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CHAPTER 1

THE PROBLEM AND ITS BACKGROUD

Introduction

Some of the students love playing mobile games right from a kid to an adult

because playing games is fun and exciting and helps to relief from stress and unwind from

the stressful works. Many of the gamer spend their time in playing and exploring new games.

Today, with the rapid development of technology that has, games are also rising up together

with it. Many games are developed for mobile phones most specifically for android. With the

high technology equipped with these phones, mobile games become robust, advance and

attracted many people to buy or have this phone for them to experience what is inside it,

which makes it a trend for the new generation of mobile phones. Some mobile games even

have dedicated gaming keys and even look like portable mini gaming consoles. Students now

have no time to spend their leisure activities or doing their school task like in playing

outdoor games or playing with toys, instead, they spend their free time in their homes, and

must prefer to play mobile games. Mobile games have both advantages and disadvantage to

their academic performance. There seems to be no restriction as to whom, how or what


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mobile gaming can extend to. Age does not matter in terms of playing mobile games. More

students are likely to play mobile games. Because of mobile games, the academic

performance of the students can affect. In addition, students cannot manage their time in

doing paperwork. They must prefer first playing mobile games.

This study aims to know the advantages and disadvantages of mobile games to the

academic performances of the students. Also, wants to identify how the advantages and

disadvantages of playing mobile games affect the students to the daily life. However, more

students said to be that they have a confidence because of playing mobile games. They can

now also communicate to the other people. However, many of this is disadvantages. Just like,

they have no time to spend in their school task. Before, only boys can play the mobile games,

but boys and girls now are both to play mobile games.
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Background of the study

Some of the students who play mobile games has a different reason for playing, and

the usage of the game leads to different effects for each individual. Childhood upbringings,

peer influences, pressures at school and family issues are all factors that have a strong

connection with the effects of gaming on individuals. Mobile games maybe therapeutic for

some people, but the small amount of people who are negatively affected to the students in

their academic performance. A lot of research is conducted to study its effect on lifestyle and

behavior of the wow power leveling gamer especially kids. Mobile game is the most sought

leisure activity followed by kids nowadays. In addition, mobile game have an effects to the

students be either an advantages or disadvantages. That is why the researchers conducted this

study to know how the advantages and disadvantages of mobile games affect the academic

performance of the students.


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Scope and Limitation of the study

This research study aims to know the Advantage and Disadvantage of mobile games

in the academic performance of the selected students in Asian Institute of Technology,

Sciences and the Arts in Cabuyao. Being addicted in playing mobile games can affect some

students and cannot focus to their study.

Then this research will know the Advantages and Disadvantages of mobile games

to the academic performances of students. Finally, the findings result and conclusion of the

study will serve as the basis for effective school management program.

This study was limited to selected student in Asian Institute of Technology, Sciences

and the Arts Cabuyao concerning the advantages and disadvantages of mobile games to the

academic performances of selected students.


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This study seeks to know the effects of mobile games to the academic standing of

marine transportation students of Asian Institute of Technology, Sciences and the Arts. In

addition, it seeks to know the approximate percentage of students who play mobile games.

Another objective is to know what the games commonly played by the students.

Statement of the Problem

This study aims to determine the advantages and disadvantages of mobile games to

the academic performances of selected students in Asian Institute of Technology, Sciences

and the Arts Cabuyao.

Specifically, it seeks the following questions will be answer;

1. What is the demographic profile of the respondents in terms of:

1.1 Age
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1.2 Gender

1.3 Section

1.4 Grade Level

2. What is the factor that makes a mobile game an advantages or disadvantages to the

academic performances of a student?

3. How do advantages and disadvantages of mobile games affect the academic

performances of a student?

Theoretical Framework

A theoretical framework consists of concepts and, together with their definitions and

reference to relevant scholarly literature, existing theory that is used for your particular

study. The theoretical framework must demonstrate an understanding of theories and

concepts that are relevant to the topic of your research paper and that relate to the broader

areas of knowledge being considered.

GAME THEORY

The study of mathematical models of strategic interaction between rational decision-


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makers.[1] It has applications in all fields of social science, as well as in logic and computer

science. Originally, it addressed zero-sum games, in which one person's gains result in losses

for the other participants. Today, game theory applies to a wide range of behavioral relations,

and is now an umbrella term for the science of logical decision making in humans, animals,

and computers. Modern game theory began with the idea regarding the existence of mixed-

strategy equilibria in two-person zero-sum games and its proof by John von Neumann. Von

Neumann's original proof used the Brouwer fixed-point theorem on continuous mappings

into compact convex sets, which became a standard method in game theory and mathematical

economics. His paper was followed by the 1944 book Theory of Games and Economic

Behavior, co-written with Oskar Morgenstern, which considered cooperative games of

several players. The second edition of this book provided an axiomatic theory of expected

utility, which allowed mathematical statisticians and economists to treat decision-making

under uncertainty.

It was developed extensively in the 1950s by many scholars. It was later explicitly

applied to biology in the 1970s, although similar developments go back at least as far as the

1930s. Game theory has been widely recognized as an important tool in many fields. As of

2014, with the Nobel Memorial Prize in Economic Sciences going to game theorist Jean
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Tirole, eleven game theorists have won the economics Nobel Prize. John Maynard Smith was

awarded the Crafoord Prize for his application of game theory to biology.

Adapting Learning Theories in Mobile Game-Based Learning Development

According to Syamsul Bahrin Zaibon and Norshuhada Shiratuddin he learning experiences

through mobile device can be expected from the learning activities and the mobile contents

such as games and mobile applications. This paper presents an approach to develop a mobile

game-based learning by adapting a review of learning theories and approaches. The review

reveals a few characteristics that interconnected to the mobile game-based learning. In


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adapting the characteristics, mobile game-based learning is developed based on the concept

of values in 1 Malaysia. The approach reveals that the mobile game-based learning is

considered successfully developed. The main deliverables of this study are the mobile game-

based learning characteristics mapped with learning theories and approaches, the mobile

game-based learning application and the development stages. The developed mobile game-

based learning has potential to be a learning tool and marketed since it seems unique to

Malaysia. The development stages employed to the mobile game-based learning

development were successfully implemented, simple to follow, and provided an easy

guideline for developer to develop similar concept of mobile game-based learning.

Formgiving Mobile Education Game Design Technology

According to Nurdalilah Mohd RaniMohd Fairus YusoffMuhamad Fairus Kamaruzaman

there has been a research on the use of mobile learning (m-learning) for primary school

students, but research specifically on mobile education game design based on mind, vision,

and psychomotor is still fairly under investigation. Online learning interventions have only
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recently included computer gaming component. Several modern m-learning approaches have

begun to integrate game-based education and practice for better outcome. Hence, the

proposed research represents a first step toward taking advantage of this recent technological

innovation, particularly to cultivate and nurture the millennial circle which has been

demoralized and depressed pertaining to the education and learning process. It is a study that

demonstrates an uneven coordination in the area of scaffold m-learning, where the interest

leans more toward the content point of view and very little from a mobile game-based

learning or more specifically a game design’s point of view. More research is needed to

narrow the gap between educators, instructors, tutors, and teachers and their students with a

new mobile education game design framework. The study plans are to investigate the

practice in an educational game design model for millennial that will potentially assist

educators, instructors, facilitators, and curriculum developers to create appropriate instrument

and instructional programs to meet millennial academic needs. A mobile education game

design framework for millennial development and enhancement is to be proposed from the

outcome of this study.


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Conceptual Framework
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INPUT PROCESS OUTPUT

1. What are the


profiles of the
respondents in
terms of:
1.1Age
1.2Gender
1.3Section
1.4Grade Level
Determining the
Advantage and
2. What is the factor Disadvantage of
that makes a mobile mobile games in
game an advantages academic
or disadvantages to performance of
the academic the selected
performances of a students of
student? AITSA in
Interview
Cabuyao

3. How do
advantages and
disadvantages of
mobile games affect
the academic
performances of a
student?
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Feedback

Figure 1: Research Paradigm

Research Paradigm

Research indicates that there are many advantages and disadvantage of playing

mobile games in the academic performance of the students. The researchers choose the

school of Asian Institute of Technology, Sciences and the Arts because of more population of

the students who likely to play mobile games. Studies have been conducted assessing the

advantages and disadvantages of mobile games

This figure shows the three tables; the input, process and the output. In the input, the

researchers will gathered all the information of the advantages and disadvantages of mobile

games. In addition, the researchers include the demographic profile of the respondents, the

age, gender, section, and the grade level of the respondents. The researchers choose the

selected students at the different grade level of the students in Asian Institute of Technology,

Sciences and the Arts because all students play mobile games and to know what are the

effects of playing mobile games at the students in different age at the different level.
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Significance of the study

The purpose of the study is to find out the advantage and disadvantage of mobile

games in the academic performance of the selected students in Asian Institute of Technology,

Sciences and the Arts in Cabuyao.

The result of the study will explain why the playing mobile games will affect the

Students, Parent, Readers, and the Future Researchers.

Students. This study is primarily important to students, for it will give them information

about the advantage and disadvantage they may get from mobile gaming.

Parent. This study will help the parents to have enough knowledge about the advantage and

disadvantage of mobile gaming among their children.


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Readers. This study will help the readers to have the understanding about the advantage and

disadvantage of mobile gaming.

Future Researchers. This may serve as a basis for future research that they will conduct.

Definition of Terms

To facilitate better understanding, the following terms are defined conceptually

and operationally.

Asian Institute of Technology, Sciences and the Arts- This is a Senior High School in

Cabuyao, Laguna

Senior high school- is a secondary school that students attend in the three or four highest

grades before college. A high school where someone is a freshman, sophomore, junior and

senior in 9th, 10th, 11th and 12th grades is an example of senior high school.
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Advantage- A condition or circumstance that puts one in a favorable or superior position.

Disadvantage- An unfavorable circumstance or condition that reduces the chances of

success or effectiveness.

A mobile game – is a game played on a feature phone, smart phone/tablet, smart watch,

PDA, portable media.

CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents and elaborates the related studies and literature to this study. It

takes into account related reading materials from books, journals, magazines; abstract both

published and unpublished materials to come up with the objectives of the present studies.
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Foreign Studies

According to Anderson and Dill (2018), there is a negative correlation between the

two. Thus, meaning that there is no relation between the number of hours played by a player

and his grades. At times, the students defend the games they are playing by saying that they

do learn something from it. A paper from EDUCAUSE backs these students up by

suggesting that the faculty learn and know about these games to help students in class

learning experience (Hitch and Duncan, 2018). Furthermore, another paper claims that these

games are not just front entrainment (Shaffer, Squire, Halverson, & Gee, 2018). They claim

that these games may be used to learn and experience different things and interact with other

people and belong to a virtual community.

A study of a group of undergraduate students, published in journal computers in

Human Behavior in 2015, found that among undergraduate students, total mobile-phone use

(measured I number of minutes per day, not limited to school time) was “a significant and

negative predictor of college students’ academic performance, objectively measured as

cumulative GPA.” The study controlled for various other factors. In addition, the use of

mobile technology largely explains the inadequate behaviors in the use of ICT the personal

and school environments among young people, which justifies the need to promote actions
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that contributes to a more responsible use of this type of technology in all areas of his

personal, school and social life.

Foreign Literature

Mobile games have both positive and negative effects on people, especially students.

One of the negatives is this. Many cases among students are addiction. In addition, this

addiction may lead to worse problems. The students might steal money. They may become
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lazy when it comes to studying and prefer playing the whole daylong. Some may even skip

school in order to have more playing time. (SujatAliHamzah) Addicted gamers spend so

much time playing that their personal relationships are neglect and sometimes disappear

altogether. Among addicted gamers who are married, up to 50 percent report a strain in their

marriage because of their addiction. Addicted gamers also neglect the responsibilities of

everyday life such as school and work. In the world of today, there are different genres of

online games. First are the console games. Console games are commonly refer to as

videogames. They are play on a device specially made for game play called a video games

console. The player interacts with the game through a controller, a hand-held device with

buttons and joysticks or pads.

Local Study

According to the study of “mixed Up E-games”, (Micheal Detablan., and et. 2018) the

project has different categories: different shapes, math games, coloring games, typing games
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and more. By creating various games that are fun yet educational, kids can learn skills like

problem-solving and boosting creativity so they will have advance learning before they go to

school. Parents also benefit from it since they do not have to persuade their children to learn.

By letting, the kids play educational games, they will able to acquire new skill or improve

what they already have.

In addition, software game “Traffic Jam 2” created by eSoft Interactive, a Philippines-

based software company established on April 2001 and specialize in game development for

various platforms, is also a casual-mind game. The goal is to get yellow beetle out of the

traffic jam by moving vehicles out of its way. There are many puzzles to breeze through and

compare time records to friends to know who are the quickest in solving traffic jams.

Therefore, instead of restricting them from playing games, why not use certain games that

can increase their knowledge, memorization and skills. In addition, if lessons were in a game

like manner, students would tend to remember it more than lectures that are state in a news-

like manner.

Local literature
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According to an article, Game Development Industry in the Philippines is a booming.

It has lot of potential in generating jobs because right now, we have few professional related

to gaming and information technology. This is in comparison to other competitors from other

countries such as China, Singapore, Malaysia, and Vietnam as stated also by an executive

from Vietnam, who said they had 10,000 game developers. If we were to compete with other

countries, it would make a big impact if game development starts at schools or earlier if

possible so that companies that develop games could hire highly skilled team for the job.

In addition to that, the measure of man `Gamification ` is now we will live-and work in

the future (2018) is about how games and gaming mechanics could affect how business run

in the future. People no longer get motivated by earning money alone, especially new

generations who seek more meaning in their working lives. According to PHD, someone

billion people spend at least one hour every day playing computer and video games, even as

Seven billion hours by one billion gamers is up for grabs in the “Engagement Economy.”

Gaming has the ability to create numerous audiences thus increase market and revenue.

Moreover, “The gamification of education Why playing is the future of learning” by

Micheal Logarta (2018), students can benefit more in gamification of education rather than

using traditional way of educating students. Gamification means using game mechanics to

make teaching more interesting, motivating, casual and fun for students.
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CHAPTER III

RESEARCH METHODOLOGY

This chapter discusses the methods and procedures that will be used in the study. This

includes the research design, locale of the study, research instrument and techniques,

respondents of the study, data gathering procedure and treatment of data.

Research Design

This research study is a transcribe- qualitative type of research. As each interview is

complete, the researcher examines its content to determine what has been learned and what

still need to discovered or needs elaboration. Moving from raw interview to evidence-based

interpretation requires preparing documents so they will be ready to code. It is important to

identify the task in managing the qualitative research data during and after the interview.

This research paper describes the process of transcription and handling the qualitative

research, which uses structured interview straight to respondents in gathering data in the

assessment on determining the advantage and disadvantage of mobile games in the academic
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performance of the selected students in Asian Institute of Technology, Science and the Arts

in Cabuyao, Laguna.

Settings of the study

This part of the research study discusses the site of the research where the

respondents are found in the City of Cabuyao. Furthermore, this part explains the

demographics of the site, which will give a clearer and better picture of the research setting.

The locale of the study was chosen because there are many that is addicted in playing

mobile game. The study was conducted because there was never been any studies for the

benefit of being an it graduates.

It was also conducted in Cabuyao because as this study conducted in Laguna.

Moreover, the locale chosen was the residence area of the researcher ad is accessible for the

study data collection.

Subject of the Study

The respondents of the study will be in Cabuyao, Laguna, specifically the students of

Asian Institute of Technology, Science and the Arts. The researcher randomly selects them as
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part of the advantage and disadvantage of mobile games in the academic performance of the

selected students in Asian Institute of Technology, Science and the Arts in Cabuyao, Laguna.

The students selected through sampling technique called quota sampling in this part

of the study where the useful data will come from. The researchers aim on determining the

advantage and disadvantage of mobile games in the academic performance of the students in

Asian Institute of Technology, Sciences and the Arts.

Distribution of Respondents According to Gender

Gender Sample Percentage

Male 6

Female 4

Table 1

Table A shows the distribution of the respondents according to their age with the 11

senior high school students. ______ of the respondents was aged bracket 15-17 years old,

while ______ of the respondents was aged bracket 18-20 years old.

Distribution of Respondents According to Age


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Age Sample Percentage

15-17 7

18-20 6

Total:

Table 2

Table B shows the distribution of the respondents according to their gender with the

11 senior high school students. _______ of the respondents was categorized as males, which

is _____ % of their total number, while _____ respondents was categorized as females which

is ____ %.

Distribution of Respondents According to Strand

Strands Sample Percentage


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HUMSS 2

GAS 3

TVL(ICT, HE) 3

ABM 2

Total

Table 3

Table C shows the distribution of the respondents according to their strand with the

11 senior high school students. _______ of the respondents was categorized as a HUMSS

student, which is ____ % of their total number.

Respondent of the study

The researchers chose the respondents at Asian Institute of Technology, Science and

the Arts. The researchers made use of 15 respondents of Asian Institute of Technology,

Science and the Arts at the Cabuyao, Laguna.


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After choosing a respondents, each of them were given a survey questionnaire to

answer.

Procedure of the Study

In this study, the main data gathering instruments that will be used is the interview

questionnaire that will be formulated by the researcher with the guidance of the thesis

adviser. The term interview to commonly apply to research methodology designed to collect

data from specific population or a sample from the population, and typically utilizes a

questionnaire or an interview as the Interview. Interview is use to obtain the determining the

causes and effects of stress to the selected Students of Asian Institute of Technology,

Sciences and the Arts.

Questionnaire containing questions about the respondents, the determining the advantages

and disadvantages of mobile games of selected Students of Asian Institute of Technology,

Sciences and the Arts and several other aspects are ask in order to achieve the goal of the

research.
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The data collected will be primarily for those who are students of Asian Institute of

Technology, Sciences and the Arts only as this research is to find out the causes and effects

of stress. The student is picking by random from the respondents.

Researchers have shown that questionnaire is one of the best instruments used in

gathering first hand data to validate the integrity and effectiveness of research.

A questionnaire is use in accordance with the statement of the problem, which has

undergone validation. It will be shown to some experts in the field of work. The researcher

provides one set of questionnaire to the same group of respondents to validate how effective

the instrument to be used in gathering data.

Source of Data

The source of data is in this study is from the selected students of Asian Institute of

Technology, Sciences and the Arts in terms of qualitative study on determining the advantage

and disadvantage of mobile games in the academic performance of the students.


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Statistical Treatment of Data

The study is a transcribe-qualitative type of research. Thus, the data will treat

qualitative. Frequency and percentage distribution method will used to ensure valid

interpretation of data. A transcribe that is used to working in your field of study is also

useful; they will spot commonly used terminology and abbreviations, Assens M. (2018).

Quota Sampling is a sampling technique whereby participant quotas preset prior to

sampling. Typically, the researcher is attempting to gathered data from a certain number of

participants that meet certain characteristics that may include things such as age, sex, class,

marital status, Dudovskiy J.(2019)

The Statistical formula as shown below:

P= Number of interviewees cited the answers x 100


Total number of respondents
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CHAPTER IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter presents the data gathered, the result of the statistical analysis done and
interpretation of finding. These are presented in tables following the sequence of the specific
research problem regarding to the Advantage and Disadvantage of mobile games in the
academic performance of the selected students in Asian Institute of Technology, Sciences
and the Arts.

Question Answers Number of Percentage


respondents

1. What mobile games do Mobile Legends 15 100%


you play? Total:100%
Total:
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2. How many hours do you


spend in playing mobile 3 hours 5 33.3%
games?
20%
4 hours 3

20%
6 hours 3

13.33%
8 hours 2

6.67%
10 hours 1

6.67%
16 hours 1

Total:
Total: 15
100%
3. Is playing mobile games Yes, Because it help 1 6.67%
helpful for you? How it can me to getting a
affect your academic technique in terms of
performances? playing mobile games.

No, I have no time to


do my school task.
7
46.67%
Yes, it can help me to
gain confidence. 4
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Yes, I manage my time 26.66%

2
Yes, it doesn’t affect 13.33%
my academic
performance

1
6.67%

Total: 15

Total:
100%
4. What are advantages and Advantages: stress 2 13.33%
disadvantages of mobile reliever
games in your academic
Disadvantages:
performance
Addiction

Advantages: gain
confidence
20%
Disadvantages: 3

distraction

Advantages: learn how


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to cooperate to others 33.33%

Disadvantages:
distraction 5

Advantages: helps to
give an information

Disadvantages: it
causes bad effects on
20%
the academic
performance

Advantages: having a
critical thinking
3
Disadvantages: being
addicted, blurred vision

13.33%

Total:
2 100%
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Total: 15
5. What advice you can give Limit the time spend 5 33.33%
to those students who play for gaming.
mobile games?
Do not let this affect
4
the academic 26.66%
performance.

Learn how to manage


your time 6

40%

Total: 15

Total: 15

From Table 1, Question No. 1 it states the question “What mobile games do you
play? “. From the 15 respondents, 100% most of them answered Mobile Legends.

From the question no. 2 it states the question “How many hours do you spend in

playing mobile games?”. From the 15 respondents, they have a different perspective to

spend their time, but most of them spend their time to play in 3 hours that get 33.33%.
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From the question no. 3, it states the question “Is playing mobile games helpful for

you? How it can affect your academic performance?”. From the 15 respondents, they have a

different opinion if the mobile game is helpful for them. Most of them answered yes because

mobile cannot affect to the academic performance, but 46.67% who answered no because

many of the students said that mobile games

From the question no. 4 it states the question “What are the advantages and

disadvantages of playing mobile games in your academic performance?”. From 15

respondents,
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CHAPTER V

SUMMARY OF FINDING, CONCLUSION AND RECOMMENDATION

This chapter presents a qualitative study on determining the advantages and

disadvantages of mobile games in the academic performance of the students in Asian

Institute of Technology, Sciences and the Arts. This study aims to know how the advantages

and disadvantages of playing mobile games affect the academic performance of the students.

Based on the findings, the researcher proposed a study to gather information about a

qualitative study on determining the advantages and disadvantages of mobile games in the

academic performance of the students.

Summary of findings

The following are the finding of the study.

1. Based on our interview, in our selected respondents in Asian Institute of Technology,

Sciences and the Arts, all of them are playing mobile games/mobile legends 100% of them.
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2. Based on our interview, students spend their most of the time in their school task than in

playing mobile games. Most likely, they spend their time in playing games in 3 hours, which

is totally get 33.33%. Others spend 4 hours in playing mobile games 20%.

3. Based on our collected information from our respondents, 46.67% answered that gaming

affect the academic performance of the students. While the others said to be that mobile

games affects the academic performance of the students in a good way.

4. Based on our collected information from our respondents, most of their answer that

because of playing mobile games, they get some friends and they can now cooperate to

others, which is totally 33.33%. Others say that they gain a confidence from playing games,

which has 20%.

5 .Based on the result, the advice that the gamer can give is 40% of the respondents say that

students who also play mobile games, learn how to manage their time and use it in important

things. Also, limit time to spend in playing which is totally 33.33%. Lastly, others said that

don’t let this game affect the academic performances who answered 26.67%.
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Conclusion

Based on the findings the following conclusions were drawn.

1. In terms of the students who play mobile games, most of them play mobile legends, both

male and female.

2. In terms of the students who play mobile games, most of them spend 3 hours in playing.

The researcher concludes that students who play games have a time management in terms of

doing school task.

3. In terms of the students who play mobile games said to be that mobile games affect their

academic performance in a good way.

4. In terms of getting the advantages and disadvantages of mobile games, the majority of

them said that they have some friends and learn how to cooperate to others.

5. In terms of giving an advice to those students who play mobile games, we conclude that

students should know how to manage your time.


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BIBLIOGRAPHY

Internet:

Formgiving Mobile Education Game Design Technology

https://link.springer.com/chapter/10.1007/978-981-287-332-3_5

Adapting Learning Theories in Mobile Game-Based Learning Development

https://ieeexplore.ieee.org/document/5463752

Game Theory
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https://en.wikipedia.org/wiki/Game_theory
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APPENDICES
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APPENDIX A
(QUESTIONNARE)
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Questionnaire

We, Arbie Parala, John Conrad Garcia, Lyka Desiree Ogorda, Joyce Abada, Michelle

Fernin, Carlos Angelo Naraga, are Senior High School Students Major in Science,

Technology, Engineering and Mathematics at Westbridge Institute of Technology, City of

Cabuyao, Laguna. Currently, we are undertaking a research study titled THE

ADVANTAGES AND DISADVANTAGES OF MOBILE GAMES IN THE

ACADEMIC PERFORMANCE OF THE SELECTED STUDENTS IN ASIAN

INSTITUTE OF TECHNOLOGY, SCIENCE AND THE ARTS. The information given

will be used for academic purpose only and that the information will be treated with utmost

confidentially. You are therefore requested to respond to this questionnaire to the best of

your ability.
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APPENDIX B
( LANGUAGE EDITOR CERTIFICATE)
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Certificate of Language Editor

This is to certify that the Senior High School Students thesis prepared by Arbie
Parala, John Conrad Garcia, Lyka Desiree Ogorda, Joyce Abada, Michelle Fernin, Carlos
Angelo Naraga entitled “THE ADVANTAGES AND DISADVANTAGES OF MOBILE
GAMES IN THE ACADEMIC PERFORMANCE OF THE SELECTED STUDENTS
IN ASIAN INSTITUTE OF TECHNOLOGY, SCIENCE AND THE ARTS, School
Year 2018-2019” was examined and edited by the undersigned person. That she is
academically and professionally rightful to examine both the substance and the surface of
this paper.

Ms. Catherine Bayani


English Teacher
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APPENDIX C
(LETTERS)
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RONALISA MAE D. RAMIL

SCHOOL PRESIDENT

Asian Institute of Technology, Science and the Arts

B.T. Librojo Building, P. Burgos Street, Barangay Uno, 4025 Cabuyao, Laguna

Madam:

The under designed are presently undertaking the Science, Technology, Engineering, and
Mathematics and currently working their thesis entitled “The Advantages and Disadvantages of
mobile games in the academic performance of the selected students in Asian Institute of
Technology, Science and the Arts” as partial fulfillment of the requirements for their subject in
Research 1.

In view of this, we are asking your permission to conduct an interview to the selected students as
respondents of the above mentioned thesis and to gather data.

Rest assured that all the responses will be treated with confidentially

In anticipation to this request, we remain.

Respectfully yours,

Parala, Arbie S.

Garcia, John Conrad

Ogorda, Lyka Desiree L.

Fernin, Michelle

Abada, Joyce

Naraga, Carlos Angelo

Preferred by:
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Ms. Mary Grace Carlos

Research teacher

Noted by:

Mr. Jayson C. Villanueva

School Director

APPENDIX D
(SAMPLE COMPUTATIONS)
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The Statistical formula as shown as below:

Percentage of Interview= Number of interviewees cited the answers x 100


Total number of respondents
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