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Republic of The Philippines

Department of Education
Region IX, Zamboanga Peninsula
SCHOOLS DIVISION OF ZAMBOANGA CITY
MERCEDES NATIONAL HIGH SCHOOL
Mercedes, Zamboanga City

THE EFFECT OF MOBILE GAMES


TO THE ACADEMIC PERFORMANCE OF THE SENIOR HIGH SCHOOL
STUDENTS

A Quantitative Research
presented to the Faculty of Senior High School Department
MERCEDES NATIONAL HIGH SCHOOL
San Isidro St., Mercedes, Zamboanga City

in partial fulfillment of the requirements in


PRACTICAL RESEARCH 2

MAMAC, REYCARLO E
SISON, MARRIANE Q
USMAN, NICAH B
TUADA, MELISSA A
SAMMAN, ABDULSABOR J
VIVA, GERALD
SANSON, MA.LIENEZ
YBAÑEZ, ASHLEY NICOLE C
BAREDO, KYLE R
BENJAR, CJ T
DE LEON,ARNEL

Grade 12- TVL B

Bienvenido F. Duarong Jr.


Research Adviser

January 2024
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Abstract
Smarts phones have permeated every part of the people’s lives in the mobile internet
era and are virtually taken for granted on a daily basis. Senior High School students
facing a serious problem with mobile gaming addiction as a result of their easy access
to cellphones. The excessive usage of mobile games has negative impacts on the
student’s academic performance. Physical health, and mental health, and may
possibly have severe. Irreversible implications. It is crucial for educators and the
general public to address the issue of mobile games addiction senior high school
students. This article examined the current state of mobile gaming among senior
high school students and the negative effect of mobile games addiction on school.
Looked at the contributing factors from the perspectives of students, parents,
schools, and society, and suggested some coping mechanism.
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Acknowledgement
We thank God/Allah first and foremost for giving us the opportunity and for
bestowing upon us the knowledge, wisdom, patience, and capacity to do successfully,
We, the Mercedes National High School and Grade 11 Students, would like to covey
our sincere gratitude to individuals whose help was essentials to finishing our
research study.

We are very grateful for the help guidance and persistent reminders from our
principal Dr. Reneboy Gutierrez, about the completion of our research study.

We very grateful for the direction, love, support, and encouragement shown
by our research instructor Mrs.Laila Potencio, as well as our class adviser Ms.Haifa
Najm.

Thank you very much to our cherished parents and friends for their assistance,
compassion, and support throughout this academic year, we could not have done it
without your support and love.
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Table of Contents

Abstract .ii
Acknowledgement iii
Table of Contents iv
I. Introduction ......................................................................................... 1
II. Literature Review ................................................................................. 1
▪ Conceptual Framework 2
▪ Hypotheses 3
III. Research Questions ............................................................................. 3
IV. Scope and Delimitation ........................................................................ 3
V. Research Methodology.......................................................................... 4
▪ Research Design 4
▪ Participants 4
▪ Instrument 4
▪ Data Gathering Procedure 4
▪ Data Analysis 5
VI. Results and Discussion ........................................................................ 5
▪ Based on First Question in the SOP) 6
▪ (Based on Second Question in the SOP) 6
VII. Conclusion and Recommendation ........................................................ 6
VIII.References ........................................................................................... 7
IX. Appendices .......................................................................................... 7
A.... Survey 7
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I. Introduction

Due to the popularity of smart terminals and the advancement of 5G networks,


mobile games are currently the most popular type of games, as well as profitable
tools for major internet platforms. Mobile games can be combined from different
levels and content categories covering different, personalities and preference (Martin
et al., 2020). As result mobile games are now refined to cover almost all age groups
of the population, not just young people. Yet in the perception of the public, mobile
games have always seemed to be associated with various derogatory terms such as
interfering with learning, addiction and violence.

When you hear about the effect of mobile games you tend to think about the
negative effects first, Like the fact they are causing addiction in behavior. We
surrounded by people that who prefer to spend time alone with their mobile phone
instead of starting conversation with a random stranger or having a quality time to
their friends and families

And mobile games consume more and more of our time each day, but
think of it, playing mobile games have a positive, effects to the players of it especially
in mobile legends players. So the researchers came up to this study to show that
there is also a effect on mobile games to the behavior of SHS Students in Mercedes
National High School.

II. Literature Review

According to Kuo-Ming Chu(2022).As a novel type of mobile game, addictive


behavior has attracted the attention of researchers due to its possible negative
impacts on several forms of psychological problems. In this research, we tested the
relationship between academic performance, mobile game addiction (MGA), and
mobile self‐efficacy among undergraduates in Taiwan. An academic model has been
suggested from the hypotheses and using a sample of 739 college students by
estimating the structural equation modeling. This result discloses that college
students are an at‐risk swarm for the MGA. We realized that MGA was negatively
connected with academic performance and mobile self‐efficacy, exhibiting a positive
relationship between the latter two. Further analysis on age, place of stay, and the
duration of playing mobile games distinction was tested in the trajectories from MGA
to these psychological health results, and the results revealed that they were
significantly associated with MGA. We also dealt with the limitations and
recommended that the authorities immediately regard this, and to complete
academic goals, college students should refrain from playing mobile games and
participate in other forms of healthy entertainment.

According to International Journal of Educational Technology in Higher


Education(2017).This study investigated whether the use of a gamified mobile
learning app influenced students’ academic performance and boosted their
engagement in the subject. Created to better engage students in lecture content, the
app was used to deliver multiple-choice content-based quizzes directly to students’
personal mobile devices post-lecture and pre-tutorial. After measuring the
relationships between students’ app usage.
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According to Bernie S. Fabito(2018).Mobile gaming addiction is a growing


concern that increases the user’s risk for physical and psychological health
problems. Video game addiction is part of the so-called Internet Gaming Disorder
(IGD) and is often associated with Gambling Addiction. In general, IGD has been
linked to a poorer academic performance of students in educational institutions.
However, a study conducted by Samaha and Hawi (2016) revealed that there is no
relationship between smartphone addiction risk and academic performance.

According to Adachi, P. J., & Willoughby, T. (2013).Technological advances have


provided educational institutions the capability to explore various online teaching
strategies such as digital games in the classroom. Though games can be used to
engage various learning styles and behaviors, the platform is mainly practiced at the
secondary educational grade level with traditional-aged students. Little research
literature exists that explores the influence of digital game-based learning on the
academic achievement of nontraditional undergraduate students. An extensive
literature review of 77 articles was conducted using the procedure developed in
Cooper’s Taxonomy (1998) for analyzing and synthesizing literature. Cooper’s system
involved (a) formulating the problem, (b) collecting data, (c) evaluating data
appropriateness, (d) analyzing and interpreting relevant data, and € organizing and
presenting the results. This scoping literature review explores how digital games can
be used in the educational environment to support the learning of nontraditional
students.

According to (Technology in Society 2021) Smartphone addiction and its


negative effects on academic performance have received attention from both scholars
and practitioners. The gist of this study is to explore the impact of the type of content
use on smartphone addiction and academic performance by considering physical
activity as a potential moderator. The data were gathered from 250 undergraduate
students and statistically analyzed using the partial least squares structural
equation modelling technique. The results show that entertainment, social
networking sites, and game-related

▪ Conceptual Framework

Figure 1
On the basis of the proceeding on the theoretical discussion, this study on the
effect of mobile games on the academic performance of the Senior High School
students in Mercedes national high school.

INDEPENT VARIABLE DEPENDENT VARIABLE

1.Student’s Characteristics
a.) Age Effect of mobile games to
b.) Strand the Academic Performance of
Senior high school students
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This study shows the independent variables and the dependent variable of the
study

The Independent variable include characteristics of selected senior high schools


in terms of age, gender and strands and the total number of time spent on playing
mobile games.
The Dependent variable of this study is the Effect of Mobile Games to the academic
performance of Senior High School Students in Mercedes National High School.

▪ Hypotheses

There is no significant relationship between the effect of the mobile games to the
academic performance of Senior High School in Mercedes National High School and
the profile variable of the respondents.

III. Research Questions

In this study, the researchers aim to know the effect of mobile games to the
academic performance of the Senior High School Students

Specifically, this study seeks to answer the following sub- questions:

1. What is the profile of the respondents in terms of;


1.1 age
1.2 gender
13 strand

2.) How long the respondents spend their time to play mobile games?

3.) What are the possible effect of mobile game to the Senior high school
students?

IV. Scope and Delimitation

This study is delimited only for Grade 11 and Grade 12 in Mercedes National
High School, the main purpose of our study is to point out the effects of playing
online games and aims are determining whether playing online games hinders their
home works. The study only focuses on online games and it is related to the academic
performance of the selected students.
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V. Research Methodology

▪ Research Design

This study utilized descriptive because it would determine if there is no


significant relationship between the effects of mobile games and the academic
performance of SHS students. It sought to answer problem by using numbers and
interpreting the data using statistical formulas and treatment to find out the results
of the study.

▪ Participants

The participant of this Research Study will be the SHS Students of


Mercedes National High School

Inclusion Criteria:
• Grade 11 Students of MNHS
• Grade 12 Students of MNHS

▪ Instrument

Handling of the data gathered with paper statistical tools to come up with an
answer to a research questions, According to Sirisilla (2022), the results acquired
from research projects are meaningless raw data unless analyzed with statistical
tools. Therefore tabulate and analyzed using frequency counts, percentage, and
weighted means.
A frequency count is a computations of how many people fall into a particular group
or how frequency a characteristic occurs. A percentage is a display of data that specifies the
percentage of observation for each data point or grouping of data points. It is an
advantageous method of expressing the relative frequency of survey responses and other
data. The weighted mean will determine the effects of playing mobile games. Weighted mean
involves multiplying each data point in a set by value determined by some characteristics of
whatever contributes to the data point.
The researchers used Person r and T-test to test the relationship between
the effect of online mobile games and the academic performance of the students.

▪ Data Gathering Procedure

In this study, the researcher applied the data collections techniques. It was to
collect adequate and relevant data to determine the effects of playing online mobile
games on the academic performance of the students. A quantitative research
method was applied to address the problem of this study.
The researchers first and foremost sought the campus director’s approval of
the study’s title and the statement of the issues. Upon, Approval of the research title
and the view of the problems, the researchers start doing chapters one two and three.
After finishing chapters 1-3 the researchers consulted their adviser to check and
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revise the papers based on their research adviser’s suggestions. When the form is
ready for proposal defense, the researchers get a request for a schedule for their
proposal defense from the office of the campus director. During the proposal defense,
the panel of examiners, suggested changing the title from “Effects of playing Mobile
Games to the academic performance of MNHS students” to “Effect of playing Mobile
Games to academic performance of the students” They also suggested adding second-
semester SY 2023 to gathering data. In our questionnaire, they suggested removing
some of the questions unrelated to the effects of online mobile games on the academic
performance of MNHS students. These are just some of the suggestions of the panels
of examiners. T; three more suggestions that we need to revise. All of these
suggestions made us feel grateful because our research study so much.
After the proposal defense became successful, the researchers then reviewed
and revised this paper base on the suggestions of the panels of examiners, After
being permitted the researchers proceeded the research blocks and years of the
MNHS programs.

▪ Data Analysis

The researchers used two sets of questionnaire for gathering data for the profile
of the respondents. The main tool that was used in gathering data for this research
is the researchers made instruments.

Part I includes data information, it describes important about their age, sex,
weekly allowances, and their final average based on the previous grading during their
second semester in the year 2017-2018.

Part II includes the games session and the activities of the online games players.
It determines the type of computer games being played, how often the students play
online games being played, how often the students play online games and the
numbers of hours spent playing online games in a week? And why do the play online
games?

For the non-player:

Part I includes data information, it described important information about their


names, age, gender, weekly allowance and their final average based on the previous
grading.

Part II includes the reasons why they are not playing online games? What do
they do during their vacant time.

VI. Results and Discussion

In reporting the results, the researcher stays close to the statistical findings
without drawing broader implications or meaning from them. Further, this section
includes summaries of the data rather than the raw data (e.g., the actual scores for
individuals). A results section includes tables, figures, and detailed explanations
about the statistical results
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▪ Based on First Question in the SOP)

Includes results and discussion relevant to the first question of the research
or the first variable of the study.

▪ (Based on Second Question in the SOP)

Includes results and discussion relevant to the second question of the


research or the second variable of the study.

VII. Conclusion and Recommendation

The portion that gives meaning to your research and your results. The objective
of the Conclusion section is to examine the results, determine whether they solve the
research question, compare them within themselves and to other results (from
literature), explain and interpret them, and then draw conclusions or derive
generalizations, and make recommendations for applying the results or for further
research. Write recommendations for beneficiaries of results of study cited in
Significance of Study.
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VIII. References

https://doi.org/10.1002/pits.22804
https://doi.org/10.1186/s41239-017-0069-7
https://ieeexplore.ieee.org/abstract/document/8650251/references
https://doi.org/10.1080/2331186X.2018.143767
https://doi.org/10.1016/j.techsoc.2020.101521

IX. Appendices

A. Survey

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