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Causes of Mobile Gaming Addiction and Its Effects On Modular Learning Among SHS Students
Causes of Mobile Gaming Addiction and Its Effects On Modular Learning Among SHS Students
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
In Partial Fulfilment
Of the Requirements for the Subject Practical Research I
by
Tungala,Mila Grace B.
Vasquez,Mercy lyn
Bacanto,Arabella D.
Arizala, Alyssa Joy V.
Barrios,Lyle Rose M.
Antonio,Virnie V.
Macion , Joseph Karl
Panes,BenFred
Magayones,Jamir
Delicana,Remel
Plasencia, Alexander
TABLE OF CONTENTS
Page
Chapter I INTRODUCTION 1
REFERENCES 20-21
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
Chapter I
INTRODUCTION
for mobile phones. The two opposing teams fight to reach and destroy the
enemy's base while defending their own base for control of a path, the three
"lanes" known as "top", "middle", and "bottom", which connects the bases.
time for other more fulfilling and more productive things. If they abandon their
old hobbies that don't involve video games, are constantly preoccupied by the
idea of their next gaming session, these can lead to gaming addiction.
The students who are addicted to mobile legends may end up having
negative effects like receiving low grade in school and also they do not
passed the school activities on time that given by their teachers. It also affect
their health because they not eat on their with the fast development of mobile
mobile devices like ipad and smartphone, which is especially the case for
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
2
game applications. Mobile video games refer to games played by either single
or multi players via online mobile devices. These games are particularly
popular when they can be downloaded for free (e.g., “freemium games,”
which are free but customers pay for extra features) (1). The latest China
Internet Network Information Center's (CNNIC) report revealed that the growth
rate of mobile online game has reached 9.6% and adolescents are the main
with a portable device, and the positive expectation of mobile gaming. (3). It
has been demonstrated that video game addicts suffered poorer mental
Despite this, relatively few studies have examined the relationship between
mobile game addiction and mental health outcomes. This is because, so far,
help playing them repeatedly over a comparatively long period. (5). Previous
research has suggested that there were only moderate correlations between
the different forms of Internet addiction. (6). In addition, although mobile game
addiction has some similarity with traditional desktop computer online game
addiction, there are still obvious differences. Specifically, mobile video games
increase the risk for addictive behavioural patterns and, thus, more severe
mental health problems that time and also in their sleeping time. As education
however, despite those inherent advantages, the internet also has its draw
backs. Although the internet could be very productive it can have drastically
opposing effects from some people who play online games the internet act as
an enabler.
following questions:
video games?
Theoretical Framework
strengthen the study. This study tells what are the causes and the possible
effect of online games in SHS student . The first cause is the designers make
character look and act like humans. And the effect is sometimes people or the
player feels this action like they are going to do it, or the players act like the
Next cause is when you soak at the computer you couldn’t even stand
to eat. And for the effect is hunger, not in mood, get sick, getting tired of
The bad words they use as a conversation to their co-players, the effect for
this is when they talk to someone that is elder to them like they are talking to a
child. In other word they disrespect elders especially to their parents. Now a
days, almost everything can be done with just a click Almost everyone has
This study was intended to determine the Senior High School in Video
NATIONAL HIGH SCHOOL. This result of the said study would be beneficial
delimited in terms of the variables used and numbers of the respondents and
the instrument used. There were 100 respondent students in Senior High
Definition of Terms
Mobile Games - Mobile games are games designed for mobile devices, such
Chapter II
There are five aspects of internet addiction noted by Shaw and Black
playing them at the cost of work performance or family obligations hi. There is
a lot of controversy over the overlap of devices in gaming, which has resulted
For instance, a game that was made for a video game console now has an
internet version, a computer game has moved onto the tablet, gambling has
also moved to the internet, etc. We will extend their definition to include all
enjoyed, and outside of educational games have little productive value. The
recently gained volume due to the rise of computer gaming in the past two
Assessments for Problematic Gambling are often used to create tests for
behavioural based addiction. For instance, Thomas and Martin (2014) note
that their assessment for computer game and Internet addiction were adapted
game. According to the DSM-IV (the current manual for classifying emotional,
psychological, and mental disorders) no. Although there have been calls from
many believe that it is only a matter of time before computer game addiction is
may get depress. Therefore one way to release this depression or pressure
would be though playing online game, which enables gamers to chat or play
with other friends and players on the internet. •Another explanation of why
young people become addicted to the internet was proposed in that they were
trying to avoid societal pressure. Some young people are naturally too shy to
talk to strangers face to face in reality, but when surfing the internet or playing
online games, they can be whoever they want to be. As, such they can chat
with the people, online without feeling of the regular social pressure that come
Rutger (2014) The Benefits of playing video games, video games are
because behavioural changes arise from brain changes and the performance
problematic gamers will indeed show off emotions like anger, depression and
frustration. But it’s not all bad, problematic gamers can show positive
problematic because those teenagers who play online games excessively are
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
9
likely to develop a healthy lifestyle because they are constantly playing online
impaired. The consistent blocking out of and passive coping with stressful
from a long-term perspective, it may not work quite as well and could have
deadly consequences. In this case, it appears more likely that once new
coping mechanisms.
position where their health and future is a worry. While the health could be an
issue due to lack of exercise but failing toad here to education and lack of
future job prospects has no strong solid evidence to indicate this is a true thus
have no findings about the matter. •Other than that, social networking sites
information and access to various •other educational idea’s and games that
have some underlying educational traits that may or may not be meant to be
viewed like that but me personally to use a game like Farmville to give any
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
10
could we honestly say that what you could give to a young person in that time
Using World of Warcraft (WoW) as an example, David Rudd said that Wow is
designed to gives a very vast gaming experience but at the same time making
sure the gamer has continuous content to take part in to keep the gamers
A review by Lavinia McLean and Mark Griffiths (2013), the study sought to
determine(a) the role and impact of video games in the lives of young people
within a technological society, and how this impact can occur (b) The
exposure of young people to violent video games may viewed within the
understanding of the research within this area. •Bushman (2013) The more
you play, the more aggressive you become: a long-term experimental study of
cause aggression in young females that young female adults with the mean
age 22, with no prior experience of playing video games, were asked to fill in
the Buss Perry Aggression Questionnaire before and after playing violent
preparation of future.
simulations, which form the subject of this paper. As the field of digital games
synthesizing the results using multiple criteria. The main objective is to study
the impact of games and simulations with regard to achieving specific learning
the efficient use of games and simulations for pedagogical purposes. Such
evidence also provides potential options and pathways for future research.
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
Chapter III
METHODOLOGY
The participants of this study are the senior high school students of
addiction and its effects on modular learning. The research instrument will
recorder.
school it will involve collection and analysis of data about the causes of mobile
gaming addiction and its effects on modular learning among SHS students.
causes of mobile gaming addiction and its effects on modular learning among
SHS students .
Coding: This involves generating pithy labelling important features of the data
so codes capture both a semantic and conceptual reading of the data. The
researchers will code every data item and will end this phase by gathering all
(Clarke & Braun, 2013) Searching for Themes: A theme is a coherent and
phase, the researchers will construct themes and will end this phase by
(Clarke & Braun, 2013) Reviewing the Theme: The researchers in this phase
will reflect on whether the themes tell convincing and compelling story about
the data and will begin to define the nature of each individual theme and the
development.
(Clarke & Braun, 2013) Defining and Naming Themes: In this phase, the
analyzing what the story does the theme tell, and how such theme fit into the
overall story about the data. The researchers will then identify the essence of
each theme and will construct a concise and informative name for each
theme.
(Clarke & Braun, 2013) Writing Up: In this phase, the researchers will weave
together the analytic narrative and vivid data extract to tell the readers a
existing literature.
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
17
Ethical Considerations
understand the basics of ethical research and how this might affect your
There are a range of interactions in your research that might occur, including
• When you plan your research and to ensure that mechanisms are instituted
to
• Remove it. It is, therefore, essential that you carefully evaluate the potential
• For harm to arise and ensure that you (a) behave according to appropriate
• Ethical standards; (b) consider how your research might negatively affect
institution
issued.
Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
19
Researchers’ Positionality
The advent and development of technology brings many things which may
either ease or make life of people more difficult and complicated. one of
Internet which has become addictive and one of the widely used leisure
game play. mobile games are played over some form of mobile network. now
typically on the internet. This study aimed to determine the causes of mobile
gaming addiction and its effects on modular learning among SHS students
spending too much time on online games every week tend to suffer from
worsened
References
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http://journals.sagepub.com/doi/abs/10.1111/j.1467-9280.2009.02340.x Deniz
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Republic of the Philippines
Department of Education
Region VI-Western Visayas
School Divission of Iloilo
ESTANCIA NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL
Estancia,Iloilo
Zaheer Hussain, M. D. (2011). Online gaming addiction: Classification,
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Gentile D. 2018
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