s call to the
Roman Catholic Priesthood. He is one who has a vocation and wants to become priest
someday.
Operationally, the seminary provides an environment that forms men into becoming
Disciples of Christ who are free to respond to God’s call to the priesthood, including the
The Effects of Video Game Play on Academic Performance Today's world is one
that is largely composed of technology. In a relatively short span of time we have been
"green" cars, outrageous thrill rides, 3-D technology, etc. But no area of technology has
penetration of video games into the United States alone is huge, with at least 90% of
homes having children that have played (rented or owned) video games. This is a
record level that continues to increase. 55% of console players and 66% of online
players are over 18. The college demographic seems to be the major group of gamers
simply because they have a lack of parental supervision and they have more lexible
schedules, allowing for more play time (Anand, 2007). As with any other innovation in
society, the Introduction of video games brought the question "What are the negative
interest in research in the area of video gaming to answer this question. And there does
indeed seem to be much research on the topic in recent years. In overviewing the
research, one main concern seems to be whether the playing of video games impacts
academic performance in a negative or positive way and what those consequences are.
One study done by Anand (2007) found a negative correlation between the amount of
time spent playing video games and the GPA and SAT scores of students.
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This means that GPA and SAT scores decreased as time spent playing increased.
However, Anand (2007) did recognize the limitation of using SAT scores because they
were more prone to these results than females, because males tend to play video
games more.
Skoric, Teo, and Neo (2009) went one step farther and studied addiction to video
addiction was given, they found that those addicted to gaming consistently performed
negatively in the academic setting, while there was no negative correlation between
Shao-I, Jie-Zhi, and Der-Hsiang (2004) also studied addiction (once again no definitive
definition was given) and noted a decrease in school performance when the student
was addicted to gaming. They found that gaming Modern Psychological Studies (2011)
17: 37-44 38 addiction physically impacts academic achievement because the student
is too involved in the game to do homework or prepare on academics. There are also
playing video games. Anderson and Dill (2007) studied video games and aggression
and suggested that not only does gaming have an impact on performance directly, but it
also triggers a higher level of aggression, which is often linked to problems in school
Wack and Tantleff-Dunn (2009) also found a negative correlation, although the
relationship between GPA and academic performance in their study was not significant.
Jackson et al (2008) found that time spent playing games was a negative predictor of
academic performance and that those who played video games more often had poorer
grades than those who played less. A study conducted by Wood, Griffiths, and Parke
feelings about playing video games. Some of the negative consequences indirectly
skipping homework, etc. They also found that these consequences were more likely to
impact males, because males play more often and were more likely to report losing
track of the time while playing. In an experiment by Williams (2006), school performance
increased after the participants dramatically decreased (limited time spent using
technology to 30 minutes per day) their usage of all technology, including video games.
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METHODOLOGY
This chapter discusses the survey approach specifically was used. It utilizes the
descriptive design. This study focuses on the most preferred mobile games of the
Grades 11 and 12 seminarians. The researcher followed the deductive analysis method
RESEARCH DESIGN
Considering the methods used in this study, the descriptive research design was used.
Specifically, the data gathering technique used was questionnaire. This study aims to
determine the most preferred mobile games in the Sto. Niño Seminary campus through
observing the mobile games that they play. Wikipedia defines descriptive research
data collection that enables them to describe the situation more completely than was
SETTING
The research was conducted at the Sto. Niño Seminary, XIX Martyrs Street, Poblacion,
Numancia, Aklan.
The respondents were chosen from the whole seminarian of the Sto. Niño Seminary.
Fishbowl Sampling Method was used to choose the respondents. The total population
RESEARCH INSTRUMENT
written or printed questionnaire often with spaces for answers; a survey made by the
in gathering data.
DATA GATHERING
From the Grade 11 and Grade 12, the researchers chose 5 respondents from each
grade level through the way of the fishbowl method. The researchers decided to choose
5 in every class. The researchers wrote the name of all the students of Grades 11 and
12 on a piece of paper and put it in a bowl, then they randomly pick 5 pieces of paper in
each grade level in the bowl and if who is in that paper will be our respondent.
SPORTS
10%
RPG
20% SHOOTING
40%
SURVIVAL
30%
This figure shows the preferred types of mobile games that the seminarians prefer. 40%
of the senior high school seminarians prefer shooting, 30% prefer Survival, 20% prefer
HOBBY
10%
BOREDOM
20%
TRENDING
30%
ENTERTAINMENT
40%
This figure shows the reason why seminarians play mobile games. 40% of the senior
high school seminarians play because the game is entertaining, 30% seminarians play
because they are trending, 20% play because they relieved them from boredom, while
3HR-4HR 30 MINS-1 HR
13% 11%
1HR-2HR
33%
2HR-3HR
43%
This figure shows how much time seminarians utilize in playing mobile games. 43% of
the senior high school seminarians playing are 2hr-3hr, 33% seminarians play 1hr-2hr,
2KNBA
10%
CALL OF DUTY
10%
MOBILE LEGENDS
80%
This figure shows the kind of mobile games that seminarians prefer. 80% of the senior
high school seminarians play Mobile Legends, while 10% play Call of Duty and 2kNBA
respectively.
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9:00-12:00 PM
10%
6:00-12:00 NN
20%
12:00-3:00 PM
10%
6:00-9:00 PM 3:00-6:00 PM
50% 10%
This figure shows how much time seminarians utilize in playing mobile games. 50% of
the senior high seminarians playing time is 6:00-9:00 PM, 12:00-3:00 PM respectively.
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COMFORTABLE
11%
ENJOYABLE
22%
RELAXED
33%
RELIEVED OF STRESS
33%
This figure indicates how seminarians feel as they pay mobile games. 34% of the senior
high school seminarians play because they feel relieve of stress, 33% seminarians play
since they feel relaxed while playing, 22% of them feel that they enjoy while playing,
The overall purpose of this study was to determine the most preferred mobile games
that the senior high school seminarians play during their spare time.
Findings
This study came up with the following findings. 40% seminarians prefer shooting games
rather than sports, RPG, and survival. 40% of the seminarians play mobile games to
entertain themselves. 43% of them plays mobile games 2hr-3hr. 80% of them prefers
Mobile Legends. 50% of them play during 6:00-9:00. 34% of them feel relieved of stress
Conclusion
Based on the findings, the following conclusions were drawn, the seminarians like
shooting games since it requires strategy and skills on shooting using keyboard and
mouse, it requires coordination and teamwork. The seminarians play mobile games to
entertain themselves when they have free time. Seminarians play mobile games 2hr-
3hr. Many seminarians play Mobile Legends because of the thrill of the game; it also
need strategy and teamwork to win the game by destroying the base of the enemy.
Most seminarians play during 6:00-9:00 because that is the time they rest and
convenient to them. They play to relieve their stress and to forget their problems even in
Recommendation
Based on the findings, conclusion, and the significance of the study, the following are
recommended:
We recommend that the seminarians should also try other types of mobile games such
as RPG, survival, puzzle, and educational games. They should also play to learn new
things and to acquire skills. They should minimize their playing time by 30 mins or 1hr
for them to help with their families in doing chores. Other seminarians should also try
In view of this, we would like to request permission from your good office to administer
our questionnaires among our chosen Ten (10) respondents from Grade IX on February
25, 2020 during their sports time at 4:30 PM.
Please be assured that the data obtained will be treated with confidentiality and will be
used for the purpose of this study only.
Noted by:
Approved by:
QUESTIONNAIRES:
A) Shooting G) Adventure
B) Survival H) Action
C) RPG I) Fashion
D) Building J) Sports
E) Strategy K) Arcade
2.) Which of the Following reasons encouraged you to play mobile games?
A) Boredom D) Hobby
B) Entertainment E) Bonding
A) 30 mins-1hr D) 3hr-4hr
B) 1hr-2hr E) 4hr-5hr
5.) Of the given time, which one do you prefer to play the games of your choice in the
preceding question?
A) 6:00-8:00 AM G) 6:00-8:00 PM
B) 8:00-10:00 AM H) 8:00-10:00 PM
C) 10:00-12:00 NN I) 10:00-12:00 PM
D) 12:00-2:00 PM J) 12:00-2:00 AM
E) 2:00-4:00 PM K) 2:00-4:00 AM
F) 4:00-6:00 PM L) 4:00-6:00 AM
6.) How do you feel whenever you play your favorite mobile games during homestay?
A) Enjoyable D) Comfortable
B) Relieved of stress
C) Relaxed
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BIBLIOGRAPHY
Skoric, M., Teo, L., & Neo, R. (2009). Children and video games: Addiction,
567-572.
Shao-I, C., Jie-Zhi, L., & Der-Hsiang, H. (2004). Video game addiction in children
Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play,