THE EFFECTS OF MOBILE GAMES ON HIGH SCHOOL STUDENTS AT GREEN
ROSE CENTER FOR ACADEME INC.
A research Proposal for
Green Rose Center for Academe Inc.
Purok Gemelina Estaca, Compostela, Cebu
Researchers:
Abellanosa, Gerald James D.
Aguilar, Shun Kurt Andrei D.
Catalia, Angele A.
Devenosa, Jay Carlo G.
Flores, Roygie Mae P.
Garbo, Ranzel M.
Juntong, Shyne Ann W.
Orquia, Cheann T.
Rosero, Azucena Reign M.
Tacumba, Jairus B.
Villaruel, Chryst Denzel M.
Rina Cañada
Research Adviser
Acknowledgement
First and foremost, the researchers would like to express their deepest gratitude to the Almighty
God for His guidance, enduring grace, and protection throughout this research project. His
unwavering presence and divine support have been a source of immense strength and inspiration.
We acknowledge that through His boundless wisdom and mercy, we have been able to navigate
the challenges and complexities of this endeavor, ultimately leading to its successful completion.
We are profoundly thankful for His continuous blessings and for the spiritual fortitude that has
sustained us throughout this journey. We also wish to extend our sincere thanks to all the
contributors, whose invaluable support made this study possible. We would also like to extend
our heartfelt gratitude to our parents for their unwavering support and encouragement throughout
this research project. Their boundless belief in our abilities has been instrumental in our success.
The positivity and enthusiasm they have shown have provided us with the strength and
motivation needed to persevere and excel. We are deeply appreciative of their love and support.
Abstract
Many senior high school students often lack an effective study plan for their education
and self-learning, which leads to decreased productivity in school. Even when they find time to
study, they frequently choose not to, mainly because they do not have a proper schedule that
strikes a balance between study time and breaks. The implementation of structured study plans
can significantly enhance their productivity, allowing them to gain more educational knowledge
as they diligently adhere to these plans. A well-structured study plan assists senior high school
students in allocating sufficient time to review their subjects. This structured approach not only
helps them to effectively catch up on missed topics but also fosters a more comprehensive
understanding of the material. By creating a balanced and consistent study routine, students can
better manage their schedule and ultimately improve their academic performance.
TABLE OF CONTENTS
Acknowlegdement I
Chapter I: The Problem and its Background 1
1.1 Introduction 1-2
1.2 Background of the study 2-3
1.3 Statement of the problem 3-4
1.4 Research objectives 4
1.5 Conceptual Framework 5
1.6 Assumptions of the study 5-6
1.7 Scope, Limitations, and Delimitations of the Study 6-7
1.8 Significance of the Study 7-8
1.9 Definition of key terms 9-10
Chapter II: Review of Related Literature 11
2.1 Review of Related Literature 11-12
Chapter III: Methodology 13
3.1 Research Design 13
3.2 Population and Sample 13-14
3.3 Research Instrument 14
3.4 Instrument validity and reliability14-15
3.5 Data Collection Methods 15
3.6 Plan of Data Analysis 15
3.7 Ethical/Legal Consideration 15-16
Chapter IV: Timeline and Budget 17
4.1 Time Schedule 17
4.2 Budget 18-19
CHAPTER I
THE PROBLEM AND ITS BACKGROUND
1.1 Introduction
The internet currently plays a role as one of the important sources of information in one's
life experience. The existence of the internet is also beneficial for people to develop themselves,
and it has become a strategic tool that enables them to cope with rapidly evolving technology. It
is undeniable, that people live now in an informative lifestyle where everything is updated very
quickly, and the internet has become one of the human needs regardless of age or gender in
society. The use of the internet among teenagers and children is often questioned as many of
them tend to be addicted. Mobile gaming appeals to individuals of all ages, particularly students,
because of its engaging visuals, attractive characters, and the excitement it provides. Mobile
games, whether online or offline, refer to any game that can be played on a smartphone. They
also foster social interaction, as players can connect with others from various locations
worldwide.
According to a 2020 survey by Rakuten Insight in the Philippines, 75% of respondents
who played online games were students. Many students have even gained popularity through
online mobile game streaming, showcasing their skills, strategies, and tips to their audiences.
Platforms like Facebook are especially popular among student streamers, as millennials
frequently check their online accounts. On Facebook, streamers can earn through "Facebook
Stars", a form of virtual currency that can be converted into real money, making it an attractive
platform for students to both enjoy their hobbies and earn income during their free time.
In today's generation, mobile gaming has become a prevalent activity, particularly among
students. However, this growing trend is also alarming, as many students become so engrossed in
gaming that they neglect their academic responsibilities, leading to a decline in their academic
performance. Understanding the effects of mobile games on students' studies is important in
addressing gaming addiction and helping students manage their gaming habits effectively.
Excessive gaming can make it challenging for students to regain focus on their schoolwork.
A study conducted by Dumrique and Castillo (2020) determines the impact of mobile gaming
on students' academic performance. The findings revealed that as long as students exercised self-
control, playing mobile games did not adversely affect their grades. In contrast, another study
focusing on Senior High School students at MCSMA indicated that online gaming negatively
affected their academic performance. These studies suggest that the effects of mobile gaming on
academic performance can vary depending on individual self-regulation and gaming habits. This
study determines the impact of mobile gaming on the academic performance and focus of high
school students at Green Rose Center for Academe Inc. It aims to assess the effects of mobile
gaming on students' academic outcomes and study focus.
1.2 Background of the Study
Mobile gaming has become a significant part of student's lives, driven by the rapid
advancements in technology and the growing accessibility of smartphones. The captivating
qualities of mobile apps offer high school pupils a way to unwind and relieve tension while
dealing with the demands of their studies. Concerns have been expressed, nevertheless, over this
expanding trend's possible effects on pupils' academic performance and attentiveness. Green
Rose Center for Academe Inc., educators, and parents have observed that many students spend a
significant amount of their time on mobile games, often at the expense of their academic
responsibilities. According to Chung, Park, and Lee (2020), moderate gaming can enhance
problem-solving abilities, hand-eye coordination, and stress management. However, excessive
gaming may result in reduced attention spans, procrastination, and a decline in study habits (Lim,
Chen, & Tan, 2021). This research aims to explore the effects of mobile games on the study
focus of high school students at Green Rose Center for Academe Inc. By analyzing gaming
behaviors, academic performance, and focus levels, this study seeks to offer actionable
recommendations for maintaining a balanced relationship between gaming and academic
pursuits.
1.3 Statement of the Problem
The mobile games among high school students have raised concerns regarding their
potential impact on academic performance, particularly about study focus at Green Rose Center
for Academe Inc. Many students engage in gaming during their free time, which may detract
from their study habits and concentration levels during academic activities. Mobile games among
high school students at Green Rose Center for Academe Inc. have been noted to negative impact
on their study habits and academic performance. Despite the availability of educational resources
and study materials, students seem to be increasingly distracted by mobile games. Furthermore,
the specific effects of mobile gaming on students' study focus at this institution thorough
investigation. Understanding the correlation between the time spent on mobile games and
students' ability to concentrate on their studies will inform strategies that can help mitigate any
negative consequences.
Specifically, this will answer the following questions:
1. On a scale of 1 to 10, how do students rate their level of distraction during study sessions
due to engaging in mobile gaming?
2. Do mobile games significantly affect high school students' study focus?
3. On a scale of 1-10, how effectively does playing mobile games affect high school
student’s study focus?
1.4 Research Objectives
This study aims to investigate the relationship between mobile gaming engagement and study
focus among high school students at Green Rose Center for Academe Inc. with a particular
emphasis on understanding how different aspects of mobile gaming affect students ability to
concentrate and maintain attention during academic tasks. The research will quantify the
correlation between mobile gaming habits and academic performance, examining whether
certain mobile gaming behaviors are associated with improved or diminished study focus. By
exploring the intersections between mobile gaming and academic engagement, this quantitative
study seeks to contribute to the development of evidence-based guidelines for promoting
responsible mobile gaming practices and enhancing study focus among high school students in
Green Rose Center for Academe Inc.
Usage of Mobile Games
Academic Performance
Social Behaviour
Cognitive Development
1
4
Figure 1. The research study process
Evaluating the insecticidal effectiveness of Moringa Oleifera and understanding its
potential as a natural pest control. Contribute to the field of pest control, evaluate the
effectiveness, and gather perspectives from those in the field. Researchers also highlight the
practicality and accessibility of Moringa Oleifera for communities seeking sustainable pest
management.
1.6 Assumptions of the Study
Ho: The research findings indicate that mobile games on high school students' study focus show
no effect.
Ha: The research results indicate that mobile games affect the high school students study focus.
1.7 Scope, Limitations, and Delimitations
Scope of the Study
This study will look into the effectiveness of Moringa Oleifera as an organic insecticide,
specifically in families in Cogon, Compostela, Cebu. The target demographic comprises people
from these households who use or are familiar with Moringa Oleifera for pest control. The study
will look at various topics, including the types of pests that are most usually encountered,
Moringa Oleifera administration methods, and perceived effectiveness compared to conventional
insecticides. Data will be collected through surveys and interviews to gain insight into user
experiences, frequency of usage, and satisfaction levels with Moringa Oleifera as an insecticide.
This study seeks to fully understand how Moringa Oleifera can be a realistic pest management
option in Cogon, Compostela, Cebu households.
Limitations of the Study
This study focuses on households in Cogon, Compostela, Cebu and examines their
experiences and attitudes on utilizing Moringa Oleifera to control common household insect
pests. The study hopes to reveal information relevant to household uses by excluding commercial
and agricultural users. Data will be obtained solely through surveys or questionnaires, allowing
individuals to express their opinions without the necessity for experimental trials. The survey
will gather twenty-four participants, and it aims to capture the perceived benefits and problems
of utilizing Moringa Oleifera in pest management, providing vital information for future research
and community activities focused on sustainable practices.
Delimitations of the Study
This study will be limited to laboratory experiments only and will not exceed more than
twenty-four people or be outside of the area. This will not investigate the long-term effects of
using the mentioned plant as an organic insecticide in every household in Cogon, Compostela,
Cebu. Additionally, the study will not consider different areas with different pest populations, or
household practices. This will not look into the specific mechanisms of action of the bioactive
chemicals present in the Moringa Oleifera as an organic insecticide.
1.8 Significance of the Study
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The study aims to provide critical information and insights on the chosen issue by
collecting data from respondents, analyzing prior studies, and consulting relevant sources. The
purpose of this study is to illustrate the topic's significance to the individuals as follows:
Students. The study directly investigates the Effectiveness of study plans on senior high school,
this means the findings will directly impact their learning experiences. By providing insights into
the effectiveness of different study plan approaches, the study empowers students to take
ownership of their learning and develop more effective study habits. The study can help students
prepare for the academic challenges they will face in higher education and beyond.
Teachers and Educators. The study might reveal areas where students struggle with study
plans, allowing teachers to address these weaknesses through targeted interventions and support.
Teachers can adapt their teaching skills or methods to better align with the study plan approaches
that prove most effective for the students. This study can inform the development of more
effective learning experiences incorporating study plan strategies.
School Administration. The school administration is responsible for ensuring transparency and
accountability to parents. The study provides valuable data for school administration to assess
the effectiveness of their existing academic support programs and identify areas for
improvement. Administrators foster community and belonging by encouraging collaboration and
teamwork among teachers and students. An Effective administration department can extract and
analyze key data to inform a school’s strategic decisions around education provision.
Parents and Guardians. Parents can play a vital role in supporting their children’s homework
by providing a quiet space, setting clear expectations, and offering assistance when needed.
Parental involvement can foster academic aspirations in children, encouraging them to pursue
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higher education and achieve their goals. The study can provide resources and guidance to
empower parents and build their confidence in their ability to help.
Future Researchers. The study’s focus on a specific school setting allows researchers to
examine the effectiveness of study plans within a particular context, providing valuable insights
into the factors that influence their success. Researchers can use the study’s data to explore the
potential for personalized study plans, taking into account individual students' learning styles,
preferences, and goals. Future studies can compare the effectiveness of different study plan
approaches, including those tested in this study, to determine which strategies are most effective
for various student groups.
1.9 Definition of Terms
Chapter II
REVIEW OF RELATED LITERATURE
According to Ludar et al. (2020), Mobile games offer distinct advantages in that players'
progress and efforts are visibly tracked and measured. This stands in contrast to traditional
learning, where the demonstration of progress may not be as immediately evident. In mobile
games, tasks are generally more achievable and not overly challenging, providing evidence that
high school students can readily engage in and enjoy these activities. Research indicates that
mobile phone games can negatively impact teenagers, leading to addiction and an increased risk
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8
of aggression. Findings suggest that repeated losses in these games or interruptions from others
may contribute to aggressive behavior (Karunanayake et al., 2020).
Chapter III
METHODOLOGY
3.1 Research Design
The research design for this study is a quantitative, correlational design aimed at
investigating the impact of mobile game usage on high school students' study focus at Green
Rose Center for Academe Inc. The study will use a survey method to gather data on students'
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mobile gaming habits, their self-reported focus levels during study sessions, and their academic
performance. A sample of 100-150 students will be selected through stratified random sampling
to ensure representation across different grade levels. Data will be analyzed using descriptive
statistics to summarize trends, and inferential statistics, such as correlation and regression
analysis, to determine if a significant relationship exists between mobile game usage and
students’ focus during the study.
3.2 Population and Sample
The population for this study consists of Senior high school students enrolled at Greenrose
Center for Academe. This study aims to assess the effectiveness of study plans on high school
student’s academic performance at the institution. A total of 50 random students will be selected
from various sections of the school through random sampling, ensuring a balanced representation
of students across different year levels and subject areas. The random students will provide
valuable insights into how study plans impact their learning processes, helping to determine the
potential benefits of incorporating such strategies into their daily academic routines.
3.3 Research Instruments
A physical survey will be administered to fifty students at Green Rose Center for Academe
Inc. to collect quantitative data for the research. The survey will include three quantitative
questions, and the responses from all one hundred high school students will reveal the extent to
which they are affected by mobile games. The following answers will be calculated and show
how many have answered on the largest scale and the lowest scale as it will show the
effectiveness of mobile games, ranging from those who have direct experience to those who may
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have observed it. A survey will be conducted on various students through random sections that
the researcher will send to determine the effects of mobile games.
3.4 Instrument Validity and Reliability
Validity
The study's validity will be ensured through meticulously designed surveys. The study
focused on determining the effects of mobile games on high school students. To ensure the
study’s validity, the researchers employed clear and precise formulations of survey questions to
accurately measure outcomes.
Reliability
The reliability of the research instrument for this study will be using a survey through
data collection from one hundred students who enrolled at Green Rose Center for Academe Inc.
Through the questionnaire, a reliability test will be conducted.
3.5 Data Collection Methods
For the study The Effects of Mobile Games on High School Students' Study Focus in
Green Rose Center for Academe Inc. A quantitative approach will be employed. Data will be
collected through structured questionnaires administered to high school students, assessing their
mobile gaming habits, study focus, and academic performance. The questionnaire will consist of
closed-ended questions designed to quantify the frequency and duration of mobile gaming, as
well as the perceived impact of gaming on their study habits. Additionally, academic
performance indicators, such as recent grades and study hours, will be included to establish
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correlations. The data will be analyzed using statistical methods to determine the relationship
between mobile gaming and study focus among the participants.3.6 Plan of Data Analysis
A physical survey will be conducted as part of this research, and a descriptive analysis
will be employed to address the research questions formulated by the researchers. This analysis
will be used to evaluate the respondents' feedback regarding the effects of mobile games on high
school students at Green Rose Center for Academe Inc.
3.7 Ethical/Legal Considerations
Focusing on quantitative methods, such as surveys, data collection, and analysis, this
research aims to provide reliable, data-driven insights into the effect of mobile games on high
school students at Green Rose Center for Academe Inc. In this research, permission is requested
from the high school students for the survey which shows that they have accepted the consent.
As they are permitted to answer, the participants will complete the survey, and their responses
will be retained for data collection in this research study.
CHAPTER IV
TIMELINE AND BUDGET
Conducting effective research requires thorough planning, which includes drafting a detailed
timeline and budget. The timeline below outlines the essential tasks and milestones, ensuring that
every stage of the project is completed according to schedule and within the designated budget.
4.1 Timeline
MONTH WEEK ACTIVITY
September Week 1-2 Choose a Research Topic
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17
16 Figure 2. The research timeline
1
Week 3-4 Conduct a Literature Review
October Week 1-2 Formulate Research
Questions and Hypothesis
Week 3-4 Choose a research design.
November Week 1-2 Making Ethical/Legal
Consideration
Week 3-4 Discuss about budgeting
December Week 1-2 Revising
Week 3 Research Proposal-Oral
defense
January Week 2-3 Data Gathering
Week 4 Summarizing
March Week 1 Finalizing the Research paper
4.2 Budget
1
ITEM QUANTITY UNIT UNIT PRICE TOTAL COST
Ink 3 A cartridge of ink P240 P720
Survey Papers 100 A stack of survey P1 P100
papers
TOTAL COST P820
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