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SResearch

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38 views20 pages

SResearch

Uploaded by

Odyssey Cabahug
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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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

6
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

7
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

10
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'
11
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

12
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

14
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

15
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

Bibliography

Geloso, A. (2020). The impact of mobile games on the academic performance of students.
Retrieved from
https://www.scribd.com/document/450059827/The-Impact-of-Mobile-games-to-the-
Academic-Performance-of-Student
Husna, F., Jamin, H., & Juliandi, R. (2021). The Effects of Mobile Games on Elementary School
Students’ Achievement in Aceh. Jurnal Basicedu, 6(1), 308–314.
https://doi.org/10.31004/basicedu.v6i1.1879
Karunanayake, D. D. K. S., R. A. A. R. Perera, and N. D. U. Vimukthi. 2020. “Impact of Mobile
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Phone Game Addiction on Sri Lankan Teenagers: An Exploratory Study”. Asian Journal
of Education and Social Studies 13 (4):61-72.
https://doi.org/10.9734/ajess/2020/v13i430343.
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overdependence and generalized anxiety disorder among Korean adolescents. Journal of
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Li, Y., Xu, Z., Hao, Y., Xiao, P., & Liu, J. (2022). Psychosocial Impacts of Mobile Game on
K12 Students and Trend Exploration for Future Educational Mobile Games. Frontiers in
Education, 7, 843090. https://doi.org/10.3389/feduc.2022.843090
Liu, W., Tan, L., Huang, D., Chen, N., & Liu, F. (2020). When Preschoolers Use Tablets: The
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