Pasay City North High School
SENIOR HIGH SCHOOL DEPARTMENT
IMPACT OF ESPORTS GAMING IN THE ACADEMIC PERFORMANCES
OF SENIOR HIGH SCHOOL STUDENTS IN PASAY CITY
NORTH HIGH SCHOOL M. DELA CRUZ CAMPUS
S.Y. 2019-2020
A Research Presented to
The Faculty of the Senior High School Department
Pasay City North High School
Virginia Street, Pasay City
In Partial Fulfilment of the Requirements
For the Senior High School
John Roland P. Carnites
Fernando Joseph Co
Jerico D. Jobli
MARCH 2020
Pasay City North High School
SENIOR HIGH SCHOOL DEPARTMENT
TABLE OF CONTENTS
Title Page i
Survey Questionnaire ii-iii
Table of Contents iv-v
CHAPTER 1 INTRODUCTION 1
1.1 Background of the Study 1,2
1.2 Conceptual Framework of the Study 3
1.3 Research Diagram 4
1.4 Statement of a Problem 5
1.6 Hyphothesis 6
1.7 Scope and Limitations 6
1.8 Definition of Terms 7,10
CHAPTER 2 REVIEW OF RELATED LITERATURE 11
2.1 Critical Thinking 11,15
2.2 Conclusion 16
CHAPTER 3 METHODOLOGY 17
3.1 Research Design 17
3.2 Research Locale 17
3.3 Demographic Map 18
3.4 Sample 18
3.5 Data Gathering Design 18
3.6 Sample Design 19
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3.7 Research Instruments 19
3.8 Ethical Considerations 19
3.9 Statistical Treatment 19
4.0 Survey Questionnaire
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CHAPTER I
BACKGROUND AND ITS SETTING
Introduction
The Idea of giving games to engage student in the process of active learning
is not new. Over the past years, educators have been increasingly incorporating
games into their teaching curriculum in an effort to create a fun and engaging
learning environment for student. Although this can be very challenging and time
consuming interactive, collaborative and competitive games tend to motivate and
encourage student participation in the learning process. Over the years the format of
classroom games has changed drastically there are many more options that
incorporate the technology and interactivity. Students need to be engaged more and
to be put at the centre of the learning experience to change from passive vessel to
active participants (as cited in Pannesse&Carlesi, 2007).
However the academic study of competitive gaming requires a scientific
definition of what we mean we talk about “Esports “. Also known as Electronic Sports
where students partake to join varsities to participate on different games to represent
their schools. It also caches the interest of people specially students. Currently
there’s no general definition accepted of this form at all. Most often it’s considered as
“Professional Gaming “ (as cited in Tryndamere & Vladimir 2013 ).
This study will cover the effects of Esports gaming as a tool for senior high
school students to improve their academic performance. We students will be playing
games that are well known and connected to Esports to see the results.as
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mentioned above the most dominant influence of competitive computer gaming is
most likely to be found in “Millennials”, the way they manage information and
communication technology as a part of academic performance. Any formal
educational effort which aims of teaching media or Information Communication and
Technology (ICT) competencies to students is often preceded by informal and non-
formal learning process of students within their computer gaming culture.
Research into intrinsic motivation further shows that individuals high in
motivation will achieve more achievements in competitive activities and that
competence valuation from competition can have positive motivational efforts on all
individuals provided that valuation feedback is given properly Will Esports serve as a
tool for senior high school students for them to improve their academic
performances?
Conceptual Framework
This study drew from sports psychology and sport literature which involves
technology and electricity term used is “Esports”. To propose a framework for studying
the careers and achievements of Esports as a gaming tool for senior high school
students. Particularly two relevant stream of literature are bond. Sports career
transitions shreds light on the general development of academic performances of senior
high school students from the beginning to the end. This narrative provides an
understanding of the aspects in Esports as a tool for senior high school student’s
success that are considered vital key for lasting achievements.
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Esports Gaming
Online Games /
Mobile Legends
Players /
Students
To improve academic
performances in Senior
High School Students
Figure 1 - Research Diagram
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Statement of the Problem
This research focuses on the Esports Gaming as a Tool for Improving the
Academic Performances of Senior High School Students in Pasay City North High
School – M. Dela Cruz Main Campus S.Y 2019 – 2020 to anwser the following:
1. Determine the gaming tool and figures for the games.
2. At what age does Senior High School plays Mobile Legends?
3. How many days do you play Mobile Legends in one week?
4. What is the impact of esports gaming in academic performance of high
school students in terms of the following:
2.1 Individual work,
2.2 Group work and,
2.3 Recitation?
5. Is there any significant impact of esports gaming to your academic
achievements of senior high school students?
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Hypothesis
Ho: There is no significant impact of esports gaming in academic performances of
senior high students.
Ha: There is a significant impact of esports gaming in academic performances of
senior high school students.
Scope and Limitations
The study of this study research is to assess the impact of Esports Gaming as
a tool for improving in academic performances of Senior High School Students
(Grade 11) in Pasay City North High School M. Dela Cruz Main Campus during the
school year of 2019 – 2020. However due to the limited time for this study will be
applied for only 6 months as 1 semester from June to November only.
The limitation is only to Grade 11 ICT Students because the main goal of this
research is to know if Esports gaming can serve as a tool to improve Senior High
School Students to achieve more academic performances in their academic
performances. This online game will serve as a tool to help the Senior High School
Students.
Therefore, in order to see the results of this study effectively of the Esports
Gaming as a tool will be gathered.
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Significance of the Study
The study conducted will give benifits to the following:
Students - this study will help them realize that this game can help increase their
brain functions and thinking skills leading to a good performance in school.
Gamers- these are those who are not students including workers. This study will
help them find an importance of playing mobile games. Playing puzzle games help
them train the brain and enhance well being.
Research- this study can help the other researchers who also conduct study
similar to this. This can help them on how can they improve their study or give them
idea about the different topics included in this research paper.
Definition of Terms
For better understanding for the readers, the terms that are stated here are
conceptually defined.
1. Esports – (also known as electronic sports, e-sports, or eSports) is a form of
sport competition using video games. The most common video game genres
associated with esports are multiplayer online battle arena (MOBA), first-
person shooter (FPS), fighting, card games, battle royales, and real-time
strategy (RTS).
2. MOBA (Multi – Player Online Battle Arena) - is a subgenre of strategy video
games that originated as a subgenre of real-time strategy in which each
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player controls a single character, usually on a map in an isometric
perspective, as part of a team competing against another team of players.
The ultimate objective is to destroy the opposing team's main structure with
the assistance of periodically spawned computer-controlled units that march
forward along set paths; However, MOBA games can have other victory
conditions, such as defeating every player on the enemy team. Player
characters typically have set of unique abilities that improve over the course
of a game and which contribute to a team's overall strategy. Multiplayer online
battle arena games are a fusion of real-time strategy, role-playing, and action
games, though MOBA players usually do not construct buildings or units, and
there are examples of MOBA games that cannot be considered RTS at all,
such as Smite (2014), and Paragon. The genre has become a big part of the
esports category.
3. Senior High School Students - highest grades before college. A High School
Students where someone is in Grade 11 and Grade 12.
4. Academic Performances – a skill or knowledege measurement on how well
the student has mastered the specialized or given subject.
5. Mobile Legends: Bang bang – is a multiplayer online battle arena mobile
game developed and published by Shani Moonton Technology.
6. Gaming. It refers to playing electronic games, whether through consoles,
computers, mobile phones or another medium altogether. Gaming is a
nuanced term that suggests regular game play, possibly as a hobby.
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CHAPTER II
REVIEW OF RELATED LITERATUREAND STUDIES
In this chapter, the research will discuss on how Esports can help the senior
high school students to boost their academic performances such as critical thinking,
reflexes and memory boost and other skills that they may apply in academic
performances for them to excel within, the precious related studies may instigate
hypothesis and methods on its basis.
Critical Thinking
Critical thinking is important forthe students to think critically for a certain
situation or problem to analyse and produce solutions. According to Edmonds, Hull,
JanikZZ&Reylance (2005), Fiery (1999) “Critical Thinking allows students to clear up
misconceptions, discover half-truths, unravel derisory beliefs, investigate self –
contradictory attitudes, and scrutinize inadequate evidence”. It tells that Critical
Thinking server as a door for us to understand the situations even though we have
our own perspective. In addition, Savich (2009) “Takes is a step further and states
that having different viewpoints on the same situations provides valuable Critical
Thinking strategies specially Decision making into students. Critical thinking and
problem-solving skills often develop for a gamer before they even realize it. In many
of the traditional level/story mode-based games that we played as kids, players
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eventually ran into a level or “boss” that they just couldn’t beat. Academic success by
engaging players in problem solving, critical thinking, and creativity.
Critical Thinking is a process of drawing conclusions to solve problems in a
crucial manner and decision makings in a situation in order to determine the best
solution
Esports
Esports games is one of the games that can help critical thinking skills that
makes a certain person to think rationally to solve a current scenario. According to
Elmer et.al (2013) “Esports games was develop to address the needs by helping
students to understand the key terminologies and concepts in their roles as a player
and students, the study participants reported that the Esports game was fun and
interesting and helped improve their learning. “This game focuses on Electronic
Sports based-game as a particular strategy that can foster student’s problem solving,
analytical and memory sills, and on the role of teachers and coaches as designers of
meaningful games”.
Mobile Legends
Mobile Legends Game is made by China Bamboo Curtain aka China or
China. Mobile Legends game created by Chinese developer Moonton or Shanghai
Moonton Technology Co., Ltd. Moonton is headquartered in Shanghai, China.
(Moonton, Mobile Legend, 2016). Mobile Legend one type of MOBA (Massive Online
Battle Arena) is a type of online game that combines two types of games namely
RTS (Real Time Strategy) and RPG (Role Playing Game) where players run one
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character from two teams opposite to the goal to destroy the opponent's
headquarters. Each character which is played has a role with strength and weakness
each other so prosecuted for cooperate with team to win the game (Funk, 2013).
Mobile Legends is very popular in demand among various circles. Starting from
adolescence to adulthood, this game is popular especially in Asia. In fact, until June
23, 2017 total 12,675,696 accounts are known to have downloaded this game on the
Google Play Store. One of developer online game www.steam.com show the gamers
are dominated by teenagers and early adults aged 15-25 years. Mobile legend is
very in demand because of how to play very easy and how to play a simple and
many tutorials to play it when first opening the game. Starting from shooting and
hitting, determining the right direction of movement, using the skill, playing with other
players, to how 6 to buy items, besides mobile legend can also play with friends by
connecting with Facebook or email ID so players can play together for work together
to win the game and feel the excitement in this game together. The game comes
with a chat in game feature so we can still communicate with teammates and the
opposing team. Here is a feature where we can communicate with each other team
or opponent. This article aims to perform a literature review of the available research
that focuses strictly on MOBA (multiplayer online battle arena) games. First, a review
identifying the relevant papers published since 2011 is conducted, exploring them
systematically to extract similarities, gaps and main findings. Results show how
League of Legends is the most explored game, with player experience and toxic
behaviour as popular topics for research. Second, as MOBA games remain
underexplored by researchers despite their vast, enthusiast community, as well as
projection and influence on contemporary game designers, a proposal on future lines
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for research is provided. Mobile Legends is very popular in demand among various
circles. Starting from adolescence to adulthood, this game is popular especially in
Asia. In fact, until June 23, 2017 total 12,675,696 accounts are known to have
downloaded this game on the Google Play Store. One of developer online game
show the gamers are dominated by teenagers and early adults aged 15-25 years.
Mobile legend very in demand because of how to play very easy and how to play a
simple and many tutorials to play it when first opening the game. Starting from
shooting and hitting, determining the right direction of movement, using the skill,
playing with other players, to how 6 to buy items, besides mobile legend can also
play with friends by connecting with Facebook or email ID so players can play
together for work together to win the game and feel the excitement in this game
together. The game comes with a chat in game feature so we can still communicate
with teammates and the opposing team. Here is a feature where we can
communicate with each other team or opponent.
Gaming
Online gaming has emerged as a popular and successful source of
entertainment and play for people of all ages, especially for the students. It refers to
the games that are played over some forms of computer network, typically on the
internet. These games are played online, in which you can connect with multiple
players. It is normally platform independent, relying on the web browser and
appropriate plug-in. (Robinson, 2016).
Conclusion
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We as the researchers also want to fulfil our minds on how critical thinking will
help us also the students to performed well in class like how to understand given
lessons or topics, how to analyse it deeply and how we can produce results.
CHAPTER III
RESEARCH METHODOLOGY
Research Design
According to Ryze Vendel (2004), descriptive research is a systematic study
of designing, developing, and evaluating instructional programs, processes, and
products that must meet criteria of internal consistency and effectiveness. This
research involves of using an online game called Mobile Legends.
Research Locale
This research will be conducted and taken place at Pasay City North High
School- Main located in M. Dela Cruz Pasay City.
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Figure 2 – Demographic Map
Sample
This study involved ten (10) grade 11 ICT students who will be participating in
Esports Game in a tournament that will be held by two (2) ICT students who acted as
evaluator of the game.
Data Gathering Procedures
This study will be conducted is a descriptive research design. By the start of
the study the researchers will have to pick a game from the categories of Esports
game genre in order to conduct the study well. The researcher will give out a
questionnaire surveys by using a MOBA Game genre called Mobile Legends of
Esports Gaming in the classroom.
Researcher will use one (1) method of MOBA ( Multiplayer Online Battle
Arena) Esport Game: The researcher will give out a survey questionnaires in Grade
11 Senior High School ICT Students the answered surveys of the researcher will
know if the game helped them in enhancing their skills for academic purposes ICT
related subject.
Sampling Design
The output of this study needs to be evaluated by ICT Senior High Students,
judgement sampling method will be employed.
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Research Instruments
Survey instrument for this study is a standardized test taken from the internet,
which evaluates a developed program. It has a Likert-Scale rating from 1 to 5.
Ethical Considerations
The researchers followed the prescribed rules for writing a research paper.
The research moral and ethical standard was strictly adhered.
For the people who are considered with this study, their privacy and
confidentiality of data gathered from them were treated with strictest confidentiality.
Statistical Treatment
This study has data that are in ordinal level and scale of measurement. So, to
get the majority evaluation, median will be computed. This is computed by using
Online Game Application.
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Survey Questionnaire
(ICT Student)
NAME (Optional):
General Instruction: Provide your answer by putting a check on the circle.
I. Demographic Profile
A. Sex
o Male
o Female
B. Age
o 13 – 16
o 17 – 20
o 21 – 24
o 25 and above
C. What’s your smart phone Operating System?
o iOS
o Android
D. How many days do you play Mobile Legends in a week?
o 1 - 3 Days
o 4 - 6 Days
o Everyday
E. How many months have you been playing Mobiles Legends?
o 1 - 3 months
o 4 - 6 months
o 7 - 9 months
o 10 months and above
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II. B. What is the impact of esports gaming (MOBA) in academic performance of
senior high school students in terms of the following:
b.1 Individual work
- Efficient in doing seatwork, assignments, and quizzes
o Yes
o No
- It can easily to understand the lesson in class discussions
o Yes
o No
2.2 Group work
o Teamwork Strategies
o Creativity in ideas/ concepts
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