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Thesis

The document presents a research proposal that aims to determine the perceived effects of mobile games on the academic performance of Grade 12 students at Amas National High School. The study will examine the relationship between mobile game usage and students' academic performance, as well as the effects of mobile game addiction. Thirty Grade 12 students will participate in the study. The results will help students, teachers, the Department of Education, and the school administration understand how mobile games impact academic performance.

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0% found this document useful (0 votes)
229 views22 pages

Thesis

The document presents a research proposal that aims to determine the perceived effects of mobile games on the academic performance of Grade 12 students at Amas National High School. The study will examine the relationship between mobile game usage and students' academic performance, as well as the effects of mobile game addiction. Thirty Grade 12 students will participate in the study. The results will help students, teachers, the Department of Education, and the school administration understand how mobile games impact academic performance.

Uploaded by

Blace O Lozada
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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THE PERCEIVED EFFECT OF MOBILE GAMES ON ACADEMIC

PERFORMANCE OF GRADE 12 HUMMS IN ANHS

A Research Proposal
Presented to Amas National High School
Senior High School
Kidapawan City Cotabato

In Partial Fulfillment of the Requirements for the Strand


Humanities and Social Sciences (HUMSS)

By:

BENEMERITO, JHON PAUL C.


GUMONSANG, AISHA M.
LIBRERO, STEVEN CLARK M.
LOZADA, BLESSIE GRACE O.
NAIG, JOROSS A.
PRADO, LYKA CLAIRE O.
RADANA, JAY CRIS C.

NOVEMBER 2022
TRANSMITTAL

The study will be conducted to determine the; (1) Effects of Mobile Games to

Senior High School students of Amas National High School, Amas Kidapawan City in

addiction (2) significant relationship between studies and academic performance of the

students.

There were thirty (30) Grade 12 HUMSS students who served as respondents.

On the basis of the research the results we got are that; most of the students are

having problems with their academic performances. Because of mobile gaming some of

them have bad effects however, some of the students who are playing mobile games

somehow benefited in their academic performance.


CHAPTER I

INTRODUCTION

BACKGROUND OF THE STUDY

Technology plays an important role in the lives of people (whether through

education or in their daily lives). Nowadays, it became one of the necessities of human

beings regardless of sex or age. Technology is somehow a famous entertainment that

gives a sense of satisfaction and accomplishment to human especially the students,

satisfaction that will cause a great factor in their academic performance.

Mobile games are popular in today’s generation. Students nowadays are very

prone to the influence of technology. They mostly have the major portion on the online

gaming rather than their school and academic performance. Knowing that there is a

huge scratch to academic performance when becoming addictive on using

technologies, epidemic is continuously touching students one by one. The researcher

was triggered to find out where the students will be when they unceasing connected

regarding on their staple. Since the early 2000s, there has been a significant increase in

the number of the imperial studies examining various aspects of problematic mobile

gaming addiction.

It is undeniably questionable that playing mobile games provide something that

no one can give and the fact that most of the students are looking for something

pleasurable and fulfillment, that they sometimes forget the value and importance of
education. Education is an important element or investment in human and economic

growth. Many teachers, parents and citizen are continuously clamoured for a fighter

clamp over mobile gaming. A lot of studies revealed that the brain is easily to distract

and one of the reason of this is the chronic use of technology. The education system

tends to go with the flow of these constant changes in the society in order to get things

relevant to the generation today. The dark side of playing online games become an

issue in school and students.

A study of Dumrique and Castillo (2018) found that playing mobile games do not

badly affects students grades as long as they can control themselves and are entirely

aware of their limitations. In contrast, Heiden (2019) found that problematic and

excessive mobile gaming can have negative effects including student’s poor academic

performance. Webroot (2020) further argued that mobile gaming is definitely linked to

student’s poor grades. While Gentile (2011) and his colleagues also found that more

hours spent in mobile gaming seemed to act as a risk factor that lower school

performance .Understanding the influence of mobile gaming on multiple aspects of life

specifically on the student’s academic performance are of most important.

A students potential is not maximized in school when a portion of their time is

spent on gaming, especially mobile games. This might ruin their academic performance

and capabilities because mobile games seized time that is supposed to be your time of

learning. Numerous researchers say that engaging in mobile games activities have a

significant impact on learning.


Statement of the Problem

This study aim to determine the Perceived Effects of Mobile games in the

Academic Performance of Grade 12 HUMSS students of Amas National High School.

Specifically, this sought to answers the following questions;

• What are demographic profiles of the respondents in terms of;

1.1Age

1.2 Sex

• What is the academic performance of the respondents?

• What is the significance of online games in academic performances of the


respondent?

Significance of the Study

This certain study which predominantly forgets to determine the perceived effects

of mobile games in academic performance among the Grade 12 HUMSS students in Amas

National High School will give a new insight the following;


Student- This study will help the students to be aware on the significant effect of mobile

games in academic performance. They will be informed enough to lessen and prevent

mobile games.

Teachers- This will provide the facts concerns the states of the academic performance

engaging mobile games that would embolden them to help the students by giving

explicit and useful feedback regarding the result of this matter.

Department of Education- This will provide them optimistic understanding and

yawning awareness to the diverse causes that would affect academic performance of

each student who takes part about mobile games. This will be a big help for their further

awareness about what should be they implement in every school and what they will do

to those students who are driven by it.

School administration- The result of this study is helpful to the administration as it can

be use in developing a framework for the program which needs implementation

involving the senior high school students and realizing their essential role in supporting

the academic performance of each students for keeping aware and well informed about

the impact of mobile games to their academic performance.

Researcher- The researcher, they shall be benefited as well because they will be

aware about the effect of mobile games in academic performance among senior high

school students.
Future researcher-The result of this study will serve as a basis and as a resource for

supplementary information and ideas for researcher to be conducted in the future.

Scope and Delimitations of the Study

The coverage of this study is all about mobile games perceived effect to

academic performance of students. It consist effects on playing mobile games, it tells

about the proper or right use of online games as their part time habits. This study is

focusing on the positive and negative effects on mobile games it become the education

interference and also it tells possible results if you play mobile games even during

school time. The researcher limit this research only at Amas National High School

(ANHS) with the minimum count of respondents 30 students either male or female,

Grade 12 HUMSS students only.

Definition of Terms

The following terminologies are defined according to how they are to be used in
the study.

Academic performance- the effect of this study


Mobile games- a problem that would be the cause of this study

Students- the respondents of this study

Technology- other possible cause of this study


CHAPTER II

REVIEW OF RELATED LITERATURE

CONCEPTUAL FRAMEWORK

The major concept of this study focused on the effect of mobile games towards the
academic performance of Senior High School students in Amas National High School.
Below shown the concept:

INDEPENDENT V. DEPENDENT V.
The Perceived Effects of Academic Performance
Mobile Games

INTERVENING V.
Demographic Profile

 Age
 Sex

Figure 1. research paradigm

Online games excessively should be appealing to individuals with poor

psychological functioning because games allow people to avoid their everyday

problems and instead immerse themselves in another environment (Taquet et al.,

2017)Contrast, in their meta-analysis systematically review articles to study the detailed

effects of digital games on learning outcomes, concluding that games are important in
supporting productive learning and highlighting the significant role of gaming design

beyond its medium Clark et al. (2018)

The positive impact of serious games in education with the most frequent

outcomes being knowledge acquisition and content understanding. The study also

confirms that serious games can influence player engagement, perpetual and cognitive

skills and social or soft skills. The affective and motivational outcomes are examined in

entertainment games, games for learning and serious games, which reflects the trend of

using gaming elements as both a medium of entertainment as well as a mode of

learning. Ritzhaupt, (2019)

Mobile gaming is one of the factors which affect academic performance of

students. Moreover, mobile game also contributes on the advancement of student’s

cognition which will help him solve problems, either complex or not. Mobile gaming

brings negative impacts on student’s academic performance. Mobile game is always

associated with poor academic performance. Canarias (2019)

In terms of their academic performance, students can relate to the lesson based

on the online game they played. However, when students play games excessively, it

may lead to addiction. This study proved that online gaming is beneficial for students,

but they must know how to manage their time wisely.


In encourages the children to love online games. It causes a curiosity of the

children that encourages them to play online games, not only because of the

entertainment but more because it considers as a good technology product that save a

lot of answers to their curiosity and spend their free time. Unwittingly they love online

games because they do not have many activities that should be done, lonely, and bored

that make the children or gamers interested in playing online games. The academic

activity also makes online games as a good place for students to skip their difficult

activities. School activities, extracurricular and tutoring are a burden to them. Their

playing time is also automatically reduced due to the large number of academic

activities. That reason can be caused to the children social development. Social

development is the development of behavior in children, where the children must adapt

it based on the rules that apply in the community environment. In other words, social

development is a child's learning process in conforming to norms, morals and traditions

within a group (Joseph in Yahro, 2018).

(The Nielsen Company, 2017).Pointed out that online gaming is known to have

some benefits such as improving focus, multitasking, and working memory, but it may

also come with costs when it is used heavily. By spending a predominant part of the day

gaming, excessive gamers are at risk of showing lower educational and career

attainment, problems with peers, and lower social skills.

According to Shiers (2020), 81% of teens aging from 18 below regularly play

mobile games and in moderation gaming can be fun, sociable, and interaction with
opportunities for children and young people to learn and solve problems most will not

experience any harm but there are also known impact of gaming addiction in children

which include interference with studies.

Mobile Games can be socially valuable particularly for people who are

geographically isolate. Mobile gaming is often found to be associated with positive

emotions and social relationships. However, problematic and excessive gaming is also

associated with poor academic performance (Heiden, 2019).

As individual beings, we have difficulty accepting deriving from what violence

have online gaming. A very popular leisure activity among adults the amount of time

spent playing online games has increased steadily, from 5.1 h/week in 2011 to 6.5

h/week in 2017 (Pew Research Center, 2018).


CHAPTER III

RESEARCH METHODOLOGY

Research Design

This study utilized the descriptive correlational survey design utilizing quantitative

research. Descriptive method of research gathers information about the present

existing condition. This method is used to describe nature of the situation as if exist at

time of the study and to explore the cause of particular phenomenon. The correlation of

variable or student gaming profile in terms of time spent on playing mobile games, the

attitudes on playing mobile games to Academic Performance. The perceived effects of

mobile games were set as independent variable in the study whereas students

Academic Performance as dependent.

This study is quantitative research for it to highlight numerical analysis data

hoping that the numbers yield unbiased that can be generalized to some larger

population and explain the particular observation.

Local of the study


The study was conducted at Amas national high school (ANHS)
Population and Sampling

Thirty (30) students of Grade 12 Humanities and Social Sciences of Amas

National High School served as the respondents of the study surveyed with

questionnaire made by the researchers.

Research Instrument

The instrument used in this study is a survey questionnaire to gather information

from the respondent. The questionnaire consists of five (10.) questions which

includes several inquiries about online games that is given to 30 chosen respondents.

Research Procedure

In conducting the study, the researcher followed the procedure carefully below.

The researchers will first ask permission and approval from the principal to
conduct the study. If given permission, the researchers will hand out questionnaires to
the respondents. After they are done answering the questionnaires, the researchers will
retrieve it. Tallying the answers of the respondents will be the next step. Afterwhich, the
data gathered will be treated by means of statistical tools that fit the nature of research.
Analysis of the data is the last step of the research process.

Handing out of Retrieval of Tallying of Treatment of Analysis of


questionnaires questionnaires questionaires data data

Statistical Treatment

The researcher used statistical analysis using the right methods which is how I

process and collect samples of data to uncover patterns and trends. One of the most

frequent ways to represent statistics is by percentage. Percent simply means "per

hundred" and the symbol used to express percentage is %. One percent (or 1%) is one

hundredth of the total or whole and is therefore calculated by dividing the total or whole

number by 100.
Ethical Consideration

The researchers took a variety of ethical considerations into account in

conducting the survey. To begin with the participant was asked for his/her permission

whether he/she is willing to participate in the study, through informed consent and

verbal confirmation. The researcher informed him/her with the study’s goal and purpose

,as well as assure that his/her personal information are kept private, confidential,

highly protected, and measure were taken to ensure the protection of his /her privacy.

Furthermore, the researcher asked permission consent for the participants and

teachers. Finally, the researcher refrained from expressing personal viewpoint while

conducting the study.


REFERENCES

Anderson, C., & Dill, K. (2000). Video games and aggressive thoughts, feelings, and

behavior in the laboratory and in life. Journal of Personality and Social Psychology,

78(4), 772-790.

Balc Gulnar (2018). “A short and simple definition of what a videogame is,” in

Proceedings of the DiGRA (Digital Games Research Association) Conference:

Changing Views-Worlds in Play, (British Columbia: University of Vancouver

Clark et al..(2018). Distinguishing addiction and high engagement in the context of

online game playing. Comput. Hum. Behav. 23, 1531–1548. Doi:

10.1016/j.chb.2005.07.002

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2019). Digital games, design,

and learning a systematic review and meta-analysis. Review of educational

research, 86(1), 79–122 0034654315582065.

Dumrique, D., Castillo, J. (2018). Online gaming: Impact on the academic performance

and social behavior of the students in Polytechnic University of the Philippines

Laboratory High School. Retrieved fromhttps://knepublishing.com/index.php/Kne-

Social/article/view/2447/5372. doi: 10.18502/kss.v3i6.2447.KnE Publishing Platform


Gentile, D., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (January, 2011).

Pathological video game use among youths: A Two-Year longitudinal study.

doi:10.1542/peds.2010-1353

Hyun ey al. A. (2018). Cognitive enhancement in video game players: the role of video

game genre. Comput. Hum. Behav. 44, 59–63. Doi: 10.1016/j.chb.2014.11.051

Heiden, J., Braun, B., Müller, K., & Egloff, B. (2019). The association between video

gaming and psychological functioning. doi: 10.3389/fpsyg.2019.01731

Ritzhaupt, A., Poling, N., Frey, C., & Johnson, M. (2017). A synthesis on digital games

in education: What the research literature says from 2000 to 2010. Journal of

Interactive Learning Research, 25(2), 261–280.

Ritzhaut D. H. (2019). Video game addiction in children and teenagers in Taiwan.

Cyberpsychol. Behav. 7, 571–581. Doi: 10.1089/cpb.2004.7.571

Shiers, J. (2020). Expert advice on gaming addiction in young people and children.

Internet Matters. Retrieved from https://www.internetmatters.org/hub/news-

blogs/expert-advice-on-gaming-addiction-in-young-people-and-children/.Online

gaming in young people and children | Internet Matters


Questions YES NO

1. Does playing mobile game is the reason for


you to be tardy/late at school?

2. Do you have failing/low grades because of


playing mobile games like Mobile Legends,
Rules of Survival, Clash of Clans etc.?
3. Does playing mobile game is the factor why
you cannot focus and concentrate to your
studies?
4. Does playing mobile games leads you for
being absent?
5. Do mobile games influence you, not to do
your home works and projects?

6. Do you spend your time playing online


games above 5 hours even during school
hours?
7. Do you feel distress after playing mobile
games?
8. Does playing mobile games during class
hour made your teacher angry at you?

9. Does playing mobile games makes you to be


slow to catch up lessons and every subject in
school?
10. Do your playing mobile games affects your
academic performance negatively?
AMAS NATIONAL HIGH SCHOOL-SENIOR HIGH SCHOOL
Amas, Kidapawan City
Cotabato
APPLICATION FOR RESEARCH PROPOSAL
Names BENEMERITO, JHON PAUL C.
GUMONSANG, AISHA M.
LIBRERO, STEVEN CLARK M.
LOZADA, BLESSIE GRACE O.
NAIG, JOROSS A.
PRADO, LYKA CLAIRE O.
RADANA, JAY CRIS C.
Strand HUMANITIES AND SOCIAL SCIENCES
Thesis Title THE PERCEIVED EFFECTS OF MOBILE GAMES ON
ACADEMIC PERFORMANCE OF GRADE 12 STUDENTS OF
ANHS
Date of Examination
Time
Place AMAS NATIONAL HIGH SCHOOL

MEMBERS OF THE EXAMINING COMMITTEE


Name Signature Date
______________________ _____________
______________________ _____________
______________________ ______________ ______________
______________________ ______________ ______________

RECOMMENDING APPROVAL:

KAZANDRA NINA B. PEJANER, LPT


Adviser

APPROVED:
ISRAEL A. GABION
Principal

AMAS NATIONAL HIGH SCHOOL-SENIOR HIGH SCHOOL


Amas, Kidapawan City
Cotabato
APPROVAL OF RESEARCH TITLE
GUMONSANG, AISHA M.
BENEMIRITO, JOHN PAUL C.
LIBRERO, STEVEN CLARK M.
Name LOZADA, BLESSIE GRACE O.
NAIG, JOROSS A.
PRADO, LYKA CLAIRE O.
RADANA, JAY CRIS C.
Strand HUMANITIES AND SOCIAL SCIENCES
THE PERCEIVED EFFECTS OF MOBILE GAMES ON
Thesis Title ACADEMIC PERFORMANCE OF GRADE 12 STUDENTS OF
ANHS
Date Approved NOVEMBER 14, 2022

OBJECTIVES/RESEARCH QUESTIONS:

1. What is the Demographic Profile of the respondents in terms of:

a. age

b. sex

2. What is the academic performance of the respondents?

3. What is the significant relationship of the mobile games in the academic


performance of the respondents?
KAZANDRA NINA B. PEJANER, LPT
Research Adviser

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