MOBILE GAMING AND ACADEMIC PERFORMANCE OF THE STUDENTS
A Research
Presented to the
Faculty of Guinsiliban National High School
In Partial Fulfillment
Of The Requirements for Research 2
ABAN, REY MANASES S.
ABECIA, ANGEL MAE R.
ABECIA, LIDY MAE R.
ACERON, ARLY JEAN
JADMAN, LOVELY M.
REMENTIZO, METOES ANN N.
SALEM, KIERY DANIEL L.
SALON, RANDY P.
ACKNOLEDGEMENT
DEDICATION
TABLE OF CONTENTS
LIST OF TABLES
LIST OF APPENDICES
CHAPTER I
INTRODUCTION
I. Background of the Study
Technology has dominated every part of our life in the last ten years,
including education, work and entertainment. It has a rapid development that
even in today's generation, technology is continuing to grow more and develop.
One of the fastest growing technologies is the mobile phone, and it has an
inseparable relationship with modern teenagers. For young people, the usage of
mobile technology has evolved to compromise a set of behaviors that have
become commonplace in people's daily lives. (Hoffner, lee & Park, 2016; Okazaki
Skapa, & Grande, 2008).It is a wireless handled device that allows users to make
and receive calls and text messages and one of the most feature in mobile
phone, especially for one of the main forms of as used kids and teenagers is the
mobile games. It is entertainment available on mobile devices. Mobile games can
be defined embedded, downloaded, or networked games, conducted in handled
devices (Jeong & Kim, 2009, p. 290) such as personal digital assistants (PDA),
portable media players (e. g. ods), smartphones, and tablet trees (Jeong& kim,
2009; Quan-yin, Yin, Chengjie & Rui, 2011). It’s popularization started in 1997
with the release of snake, a game that came preinstalled. on Nokia feature
phones and illustrated the usefulness of gaming on these devices.
A study by the Pew Research Center found that youth use gaming as a
social outlet. With the advancement of technology, many youngsters now. play
games on their mobile phones. The young are drawn in and surprised by this
visual world, which causes an imbalance in how much time they spend on
education and entertainment. A study by Dumrique and Castilla (2018) found
that playing mobile games does not badly affect students' grades if they can
control themselves and are entirely aware their limitations. of in contrast, Heiden
(2019) found that problematic and excessive mobile have gaming negative
effects including students' can Poor academic Performance. Webroot (2020)
further argued that mobile gaming is listed to haunt poor grades While Gentile
(2011) and his colleagues also found that more hours spent on mobile gaming
seemed to act a ask factor that lowers School performance.
In this study the researcher undertook an investigation to determine
whether and how mobile gaming impacts Student & the Grade 10. students of
Guinsiliban National High School. It is hoped that the researcher will be able to
determine how mobile gaming affects students’ academic performance.
Statement of the Problem
The purpose of this research study is to determine and identify performance among the
Grade 10 students of Guinsiliban National High School.
Specifically, the research study seeks to answer the following questions.
1. What is the profile of the respondents in terms of:
Gender:
Age:
2. Does playing mobile games influenced a student’s academic performance?
3. Is there a negative effect of playing mobile games to the academic performance among the
Grade 10 students of Guinsiliban National High School?
4.
Hypothesis
The researchers predict the following results:
1. The profile of the respondents in terms of:
Gender: Male
Age:16 years old
2. Playing mobile games influenced a student’s academic performance among the
Grade-10 students of Guinsiliban National High School.
3. There is a negative effect of playing mobile games to the academic
performance among the Grade 10 students of Guinsiliban National High School.
Significance of the Study
This research study aims to help the readers understand the effects. of
mobile gaming to the academic. performance.
To the students, this study will help them identify and determine the effects.
of mobile gaming to their academic performance. If mobile gaming is indeed
found to have negative influence, students who consistently play these games
expansively will be able to adapt ways to curb or minimize their gaming habits.
To the parents, this study will help them become aware of the possible.
effects of mobile gaming on their children's academic performance. Through this,
they can provide their children with the right direction and essential discipline.
To the teachers, the findings of this study will be crucial and useful. for them
to create effective counsel and valuable intervention. students especially students
whose academic performance is being. affected because of playing mobile games
excessively help them.
To future researchers, this study will serve as their basis if they wish to
engage or conduct new research related to mobile gaming, for a better and
deeper research study.
Scope and Delimitation
The main purpose of this study is to identify the effects of playing mobile
games and aims to determine its effects to their academic. performance. This
study will be limited only to students who play mobile. games, The respondents of
this study were the Grade 10 students of Guinsiliban National High School on
school year 2022 -2023.
It delimits that the study may not be generalizable to other population. or
students who does not engage in mobile gaming.
Theoretical Framework
This study is anchored on Distraction - Conflict Theory of Robart Born (1986) A
distraction is something that makes it hard for one to think on pay attention
(Leving, 2015) Any stimuli which is irrelevant to a subject's primary task. The
distraction conflict theory has been used to explain how the presence of others,
which is a distraction, can affect the performance of the primary task. It
postulates that the presence of others distracts an individual, causing an
attentional conflict.
Attentional conflict refers to the situation in which the person feels the
tendency, desire, or obligation to pay attention to the distractor (i.e. mobile
games) when Performing their tasks, especially if the distractor is attention.
grabbing and difficult to ignore (baron, 1996). An attentional conflict occurs
between multiple stimuli when the subject is interested in paying attention to
each stimulus. The task that is unrelated to the subject's primary goal is referred
to as the distraction. This conflict occurs when the pressure to attend to each
input is equal and the individual's cognitive capacity to do is inadequate.
Distraction - Conflict Theory provides insight into the evaluation of mobile
games as "other" object that distracts people from their primary god Concerning
mobile games, its ubiquity and easy access, makes it a strong mechanism for
distraction. Therefore, mobile games have made distraction easier, due to its
portability and the diversity of entertainment features.
Review of Related Literature
This chapter gives information on what could be the possible effects of mobile of
students gaming to the academic performance.
Mobile games refer to gaming applications that are played. on small handheld
computing devices (e.g., smartphones and tablets that have wireless
communication functionality. These core video games. and offline played on lines
via a mobile device, and are particularly popular ween downloaded for free (e.g.,
freemium game" games played for Thee and where customers can pay for extra
features), and can 3 be Single-player or multiplayer games (su, Chiang, Lee & Chan
201
Mobile gaming has been one form of popular mobile entertainment. engaged in
on a variety of devices, accounting for more than 42% of the global games market
(Newzoo, 2017). It became an important part of most teenagers and children's
leisure lives. That in the long run affects their performance in their daily lives,
especially their academic performance as a student.
According to Narad and Abdullah (2014) academic performance is the knowledge
gained which is assessed by marks given by the teacher and /or the educational
goals set by teachers’ tube achieved by students over a specific period of time but
in the burry, this includes the holistic behavior of a student in his / her class. This
do not only pertain to the grade's that a student acquires, but the overall
performance he/she exhibits in school.
Local Studies
In the Philippine society, in today's generation playing mobile games have
become an important part of growing-up Many teenagers engaged in this and
used it as leisure activities as it has several reasons to be played, for it can be a
stress reliever, challenge. and competition, relaxation, enjoyment, social
interaction, and even mentally escaping from the real world.
In this generation, mobile applications are more useful and come- went to use
rather than the old things used by the old generations. It is easier to than the
traditional Filipino games. Instead of traditional Filipino games that are played
manually in the streets, they used mobile gadgets in playing,
One of the popular and in demand game played is the Mobile Legend. Starting
from adolescence to an adulthood. it is popular in Asia, especially here in the
Philippines. It is said to be very easy and simple to play with many tutorials in the
opening of the game Starting from shooting and hitting, determining the right
direction of movement, using the skill, Playing with other players, to how to buy
items, besides. Nobis legend can also with friends by connecting with Facebook or
email ID so players can play together. Also, come with a chat in game feature so
they can still communicate with teammates and the opposing team.
According to Canarias, 2019) mobile gaming brings negative. impacts on
students’ academic performance. Despite of this, it is. that mobile games have the
potential to increase participation. of students. This can be done though applying
this activity the learning process inside the classroom.
Based on the revealed study findings of a research, it is concluded that playing
online mobile games has significant bearing with academic performance of
university students. The outcome revealed the accentuates the importance of the
factor's students' amount of time spent on playing online mobile games at home
and the commonly played online mobile game at school. The poor performance of
students in their academics was linked to the playing online mobile games
(Cornile z Jr., Naval de Los Santos & Carillo Jr., 2000)
In the study of Garcia et al. (2018) which attempted to investigate the negative
effect of online mobile games on students' academic performance, respondents
admitted that their engagement in Online mobile games had a moderate negative
effect in several academic areas such as in doing assignments, quizzes, class
recitation, paper works and examinations.
CHAPTER III
Research Design
The researcher used quantitative research approach. A survey of Junior High
school students who play mobile games who play at Guinsiliban National High
School. Printed survey questionnaire was used to gather the data on the possible
effects of it in the to the academic performance of the students. Researcher
employed descriptive correlational research method which the questionnaire is
the main instrument in gathering for study data needed
Locale of the study
The locale of the study is Guinsiliban National High School. It is located at North
Población, Guinsiliban Camiguin Province. The said school was founded in
February 1967 and is currently headed by.
Respondents of the study
The respondent of this study will be the Grade 10 students of Guinsiliban National
High School year 2022-2023. These students are from different barangays of
Municipality of Guinsiliban, Camiguin Province which are Butay, Cantaan, Liong,
North and South Población.