Professional Documents
Culture Documents
INTRODUCTION
Situational Analysis
In the past few years every person in our society requires education to pursue their ideal
careers , and education is one of the key to this. According to E DUHUTCH , (2016) education is
a responsive and elaborative effort to create an atmosphere of learning and the learning process
that learners are diligently developing their capabilities have the following like , Spiritual
Strength , Self Discipline , Cognitive Development , Noble Character , and skills needed
Sharma , (2023) stated that education is important to build a modern society. Learning
about topics like culture , history , and science enables people to approach issues from a well
informed perspectives. Values are taught through education , which also aids in the growth of
society as a whole. It provides an opportunity for people to shape themselves into more
responsible members of society because people with higher levels of education are also more
likely to land well-paying employment and take part in successful trade and e commerce
activities. These in turn help to increase the amount of capital flowing into the economy. As a
Barber , (2023) stated that education plays an important role in life because it equips
individuals with the capabilities and resources they require for success. Without Education , there
Education Act. of 2013 has expanded the years of schooling in basic education from 10 years to
12 years. The Department of Education K-12 (also known as K-1) Educational Program aims to
improve students fundamental skills , create more capable residents , and prepare graduates for
both work and lifelong learning. K denotes has Kindergarten , and 12 denotes the following 12
years of Fundamental Education (Elementary School per 6 years , Junior High School for 4 years
Teenagers have started using social media more frequently , which led to the
development of a form of sport known as E-sports , players from many nations compete against
one another in a specific game called E-sports by the use of technology. Offbook , (2016) stated
that , Electronic Sports , or E-sports , are a type of video game competition or tournament. E-
sports frequently take the shape of coordinated , multiplayer video game competitions ,
Hamari and Gerber , ( 2017) stated that video games performed competitively at a high
skill level are referred to as E-sports. High skill video games include first person shooters (FPS)
like Counter Strike , Global Strike and multiplayer online battle arena games (MOBA) like
League of Legends and Mobile Legends. In MOBA games , players requires to have quick
decisions to change the situation within the game in their favor , while in FPS games , players
must have quick reflexes to shoot their enemies as soon as they see them. Live broadcasts on
streaming websites like Twitch and YouTube show how intensely competitive video games and
required to put an immense amount of time into practice where athletes hone their skills to be
sure they are in top shape. Just as in traditional sports , there are teams within E-sports that are
aimed to serve for team-based video games. Being in a team requires the athletes to be able to
trust one another , cooperate with each other , and enhance their video game skills. Due to E-
sports having team reliant video games , E-sports has been given opportunities to recruit for
competitive space
Brenzuela , (2016) stated that students academic performance may be impacted by MOBA.
As a result of studies , it has been determined that spending more time playing can lead to poorer
academic results. According to a survey 23% of light users outperformed them in performance ,
compared to 47% of heavy online players who received unsatisfactory grades. A few studies ,
however , claimed that it improved students critical and creative thinking. The MOBA’s action
equips players with the quick thinking necessary to make wise choices. Additionally , they
measurement of student achievement across various academic subjects. Teachers and Education
officials typically measure achievement using classroom performance , Graduation Rates , and
educational goals.
The above mentioned situations motivated the researchers to find the various relationship
of E-sports engagement and academic performance among grade 11 students of Don Eulogio De
Guzman Memorial National High School in terms of cognitive development , physical changes ,
and various variables (gender , type of game played and academic performances of the
respondents).