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