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EFFECTS OF PLAYING MOBILE LEGENDS IN ACADEMIC PERFORMANCE OF


SENIOR HIGH SCHOOL STUDENTS OF SOUTHWESTERN UNIVERSITY

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related literatures and studies which are relevant to this

study.

Related Literature

This section presents the related literature that is relevant to the current study.

According to Anderson and Dill (2013), playing mobile game is often with poor

academic performance. A study found a negative correlation between GPA and time spent

playing mobile games. This correlation was relatively small. According to Guttis and Davis

(2011), it might be harmful to children’s learning because they encourage children to

spend time on the game instead of reading and doing things which are more educational.

As stated by Schie and Weigman (2010), video games have positive social effects

and playing mobile games may not be that bad. Educational games is one of the examples

of mobile games but it’s an effective assisting tools in the educational areas. If a parent

or a guide choose the right mobile games, the child may learn better on problem solving

skills and any other abilities may learn. According to Car et. al (2009), mobile game is

one of the most exciting and rapidly evolving media of our time. Evidence can be seen
from the internet where mobile games are one of the fastest growing areas. As a leisure

activity it has became an increasing part of many young people’s day to live. According to

Greitemeyer and Osswald (2008), there are positive and negative consequences of mobile

games such as action games on visual spread effects.

The literature being cited are the same to the proposed study. It teaches about the

effects of games to children’s learning which is the topic of the current study. The literature

examines young people or youth who have their own gadgets at home which is different

to the researcher’s respondents circled around Senior High School Students of

Southwestern University with or without gadgets or mobile phones at their home which

made the results presented in this study reliable. It also tackled about the positive and

negative consequences of playing mobile games which is aligned to the current study.

Related Studies

This section presents information that are relevant to the current study.

According to the study of Wack and Tanteff-Dunn (2012), games do not only have

an impact on performance directly, but it also triggers a high level of aggression which is

often-linked to problems in school and decrease academic performance. Moreover, a

study of Jackson et.al (2009), found that time spent playing mobile games was a negative

predicator of academic performance and those who play mobile games more often had

poorer grades than those who played less.

According to the study of Anand (2009), the penetration of mobile games is huge

with at least 90% of homes having children that have played mobile game. This is a record

level that continues to increase. 50% of console players and 66% of online players are
over 16-18 years old. They have more addiction, physically impacts academic performance

because the student is too involved in the game than to do homework or prepare

academically. According to the study of Bavelier (2008), games make more correct

decisions per unit time. Games also enhance reading and other skills may learn. According

to Gue (2008), all of these must be controlled and under time management.

The studies being cited are the same to the proposed study. It tackles about the

effects of playing mobile games to the academic performance of the students which is the

topic of the current study. The study also examined children that are 16-18 years old who

have their own gadgets or mobile phones at home which is quite similar to the researchers

respondents circled around Senior High School Students of Southwestern University with

or without gadgets or mobile phones at their home and due to that reason of the data

result being presented in this study is reliable. It focuses on how mobile games has an

impact on academic performance which is the main problem of the current study.

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