Professional Documents
Culture Documents
Department of Education
Region IX, Zamboanga Peninsula
SCHOOLS DIVISION OF ZAMBOANGA CITY
MERCEDES NATIONAL HIGH SCHOOL
Mercedes, Zamboanga City
A Quantitative Research
presented to the Faculty of Senior High School Department
MERCEDES NATIONAL HIGH SCHOOL
San Isidro St., Mercedes, Zamboanga City
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
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
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.
▪ 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.
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
▪ 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.
In this study, the researchers aim to know the effect of mobile games to the
academic performance of the Senior High School Students
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?
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
▪ Participants
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.
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?
Part II includes the reasons why they are not playing online games? What do
they do during their vacant time.
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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Includes results and discussion relevant to the first question of the research
or the first variable of the study.
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