Chapters 1 5 Final
Chapters 1 5 Final
Chapters 1 5 Final
HIGH SCHOOL I
A Thesis
Presented to
the Faculty of San Pascual Senior High School 1
San Pascual, Batangas
In Partial Fulfilment
of the Requirements for
Practical Research II
By
ELIZBETH B. MARQUEZ
KAYE M. PANOPIO
KAREN A. ANYAYAHAN
January 2018
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CHAPTER I
THE PROBLEM
Introduction
Mobile games is an offline and online video game that is being played by
mobile games is one of the most common problem of our society. Because of
high technology, people can easily access different mobile games. There are
different mobile games and the most popular game launched in the past year,
lives on this. All day browsing, surfing Social Medias, and playing cell phones
may lead to addiction. Addiction is a tolerance and bad habitual acts that people
may have, especially some of the teenagers nowadays. It is also a disease that
has no medicinal treatment and once you get addicted you cannot remove it to
your system. Experiencing addiction can change their personalities and attitude,
how they treat other people and how they will get achievements in school or in
their lives. It is not good, even if it makes you happy. For people who are
addicted in playing mobile legends may cause some effects not only in their
based on examinations, home works, activities and projects. This can ruined their
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performance because they spend lot of time in playing mobile legends. Instead of
focusing on their studies they get attracted to this mobile legend. Students forget
their school responsibilities and duties because of Mobile Legend that cause
Academic Performance is very important for students who are in the top
class. It is also important because it recognize students who are doing well in
class. It is a way for professors to appreciate student’s effort. It can also, help for
students a concrete or stable jobs in the future and help them become a
professional one. Academic Performance also help students stand out in their
class.
creating mobile games. Mobile game is popular in this generation. In this past
year 2016 there is mobile game launched by Moontoon. It is popular games for
millennial, nowadays. They were get addicted to this mobile or video game. And
Since this mobile game had launched, the percentage of teenagers mostly
students engage to this had increased. This mobile video game called Mobile
works, recitations & activities) In San Pascual Senior High School 1, EIM
students has the most estimated number of student’s consumed much time
playing it. And they have reasons why they are playing it.
performance will affect by this kind of mobile game. The possible high impacts of
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it, is that it can be the cause of having low academic performance in class and
may cause for them not to graduate or may failed and become a repeater but
other research says that mobile game can enhance and increase the critical
class.
that would help mobile gamer students to enhance their academic performance
Learning Activities may also help the teacher to have a new strategy on teaching.
The researchers decided to conduct this study to know how EIM students
manage their studies and help them to increase their academic performance
This study aimed to determine the extent and level of effects on playing
This study covers 384 EIM students of SPSHS 1 both Grade 11 and 12.
The scope of this study is to find and to know the effects of playing mobile
games affect the performance of EIM students. Sixty selected Grade 11 and 12
EIM students will be given questionnaire to gather information that will be needed
in the study.
This study was limited to a sixty (60) Mobile Legends player. The
researchers will gather information about the possible effects of the selected
This study is delimited to other mobile gamers who plays other mobile
games (e.g. League of Legend, Warcraft, Clash of Clans etc.) and students of
other schools in San Pascual District. They are not included in the study of the
students.
continue to use mobile phones not only for their homework’s nor activities but
also for the pleasure. The importance of this study is to help EIM Students to
increase and have high performance in class. The researcher conducted this
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For the students, they will be known what are the effects of mobile
legends in their performance .They will be more conscious on the said effects.
To the teachers, it will help them to know what strategy to use to help to
To the parents, it will reserve as the basis to help their children to avoid too
much playing mobile legends. Also, it will help them to know the behavior of their
socioeconomic activity and to make student responsible and open their eyes
To the future researchers, this study can use as the references and/or
CHAPTER II
that have significant bearing to the present study, its synthesis, conceptual
Conceptual Literature
Presented here are the ideas, theories, insights and professional opinions
Mobile Games
card and board game sets made for travelers, and various mechanical toys.
Nintendo's Game & Watch series was an early precursor for handheld video
game consoles which represent a different evolutionary path from that of mobile
phone games. The mobile phone ecosystem was fragmented for a long time,
both as a result of the differences in the hardware and software of mobile phones
challenges for game developers. Iphone and other touch screen-enabled smart
phones have significantly changed the user experience of mobile phone games,
and the online App Store distribution channels have stimulated expansive growth
make use of the unique design opportunities provided by smart phones, such as
mobile games and games released to multiple other platforms have started to
As stated by (Brown, 2016) “You might know your way around games, but
Action
The most varied category, action games can be shooting galleries, old-
school arcade games or fast moving fighters. All require sharp reflexes. A good
example would be the intense World War II shooter Siberian Strike. (Brown,
2016)
Adventure
Adventure games are often a blend of reflex testing and puzzle solving.
The pace is a couple degrees slower than an action game. Glider is one of the
Card
One of the most popular genres, card titles include solitaire, poker and
other titles. There are plenty on the cell phone, but there are some stinkers out
there. Be sure to check out my Best Card Games before you buy. (Brown, 2016)
RPGs
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Role playing games, or RPGs, are complex, involving journeys. They have
heavy storylines, diverse characters and hours of play. Many mobiles don’t have
the tech power or the memory space to handle RPGs, so you’ll find them almost
(Brown, 2016)
Sports
more unusual titles. While they can be complex, most mobile sports games focus
on one particular part of the experience. For instance, the super casual Paper
Strategy
taking turns on a battlefield. Chess, checkers and many classic board games fall
into this category, as do more unusual titles. It covers anything involving army
Have you ever sat down to play a game on your phone for a second, and
an hour later, you’re still tapping away? You probably have mobile game
engages in an activity that can be pleasurable but the continuous act or use of
There’s a simple reason why: they are having fun. Mobile games provide bite-
sized moments of fun that are easy to fit into our busy lives. They’re also
addicting. Mobile games keep us coming back for more, even if we meant to play
for just a minute. As it turns out, there are good reasons why these games are so
gaming to the list of recognized behavioral addictions could help millions in need.
generated alternate reality. But for millions around the world, that dyes topic
Mounting neurological evidence suggests that video games may act like
especially in China and South Korea. The adverse effects of teens’ “addiction” to
the games are not just time lost studying or socializing with their peers. Some
Performance
the extent to which a person has accomplished specific goals that were the focus
university. School systems mostly define cognitive goals that either apply across
student learning outcomes. This study was intended to explore the motivational
beliefs and learning strategy use by Liberian junior and senior high school
was adapted and 12 potential learning hindrances were identified and used as
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instruments. Data analyses were conducted using SPSS 17.0. The results
most preferred belief and test anxiety was the least possessed belief. Rehearsal
strategies were found to be the most frequently used, while help seeking was
reported to be the least strategy considered. The result also showed significant
relationships between the two constructs. In addition, the study found some
According to (Brian D. NG, M.S and Peter W.H, 2005) Game addiction
shows bad effect among the people now a days . Addiction to the internet shares
some of negative aspects substance addiction and has been down to lead to
the study of (Science Daily Wedsite 2007) online, games have significally
distraction and infering with important reaction of out game life actions such as
There is a negative impact to the gamers who played any kinds of online
games especially to the students. There is a potential that they will fail on their
studies because of the said phenomenon. The student’s minds were attached on
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a game that is why their time on studies was limited. According to Schmidt &
how the player handles the impacts of online games on his/her studies.
(Miqdad,M. n.d.)
Research Literature
findings of which were all found relevant to the present topic. The research
result of this study. The concepts of the related researches were correlated and
Based on the researchers, mobile legend is one of the most popular game
this year. Student can’t stop playing it, eventhough they have classes. They
consumed a lot of time playing this mobile game that cause negative
cosequences not only to their social life but also to their studies. Also, causes not
doing other activities and other disorders that may affect their school
performance. Students get addicted to it and cause lack of sleep, and low
performance in school.
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According to (Li, 2015) author of ‘Episty’ “One of the main reasons action
mobile games are addictive is that they provide constant positive reinforcement.
Every time you beat the next level or get a new high score, you feel rewarded for
wanting to play more. Mobile games are also addictive because they’re
convenient.
You know you are playing a great mobile game when you are having so
much fun you forget everything else that going around on you. Mobile games can
relieve stress and improve your mood. In order to accomplish this best, a game
has to balance simplicity with a challenge. Truly great mobile legend is beautiful
and have innovative design that mobile gamer get attracted. (Li, 2015).
Long term effects of video game addiction may also include learning
disabilities, weight gain and aggressive thoughts and behaviors that can become
According to (Hsu et al., 2013) College students spending too much time
on online games every week tend to suffer from worsened learning ability,
Anand (2007) reported that video game addicts are laggard in school
assignments and fall asleep in class. Gentile, Lynch, Linder, & Walsh (2004)
found that gaming creates time conflicts that lessen the hours that gamers
Vandewater’s (2007) study, 425 boys spent an average of 30% less time reading
for every hour that they played video games on weekdays, and 109 girls spent an
average of 34% less time doing homework for every hour that they played video
games on weekdays.
video gaming will relieve boredom (Shao-I et al., 2004) and jumpstart
everyday life by gaming (Wallenius et al., 2008), adolescents tend to lose interest
in other activities (Griffiths, 2010; Rehbein et al., 2010; Young, 2009). The time
(Anand, 2007), work (Oggins & Sammis, 2012), sports (Anand, 2007), and
general socialization (Duven et al., 2011), especially when MMOs are involved
Synthesis
The concepts and ideas presented in the reviewed literature and studies
In the study of (Brian D. NG, M.S and Peter W.H, 2005) researchers seen
similarities in the present study in terms of specific objectives. However, they are
mobile games.
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(Miqdad,M. n.d.) Explain that playing mobile games too often for more
than several hours per day can negatively impact one’s overall health and
and addiction, this is closely related to the present study as student spend more
time playing mobile legend. In present study the researchers make a survey
questionnaire to know the hours consume by the students playing mobile games.
substance addiction and has been down to lead to consequences such as failing
In the study of Anand (2007) it is similar to the current study, because both
research study about the effects of playing mobile games to the academic
of subject of the study. They are distinct in scope and gender of the subject.
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Conceptual Framework
This study aimed to present the researchers concept and the output or the
The research process that this study utilized is shown in Figure 1. The
design shows the profile and effects of the research subject, variables involved,
In this study, the input as shown in the first box, include the profile of the
students, and the hours spend playing mobile legend. The profile of the
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respondents is determined by their sex, and Grade level. The extent of effects in
Moderate Extent and Extent. The hours spend in playing is based on the answer
in the questionnaire.
The second box includes the processes that were conducted in the pursuit
browsing books, surfing internet and/or articles. Data analysis was conducted to
determine the hours spend of students that may affect their performance.
to enhance the academic performance of students even they are playing mobile
legend.
Definition of Terms
For better understanding of this study, the following terms are defined
outcomes that indicate the extent to which a person has accomplished specific
engages in an activity that can be pleasurable but the continuous act or use of
tolerance and bad habitual acts that people may have, especially some of the
teenagers nowadays.
Mobile Game. Mobile games have multiple historical origins reaching back to
antique card and board game sets made for travellers, and various mechanical
toys (Wiley & Sons, 2015). In this study, Mobile games is an offline and online
CHAPTER III
This chapter includes the research design, subject of the study, data
Research Design
quantitative studies.
The respondents of the study were the Grade 11 and 12 EIM students of
San Pascual Senior High School 1 of academic year 2017-2018. Sixty (60)
students from EIM strands, all from San Pascual SHS 1, were chosen as the
respondents. The formula used by the researchers in determining the sample tor
grade level. It also included ranking and rating scales which were in accordance
help of experts in this field. Comments and suggestions were incorporated in the
questionnaire.
administered the questionnaire after being granted approval by the adviser and
Ranking 1-10
To determine the extent of each effects in playing Mobile Legend and the
extent level of teaching learning activities using Mobile Legend, the scale below
was used:
The needed data for the study was gathered by securing a permit in the
school administration to conduct a survey, after securing the said permit, the
them some background information of what our intentions and what is the study
all about. Questionnaires were retrieved and were subjected to scoring for
statistical treatments.
Frequency. This was used to quantify the gathered data before these were
Weighted Mean. This was used to determine the level of effects in playing
Average. This was used to determine the overall scores for ranking.
Ranking. This was used to determine what the common reason why student play
Percentage. This was used to determine the highest percentage of time spent by
EIM student.
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CHAPTER IV
gathered data. The discussion of the findings are patterned in a manner that has
on SPSHS 1.
Table 1
our mind.
3. Every time you beat the next level or get a new high 5.07 2
game.
design
The table above shows the average of each reasons why EIM students
play Mobile Legend and the ranking of each reasons from least to greatest. The
most common reason why EIM students play Mobile Legend is that the game
on their phones. There’s a simple reason why: they are having fun. Mobile
games provide bite-sized moments of fun that are easy to fit into our busy lives.
They’re also addicting. Mobile games keep us coming back for more, even if we
meant to play for just a minute. As it turns out, there are good reasons why these
Mobile
Legend.
Table 2
7-9 hours 3 5%
TOTAL 60 100%
The table above shows the frequency and percentage of the length of time
spent on playing mobile by EIM students. The frequency has a total of 60 and the
total percentage of 100%. The highest percentage of time spent by the students
on playing mobile legend is 1-3 hours a day which is 55%, 23% of students says
that they spent 4-6 hours playing Mobile Legend, 17% says that they spent 9 and
above hours and the rest 5% says they spent 7-9 hours of playing it.
According to (Gentile, Lynch, Linder, & Walsh 2004) found that gaming
creates time conflicts that lessen the hours that gamers devote to homework. Of
boys spent an average of 30% less time reading for every hour that they played
video games on weekdays, and 109 girls spent an average of 34% less time
doing homework for every hour that they played video games on weekdays.
(Miqdad,M. n.d.) Explain that playing mobile games too often for more
than several hours per day can negatively impact one’s overall health and
and addiction, this is closely related to the present study as student spend more
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time playing mobile legend. In present study the researchers make a survey
questionnaire to know the hours consume by the students playing mobile games.
Table 3, represent the extent of the effect on playing Mobile Legend in the
Table 3
Mean
1. Student can’t stop playing it, eventhough they 2.7 Great Extent
have classes
2. Playing mobile legend can condition the mind- 2.8 Great Extent
creatively
Based on the table above it shows the result of how extent this effects of
negative and positive effects has a great extent on their academic performance.
gaming to the list of recognized behavioral addictions could help millions in need.
There is a negative impact to the gamers who played any kinds of online
games especially to the students. There is a potential that they will fail on their
studies because of the said phenomenon. The student’s minds were attached on
a game that is why their time on studies was limited. According to Schmidt &
how the player handles the impacts of online games on his/her studies.
(Miqdad,M. n.d.)
Mobile Legend.
Table 4
Mean
periodic table
legend.
score.
Based on the table above its shows the interpretation and weighted mean
of teaching-learning activities using Mobile Legend game. It shows the result how
student learning outcomes. This study was intended to explore the motivational
beliefs and learning strategy use by Liberian junior and senior high school
was adapted and 12 potential learning hindrances were identified and used as
instruments. Data analyses were conducted using SPSS 17.0. The results
most preferred belief and test anxiety was the least possessed belief. Rehearsal
strategies were found to be the most frequently used, while help seeking was
SAN PASCUAL SENIOR
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reported to be the least strategy considered. The result also showed significant
relationships between the two constructs. In addition, the study found some
CHAPTER V
This chapter presents the summary, findings, and conclusions that are
drawn from the gathered data. The recommendations are also provided by this
chapter.
Summary
This study aimed to determine the extent and level of effects on playing
quantitative studies. The respondents of the study were the Grade 11 and 12
EIM students of San Pascual Senior High School 1 of academic year 2017-2018.
Sixty (60) students from EIM strands, all from San Pascual SHS 1, were chosen
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Findings
After data were gathered, analyzed, tabulated and statistically treated, the
It was found out that the most common and general reason why both
Grade 11 and 12 students from EIM play mobile legend is that the game makes
the gamer satisfy itself. This was revealed by the average of 6.28, with the
ranking of 10.
EIM students.
This study found out that most of EIM students spend 1 to 3 hours playing
mobile legend with the frequency of 33 and has a percentage of 55%, some of
them spend 4 to 6 hours with the frequency of 14 and has a percentage of 23%,
few students spend 7 to 9 hours with the frequency of 3 and has a percentage of
5% and the rest was 9 hours and above with the frequency of 10 and has a
percentage of 17%.
This study revealed that the effects of playing Mobile Legend are generally
has great extent by the EIM students as reflected in the mean score 2.86. In this
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case, researchers found out that Mobile Legend can be lead to addiction that
are generally has a great extent result as reflected in the mean score 2.80. In this
case the researchers found out that teaching-learning activities involving Mobile
Conclusions
In light of the significant findings revealed in the study the following were
satisfied, that’s the reason why they are playing Mobile Legend.
3. The effects of playing Mobile Legend both negative and positive effects
Academic Performance are all effective and great extent according to the Grade
Recommendations:
For the students, they will be known what are the effects of mobile
legends in their performance .They will be more conscious on the said effects.
To the teachers, it will help them to know what strategy to use to help to
To the parents, it will reserve as the basis to help their children to avoid too
much playing mobile legends. Also, it will help them to know the behavior of their
socioeconomic activity and to make student responsible and open their eyes
To the future researchers, this study can use as the references and/or
References