Professional Documents
Culture Documents
PERFORMANCE OF STUDENTS
Presented to
the faculty of
Practical Research 2
S.Y. 2022-2023
Lovely T. Mayol
January 2023
Chapter 1
This chapter presents the introduction, statement of the problem, hypothesis, theoretical
and conceptual framework, significance of the study, schematic diagram of the study, scope
Introduction
The advent and development of technology has paved the way for people to venture the
world of online mobile games. Gan, Zhang, Wu and Shao (2022) revealed in their study that the
immense population of players of online mobile games was identified to be students. Students
frequently play mobile games to ease their academic stress, relaxation, enjoyment, and even
mentally escaping the real world which often lead to addiction (Martin et.al, 2020). Yet,
addiction in online mobile games have always seemed to be associated with pessimistic effect on
health and academic learning. This prompted the researchers to determine the impact of online
mobile game addiction to the academic performance of students in Jade B. Ecleo Aurelio
Several researchers have studied on the impact of online mobile games to the academic
performance of students. Kurt, Atay and Öztürk, H.(2022) published in their study that student in
the age group 17-18 years old have less self-control capability that leads them to become
vulnerable mobile games. Dominique (2018) further added that the time spent on the mobile
phones can negatively impacts student's ability to communicate appropriately with friends, peers,
and family members. In fact, Al Mulhem and Almaiah (20121) reported that adolescents are
occupied with over 11 hours per day in playing online mobile games rather than spending the
time in academics or with friends. These evidences point a fact that the playing online mobile
games is found to have detrimental effects such as reduced sleeping time, behavioral problems
(e.g. low self-esteem, anxiety, depression), attention problems and poor academic performances
Jade B. Ecleo Aurelio National High School who were addicted to playing online mobile games
like Clash of Clans (CoC), League of Legends and Mobile Legends (ML). Student could be seen
along the hall ways seeking for a good internet connection to play online mobile games instead
of allocating their time in studying their lessons. Thus, this study was conducted to determine the
impact of online mobile game addiction on the academic performance among the students of
Jade B. Ecleo Aurelio National High School, Brgy. Aurelio, San Jose, Dinagat Islands.
The output of the study would provide insights for teachers and parents to provide
appropriate guidance and supervision on the existing problem of online mobile game addiction
among students. The result of the study would further provide enlightenment for education
addiction that would affect the academic performance of the students in Jade B. Ecleo Aurelio
This study was anchored on the Theory of Planned Behavior (TPB) of Icek Ajzen (1991).
The theory forecast human behavior. According to the Theory of Planned Behavior (TPB),
behavioral intention is influenced by attitudes toward the behavior, subjective norms, and
that influence behavior (Ajzen, 1991). The likelihood of performing a specific behavior
increases with the strength of the intention to do so. The second component is attitude toward
the activity, which measures how positively or negatively a person views a specific behavior.
Therefore, the theory of planned behavior by Icek Ajzen focuses to the behavior that is
influenced by our intentions. Regarding, addiction to mobile games can lead students behavior
change such as low temperance, lack of sleep, and laziness to do their responsibilities both at
More specifically, one of the most rapidly growing and largest groups that own and use
mobile phones is comprised of young adults of about 18 years old to 22 years old (Statista,
2020). Young people today who are known as the wired generation have been overusing
mobile devices which negatively affected their academics, health and socialization.
(Gökçearslan, 2016).
Figure 1 shows the schematic diagram of the study. The first box shows the profile of the
respondents in terms of age, gender, family’s monthly income, frequency of playing mobile
games, and type of mobile games. The second box shows the impact of mobile games to the
games; and
The study aimed to determine the impact of mobile games to the academic performance
1.1 sex;
1.2 age;
2. What is the impact of mobile games to the academic performance of students in terms of:
3. Is there significant difference on the impact of mobile games to the academic performance of
Hypothesis
Ho1: There is no significant difference on the impact of mobile games to the academic
performance of students when they are grouped according to their profile variable.
School Administrators. The result of the study will be helpful to the administration as it
can be used in developing a framework for the program which needs implementation involving
the Jade B. Ecleo Aurelio National High School students for keeping aware and well-informed
Teachers. This will provide their insights concerning the status of their student's
performance who engaged in mobile games that would embolden them to help them by giving
apt, explicit and useful feedback to lessen the frequency of student engagement in mobile games.
Students. This study will help the students of Jade B. Ecleo Aurelio National High
School about the awareness on the significant impact of mobile games to the academic
performance. They will be informed enough to lessen and prevent the negative effect of mobile
The scope of the research was limited in terms of content, respondents, place and time.
Content. This research determined the impact of mobile game to the academic
performance of students.
Respondents. The respondents of the study were the grade 7 to Grade 12 senior high
Place and time. This research was conducted at Jade B. Ecleo Aurelio National High
school outputs of the students such as school projects, assignments, and performance tasks.
Preparation for Assessment. This refers to the willingness of the student to prepare for
their school activities such as performance tasks. oral reading and writing and assessments.
This further includes their study habits and time management practices in preparing for
assessments.
Class participation. This refers to the activeness of students in participating to their class