Professional Documents
Culture Documents
Student has their long list of assessments that define their success. In educational
institution, that success measured by academic performance. This is how well student
meets standards set out by the local government and the institution itself. As career
grows stronger in the workplace, the importance of students doing well in school has
inverse, employers are look to hire new graduates. On the other hand, educational mobile
games can promote and increase language development, critical thinking, emotional
Schmitz December). They indicate that mobile learning games may have the potential to
bring about cognitive learning outcomes (Lujiaozi Wang 2011). Says that the students
they interviewed are having problems with health and studies because of online gaming.
If students are spending too much time playing computer games, they may not be getting
enough social interaction at home. (Holy Smith 2018) showed that participants who
indicated that they did play video games had significantly lower GPAs than participants
who indicated that they did not play video games. ( Jancee Wright, 2011) Individuals
seek out entertainment and avoid boredom at all times be it appropriate or inappropriate.
It has been demonstrated that individuals with low self – esteem use cell phones to form
and maintain social relationships (T Tripura Sundari, 2015). Perhaps playing video games
can have different effects on different people. As it diverts the focus away from academic
material for some, it may work as a brain stimulant that boosts the mental capability to
perform better academically for others. (Ronny Khadra College of Coastal Georgia)
2012) has no significant effect on students’ disposition to critical thinking and their
1
educational achievement. (Mohammad Seifi 2015).The Department of Education says
that gaming is the first step for reinventing education and making it more relevant to
students today. The government’s goal is clear: capture the attention of students during
2
Significance of the study
This study aimed to impart knowledge about how mobile gaming affects the academic
To the parent. This study will give them knowledge about how mobile gaming affect
their children’s academic performances. They will give their children restrictions or
limits in playing mobile games if it has a negative effect in their school performance.
To the students. This study will definitely help them in accessing themselves in terms of
playing mobile games. This will enrich their awareness about how to use it responsibly.
To the other and future researchers. This study can stand as their guide in conducting a
new and improved one, or they can use this to maximize the study itself.
To the teachers. This study will give them more knowledge about the performance of
their students and will help them assess and improve their students if he or she has a low
performance
3
Related Review Literature
According to Zhang Yibing (2012) Educational mobile games can not only stimulate a
child's interest in learning but also can promote and increase language development,
Schmitz (December 2012) indicated that mobile learning games may have the potential to
bring about cognitive learning outcomes as Jancee Wright (2011) indicated that they did
play video games had significantly lower GPAs than participants who indicated that they
did not play video games and according to Tripura Sundari (2015) Individuals seek out
been demonstrated that individuals with low self – esteem use cell phones to form and
maintain social relationships and Ronny Khadra (et.al. 2012) says that playing video
games can have different effects on different people. As it diverts the focus away from
academic material for some, it may work as a brain stimulant that boosts the mental
capability to perform better academically for others as well as Lujiaozi Wang (2011)
interviewed some students are having problems with health and studies because of online
gaming; and some of them are having bad relationships with friends and families,
however, some of them have a good relationship with their parents. The study has no
achievement. According to Mohammad Seifi and Bea Represa (2015) says that gaming
is the first step for reinventing education and making it more relevant to students today.
The government’s goal is clear: capture the attention of students during school hours and
information, improve specific skills and test competencies. They can allow for
4
personalized learning by being able to target specific learning difficulties and can also be
used with groups of children, allowing players an active role that demands a wide range
of skills. (The Parliamentary Office of Science and Technology, 2012) and If students
are spending too much time playing computer games, they may not be getting
enough social interaction at home. Holly Smith (2018) says that Educational
services are often not tangible and are difficult to measure because they result in the form
(Tsinidou Gerogiannis, &Fitsilis, 2010). Goddard (2003) stated that environment and the
personal characteristics of learners play an important role in their academic success. The
school personnel, members of the families and communities provide help and support to
students for the quality of their academic performance. This social assistance has a
Education encounters, in modern times, challenges in all aspects of social, economic &
cultural life; the most important of which are over-population, over-knowledge, education
philosophy development & the change of teacher‘s role, the spread of illiteracy, lack of
the staff & the technological development & mass media. Aloraini (2005) showed that
much of the controversy about video games centers around their impact on academic
studies. Frequent game‐players were not more likely to absent themselves from
psychology classes than infrequent players. There was no significant difference between
5
discrepancy between GPA results and results on psychology exams was discussed and
recommendations were made for future research. Janice D. Campbell (2006) said that the
effects of video games on children's academic performance give a mixed signal. Some
studies that specifically track test results have shown an apparent link between increased
gaming and decreased academic performance. However John Lister (2010) says that
studies the track particular skills that could be used in academic work sometimes show
Eskasasnanda (2017) revealed that students play video games online due to peers’
pressure; and online video games are liked because they are considered more modern,
practical, realistic and varied. Initially, students play online video games to relieve the
fatigue due to studying at school, but subsequently, they are becoming addicted, and
reach a condition that they find it difficult to stop playing games. This condition will
directly affect their achievement in school. As an Aaron Robinson (2010) says game
simulating stressful events such as those found in the battle or action games could be
training tool for real world situation. The study suggests that playing action video games
can be used to train soldiers and surgeons. Kaiser (2010) says that playing videogames
does have their positive views, as for re- creational purposes, but it could also do the
opposite and it can be a distraction instead. Castillo (2018) tells that playing online games
do not affect their grades badly for they know how to limit themselves. They 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. Lastly, according to Alcalde (2012) studies indicate that children who play
6
computer games can improve visual intelligence skills. Parents believed that computer
use is related to better academic performance of the children. It was found that high
school students who used educational software at home scored significantly higher on
computer literacy tests than other students. Computer use at home is also associated with
improvements in general academic performance. Other studies also found that students
who own computers at home had higher over-all grades, particularly in Math and
7
Scope and Delimitation
This study focus on how mobile gaming can affect the Grade 11 Accountancy, Business,
and Management Senior High School Students of Magalang Christian Ecumenical School
Inc, who serve as the respondents of the study in their academic performance. The 100
questionnaires given by the researchers. This conducted during the first semester of
Research Question
The main objective of this study is to know the Academic Performance of Grade 11
8
Conceptual Framework
This study aims to the Academic Performance of Grade Eleven Accountancy, Business,
and Management Mobile Gamers. The researchers therefore gather information through
questionnaires.
Business, and Management Mobile gamers. The researchers will provide questionnaires
to the students of Magalang Christian Ecumenical School. Inc. Validation is the most
not be able to provide those questionnaires to their respondents. Lastly after the
respondents answered the questionnaires, the researchers will compute the results of the
survey papers to get the input and will get the result for the output. Based from the results
9
Definition of Terms
According to Merriam Webster in this study the educational is relating to the provision
Merriam Webster said Behavior is the way in which one acts or conducts oneself,
factors and individual thought and behavior or simply how you think towards other
people or society.
something.
always do.
Merriam Webster said that Sedentary Behavior refers to activities that require very
low energy expenditure and where sitting or lying is the dominant posture.
According to Google dictionary Interest is the state of wanting to know or learn about
something or someone.
According to Google dictionary Critical thinking refers to the objective analysis and
confidently.
10
Methods
This section aims to describe the study through the use of sampling procedures and
research design with the help of Grade 11 Accountancy, Business, and Management as
their respondents
Validators
The validators must have knowledge about conducting a research. They should review
the research study to construct their problem and conclude a questionnaire. The ages of
the validators are 20 to 23 years old and must be an expert individual in the field of
research.
Respondents
and female 60 percent of the female and 40 percent are male. They were the chosen
Sampling Procedure
Strand. The list of the students will be given by the advisers of each section. The
researchers therefore will use the Random sampling method to avoid bias, individuals in
11
a population has an opportunity to be selected. The researchers will distribute the survey
Research Design
method was used. As a descriptive study, it collected detailed information to describe the
describe and understand the behavior and the performance of the respondents.
The researchers selected 60 students from the Grade 11 Accountancy, Business, and
selected from the sections of the chosen track, 15 from the section of Revelation, 15
respondents from Jonah, 15 respondents from Micah and 15 respondents from Jacob. The
chosen respondents will be given a survey paper and has to finish it within 15 minutes,
12
Results and Discussion
How old are you when you started playing mobile games?
2-3 yrs old 2 3.3
4-5 yrs old 7 11.7
6 - 10 yrs old 17 28.3
others 34 56.7
mobile games while 15 (25%) out of 60 respondents answered no. Second question:
Results shows that 2 (3.3%) started 2-3 years old; 7 (11.7%) answered they started
playing at the age of 4-5 years old; 17 (28.3%) answered they started playing mobile
games at the age of 6-10 years old and 34 (56.7%) out of 60 respondents specified their
answer.
13
Table 1.2
How often do you play the video game? f %
Sometimes 22 36.7
Rarely 14 23.3
Always 11 18.3
Never 13 21.7
question: How often do you play mobile games? Results shows that 22 (35.7%) answered
sometimes they play mobile games; 14 (23.4%) answered they rarely play mobile games;
11 (18.3%) answered they always play mobile games; 13 (21.7) out of 60 respondents
answered they never played mobile games. Second question: How many times do you
play in a week? Results shows that 17 (28.3%) respondents played 2-3 times a week
while 18(30%) played 4-6 times a week and 25 (41.7%) out of 60 respondents specified
their answer. Third question: What is your playing time? The results shows that 3 (5.0%)
are playing from 10-11 am while 7 (11.7%) answered 1-2pm then 17 (28.3%) answered
2-3 pm and 33 (55.0%) out of 60 respondents specified their answer. Fourth question: In
an average week, how many hours do you spend in gaming? The results shows that 33
(55.0 %) answered 1-4 hours in an average week; 11 (18.3) answered they spend 5-9 hour
a week; 4 (6.7%) answered 10-14 hours in an average week and 12 (20.0%) specified
14
Table 1.3 Relationship Between Social Media and Acadmic Performance
What is your current grade average? f %
87 17 28.3
85 13 21.7
95 1 1.7
Others 29 48.3
Does mobile games increase/s your language development that you use in your studies?
Yes 31 51.7
No 29 48.3
Does mobile gaming help/s you to develop your critical thinking skills when it comes to academic activities?
Yes 37 61.7
No 23 38.3
performance of Grade 11 ABM. The 1st question stated is what is their current average?
We have 60 respondents and the survey shows that only 1.7% for an average of 1 out of
60 students gets 95, 21.7% gets 85 for an average of 13 students, 28.3% gets 87 for an
average of 17 students while the remaining 29 students says that they acquired grades not
given on the list surveyed. The second question tells if mobile games increase their
language development which is used in their studies. 31 students said Yes and 29 says No
which means that they are gaining knowledge in their language through mobile gaming.
Third question tells if it helps them develop their critical thinking academically. There is
higher percentage who says Yes for an average of 37 students while 23 says No And the
last question from the table shows if mobile gaming helps them to be more intelligent. 32
students answered Yes and 28 answered No which tells that it helps them to develop their
intelligence.
15
Table 1.4
During what days do you normally play mobile games? f %
Monday, Wednesday and Friday only 1 1.7
Tuesday and Thursday only 9 15.0
Weekends only 26 43.3
Everyday 19 31.7
Others 5 8.3
Table 1.4 shows their interaction socially. It shows the day they normally play mobile
games. The lowest is from M-W-F, it encompasses only 1.7% of the 60 respondents for a
total of 1 student, 15% for a total of 9 students, 31.7% said they play every day for an
average of 19 students and the highest is weekends because 43.3% percent play during
these days.. They play mobile games with friends who show 48.3% on the survey, with
classmates of 31.7%, with family of 18.3% and they do play with others but got the
lowest of 1.7%. We also asked them if mobile gaming negatively affect their academic
performance and it shows that 41 students says it is not affecting them because they can
manage their time between playing and school activities while only 19 students says yes
16
Table 1.5
How can you balance your time between mobile gaming and doing school works? f %
I play mobile games after I did my school works. 27 45.0
I finish the game first before doing my school works. 7 11.7
I manage my time in doing my school works and playing mobile games. 26 43.3
0.0
What do you think is the reason why you got such grades? 0.0
Because I cannot balance my time for gaming and academic activities. 8 13.3
Because I can balance mobile gaming and academic activities 39 65.0
Because I do not play mobile games. 13 21.7
0.0
Indicate how many years have you been playing mobile games? 0.0
One year 13 21.7
1-2 years 12 20.0
2-3 years 18 30.0
Others 17 28.3
0.0
How many hours do you sleep during school days? 0.0
4-5 hours 2 3.3
5-6 hours 29 48.3
7-8 hours 25 41.7
Others 4 6.7
TOTAL 60 100
Table 1.5 shows that the questions that were made about how mobile gaming affects
academic performance of the students. First question: How can you balance your time
between mobile gaming and doing school works? Results shows that 27(45%) out of 60
respondents answered they play mobile games after they do their school works; 26
(43.3%) out of 60 respondents answered they manage their time in doing school works
and mobile gaming; 7 (11.7%) out of 60 respondents answered they finish first the game
before doing their school works. What do you think is the reason why you got such
grades? Results show that 39(65%) out or 60 respondents answered they can balance
mobile gaming and academic activities; 13 (21.7%) out of 60 respondents answered they
do not play mobile games; 8 (13.3%) out of 60 respondents answered they cannot balance
their time in gaming and academic activities. Third question: Indicate how many years
have you been playing mobile games. Results shows that 18 (30%) out of 60 respondents
have been playing mobile games for 2-3 years; 17 (28.3%) out of 60 respondents
specified their answer; 13 (21.7%) out of 60 respondents have been playing mobile
17
games for a year; 12 (20%) out of 60 respondents have been playing mobile games for 1-
2 years. Fourth question; How many hours do you sleep during school days? Results
shows that 29 (48.3%) out of 60 respondents get 5-6 hours of sleep during school days;
25 (41.7%) out of 60 respondents get 7-8 hours of sleep during school days; 4 (6.7%) out
of 60 respondents specified their hours of sleep during school days; 2 (3.3%) out of 60
18
Conclusion
The researchers found out that most of the students are playing mobile games. The
researchers sought the effect of mobile games to the students and based from the
researcher respondents mobile gaming does not affect their academic performance.
Research shows that mobile game helps the respondents to develop critical thinking skill
when it comes to academic activities. Therefore the researchers found out that most of the
students can also balance their studies while playing mobile games. All of the students
19
Magalang Christian Ecumenical School, Inc.
QUESTIONNAIRE
Instructions: Put a check mark in the box that corresponds to your answer.
Yes No
2. How old are you when you started playing mobile games?
2-3yrs old 4-5 yrs old 6-10 yrs old Others specify_____
20
5. How often do you play the mobile game?
Others specify______
10. Does mobile games increase/s your language development that you use in
your studies?
21
Yes No
11. Does mobile gaming help/s you to develop your critical thinking skills when
Yes No
Yes No
Weekends only
Everyday
Others specify
22
14. Whom do you play mobile games with?
No, because I can manage my time between mobile gaming and school
activities.
activities.
17. How can you balance your time between mobile gaming and doing school
works?
23
18. What do you think is the reason why you got such grades?
19. Indicate how many years have you been playing mobile games?
Others specify_____
24
References
https://www.researchgate.net/publication/235263318_Mobile_Gaming_Patterns_and_Th
eir_Impact_on_Learning_Outcomes_A_Literature_Review
https://www.researchgate.net/publication/322953235_A_review_on_applications_of_mul
timedia_and_e-education_system_for_smart_education
https://researchbriefings.parliament.uk/ResearchBriefing/Summary/POST-PN-405
http://www.journals.aiac.org.au/index.php/IJELS/article/view/1921
http://www.diva-portal.org/smash/record.jsf?pid=diva2%3A602320&dswid=1509
https://scholar.utc.edu/mps/vol17/iss1/6/
https://itstillworks.com/academic-effects-video-game-playing-children-1959.html
https://www.researchgate.net/publication/319907457_Causes_and_Effects_of_Online_Vi
deo_Game_Playing_among_Junior-
Senior_High_School_Students_in_Malang_East_Java
http://www.academia.edu/23474972/THE_EFFECTS_OF_ONLINE_GAMING_TOWA
RDS_THE_ACADEMIC_PERFORMANCE_OF_SELECTED_GRADE_10_STUDENT
S
http://www.academia.edu/16196229/EFFECTS_OF_PLAYING_ONLINE_VIDEOGAM
ES_TO_THE_ACADEMIC_PERFORMANCE_OF_THE_FIRST_YEAR_COLLEGE_S
TUDENTS_OF_MANILA_TYTANA_COLLEGE_A._Y._2013-2014
https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372
https://ir.library.osaka-u.ac.jp/repo/ouka/all/24497/osipp_030_075.pdf
25
26
27