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MOBILE ONLINE GAMES:

EFFECTS IN ACADEMIC
PERFORMANCE ON
SENIOR HIGH SCHOOL
STUDENTS OF SAN ROQUE
NATIONAL HIGH SCHOOL
Abundo, Evan Nick E.

Aguila, Jayson T.

Bier, Arian G.

Gonzales, Nathaniel A.

Gutierrez, Angelo S.

Peñero, Shalom David P.

Sumido, Emmalyn B.

Torres, Ellakae Meida L.


CHAPTER 1
BACKGROUND OF THE STUDY
Increasing the usage of the internet has led to many
challenges in different aspects of daily life. Particularly, this
also led to the rise of mobile online gaming. Mobile online
gaming refers to any type of game that can be played in
phone through the use of the internet connection. Most of the
time, mobile online games are freeware applications that can
be used for an unlimited time available for free it has an
internet connection.
CHAPTER 1
BACKGROUND OF THE STUDY
Today, anyone can see the effects of mobile games in
public places, at home, school, and other institutions. A lot of
research is conducted to the study its impacts in lifestyle and
behavior of the power leveling gamer especially kids and
teenagers. Mobile games play a vital role in shaping the strategic
skills of students. But days are gone when students love to indulge
in indoor activities rather than socializing and having fun outside.
Mobile online games surely have an impact on minds of students.
CHAPTER 1
BACKGROUND OF THE STUDY
Taking it to consideration, it is positively a mind exercise and helps to
explore new things. It also helps in terms of improvement in recursive and
proactive thinking and honing interpretative skills. Some research shows that
students who play mobile online games are more active and have a sharper
minds than the other counterparts. On the other hand, online game receives
much more negative critics. It is because games are often caller with issue
such as mindless entertainment, enhance social recluse, and consumerism.
Some research also shows that some students increased emotional arousal
and decrease of activity in brain areas involving self-control, inhabitation
and attention.
CHAPTER 1
BACKGROUND OF THE STUDY
Everyone has a reason why they are playing. This reason is
for playing and the usage of game that can led to different effects
for each individual. Peer influences, pressures at school and family
issues are the most common factors for a strong connection of
gaming on individuals.
CHAPTER 1
STATEMENT OF THE PROBLEM
This study aimed to know the effects of mobile-online gaming
in academic performance among Senior High School Students of San
Roque National High School, Mercedes, Camarines Norte.

Specifically, this study required answers to the following questions:


CHAPTER 1
STATEMENT OF THE PROBLEM
1. What is the profile of the respondents in terms of:
1.1 Age
1.2 Gender
1.3 Mobile-online games commonly played
1.4 Length of time the respondents play mobile-online games in a day (in
terms of hour)
1.5 Length of time the respondents play mobile-online games (in terms of
months)
CHAPTER 1
STATEMENT OF THE PROBLEM

2. What are the advantages of mobile-online gaming


among SHS Students?

3. What are the disadvantages of mobile-gaming among


SHS Students?
CHAPTER 1
SIGNIFICANCE OF THE STUDY
This study will be valuable and significant to the
following:
• Students- This study is primarily important to children, for it will
give them information about the impacts they may get from
online gaming.
• Parents- This study will help the parents to have enough
knowledge about the impacts of online gaming among their
children.
CHAPTER 1
SIGNIFICANCE OF THE STUDY
• Teachers- This study will help the teachers to create activities
that students enjoyed and also to gain enough knowledge
about its effect on students.
• Readers- This study will help the readers to have the
understanding about the impact of online gaming.
• Future Researchers- This may serve as a basis for future
research that they will conduct.
CHAPTER 1
SCOPE AND DELIMITATIONS OF THE STUDY

This study was mainly concerned and limited only with the
effects of frequent playing of mobile-online games in the academic
performance among Senior High School Students of San Roque
National High School, Mercedes, Camarines Norte. This study is
taken under 3 and a half months. This study aims to determine what
are the effects to the academic performance of students.
CHAPTER 1
DEFINITON OF TERMS
For clearer understanding of the work, the following terms were
defined operationally is accordance with their use in the research.
• Advantage- A benefit or gain.
• Consumerism- the actions of people who spend a lot of money on goods
and services.
• Disadvantage- Something that makes a situation worse or that makes
somebody or something less effective or desirable.
• Effect- a change that results when something is done or happens.
• Freeware- an application or computer software that can be used at no
cost.
CHAPTER 1
DEFINITON OF TERMS
For clearer understanding of the work, the following terms were defined
operationally is accordance with their use in the research.

• Internet- An electronic communication network that connects computer network


and organizational computer facilities around the world.
• Mobile-Online Game- Game that can be run from mobile phone(s) and requires
the internet connection.
• Random-Access Memory (RAM) - a part of a phone/computer in which
information is stored temporarily when an application/program is being used.
• Technology- The practical application of knowledge especially in a particular
area.
• Therapeutic- producing good effects on your body or mind.
CHAPTER 2
REVIEW OF RELATED LITERATURE

Stated by Hassan (2011), online gaming is good and bad. Good for
those who know their limits and bad for those who fix themselves in the seats for
long hours and cut off the interaction with rest of the world.
Both Orzack (2004) and French (2002) found out that in internet search
for “gaming addiction” yields lists of physical and psychological symptoms from
dry-eyes and carpal tunnel syndrome to “problems with school or work,”
offered as indicative of problem usage behavior.
CHAPTER 2
REVIEW OF RELATED LITERATURE

Turkle (1995) found out that online games enabled self-exploration and
discovery that users extended and idealized their existing personalities or try
out new ways of relating to one another that can positively affect real life
relationships.
Rheingold (1993) stated that the one reason for the popularity of online
games was that they meld the fun and challenge of video games with the
rewarding social aspects of online community. Participation in online
communities allows us to stay in touch with old friends, meet new people, learn,
and share information.
CHAPTER 2
REVIEW OF RELATED LITERATURE

• Moreover, online gaming has been separated by some researchers into


three main types: stand-alone games, local and wide network (LAWN) games
and massively multiplayer online role-playing (MMORP) games. Griffiths, et
al. (2003).
CHAPTER 2
REVIEW OF RELATED STUDIES

In the study conducted by Dumrique and Castillo (2018). Their


respondents know that they need to control themselves in order to function well
in their class that is why they only play games during vacation and weekends
with a lot of time compared when they have classes.
Even though they play online games; they know how to socialize well and
they can perform very well when it comes to academic performance. However, it
is inevitable not to play even for half an hour especially when they are
accustomed to it.
CHAPTER 2
REVIEW OF RELATED STUDIES

Cermino et al. (2018) The students use of social networking and mobile-
online games in terms of frequency and types of applications are the following;
majority of the students commonly use Facebook in their smart phones; they
spend most 0 to 8 hours in a day and visit daily on their social media account;
and most of the respondents are not playing a mobile-online games on their
smartphones but some spent 0 to 8 hours in a day and it is said that mobile-
online games such as Mobile Legends, Clash of Clans, Arena of Valor and Rules
of Survival as not necessarily activity. Also, majority of the students considered
that social media helps their studies sometimes and sometimes mobile-online
games give them opportunity to think critically sometimes.
CHAPTER 2
REVIEW OF RELATED STUDIES

On the other hand, Wyatt (2013 ) it also manifests aggressive


behaviors such as gets in many fights, cruelty, bullying, or meanness to
others, doesn’t seem to feel guilty after misbehaving; develops attention
problems like daydreaming (getting lost in thought and staring blankly);
exhibits a decline in school achievements(repeated low grade, poor
school work). On academic performance by subject, the pupil-respondents
generally received a fair (80-84) to good (85-89) rating. Thus, their
rating means that playing computer games do not have significant effect
on their academic performance. However, there is an impact on their
behavior based on various researches.
CHAPTER 2
CONCEPTUAL FRAMEWORK

Research indicates that there are many effects of mobile-online


gaming among the SHS Students of San Roque National High School,
Mercedes, Camarines Norte. Studies have been conducted assessing the
effects of mobile-online gaming. As an input, the researchers will gather
all the information about the effects of mobile-online gaming among SHS
Students. To carry out the study, the researchers conducted a survey
among the SHS Students of San Roque National High School, Mercedes,
Camarines Norte. As a result, the researchers discovered the effects of
mobile-online gaming among the students.
RESEARCH PARADIGM
Discovery of
Effects of
A survey among the the effects that
mobile-online SHS Students of San the students
gaming among Roque National High obtain from

the SHS School, Mercedes, mobile-online

Students Camarines Norte gaming

Input Process Output

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