Chapter 1-3 Research
Chapter 1-3 Research
Chapter 1-3 Research
In Partial Fulfillment
of the requirements for Elementary School
Mobile games are the most popular entertainment in modern societies and they
target a variety of people in different ages. It provides fun and entertainment to players
and is certainly addictive among gamers to explore, play, win, lose, retry, and complete
tasks given. In this time of pandemic, the rise in mobile gaming and the absence of face-
Nowadays, mobile gaming is not only for the entertainment of the students but also
for learning. According to some research, it helps teens to exercise their mind and cause
them to explore the internet. It enables the mind of the player to be alert, active, and
strategic. However, despite these benefits, playing mobile games becomes a necessity in
their lives because it requires much of the player’s time, thereby leaving school activities
and homework unattended. Thus, mobile gaming affects the academic performance of
based on the mobile games they played. However, when students play games
Technology has found that games can improve thinking skills in students. Games often
require students to follow instructions, consider their actions, and respond to problems.
This can help develop important thinking skills, such as: awareness of the environment.
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cognition which will help solve problems, either complex or not. Mobile gaming brings
negative impacts on students’ academic performance. Despite this, it is proven that mobile
games have the potential to increase participation of students. In gameplay, they will have
to use their own problem-solving and decision-making skills, which will increase in speed
as they play learning games. Many games will have time limit to answer or solve tasks, so
other daily activities, lack of attention in class, and constant thinking about games. In fact,
the World Health Organization (WHO) has designed mobile game addiction as a type of
mental disorder.
During school hours, students tend to feel stressed due to loads of school
works and through playing it will relieve their stress. Students’ learning takes place
unexpectedly, but the inappropriate usage of playing mobile games also leads in some
problems such as being distracted in school. It is found that gaming can positively affect
educational outcomes. Students who spent equal time playing mobile games and studying
still achieved high grades. It can be concluded that playing mobile games has a substantial
value.
revealed that there is no relationship between mobile games addiction risk and academic
performance.
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Statement of the Problem
The study aimed to analyze the impacts of mobile games on the academic
1. What are the different mobile games that middle school students are interested in:
a. Mobile Legends?
b. Call of Duty?
c. Genshin Impact?
2. What are the impacts of mobile games on the academic performance of middle
a. participation?
b. formative assessment?
3. What recommendation can the researcher give based on the result of the study?
Inc. The result of this study will conceive to be of great significance to the following sectors.
To the Students. The results of the study could help the students know the
impacts of mobile games on the academic performance of middle school students of Bixby
Knolls Preparatory Academy. The student could have knowledge about their learning and
skills.
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To the Parents. This study can help them assess further assistance they can
give to their children in terms of their needs for their online learning. This study is beneficial
to the parents since it will give them knowledge to know the impacts of mobile games on
To the Researcher. This study may satisfy her curiosity about the relatedness of
To the Future Researcher. This study will serve as a reference for future
researchers. The output of this study may serve as a basis for constructing activities that
This study mainly focuses on the impacts of mobile games on the academic
performance of middle school students of Bixby Knolls Preparatory Academy. This study
is limited to 20 students from the MSUS department of Bixby Knolls Preparatory Academy,
Inc. in the A.Y. 2022-2023 who will serve as the researcher’s respondents.
Definition of Terms
The researcher will find it beneficial to define the important terminologies related
to the study for easy understanding of this chapter by the readers. The following terms
were officially defined to provide a clearer understanding on how these were used in the
study.
Pandemic. It is a disease outbreak that spans several countries and affects a large
number of people.
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Academic Performance. It is the extent to which a student, teacher, or institution
Has attained their short or long-term educational goals and is measured either by
chance, in which you follow fixed rules and try to win against an opponent or to solve a
puzzle.
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CHAPTER 2
This chapter provides the literature and studies in accordance with the impacts of
Research into mobile game addiction has increased over the previous two
decades. According to Kurt 2022, Kindergarten (often aged 5–6 years) to Grade 12
(typically aged 17–18 years) students tend to be less capable of self-control, and they are
unquestionably the largest fans of mobile games. They will see minor changes in their
behavior and psychological condition when they play particular games for extended
periods of time.
is that mobile games may contain unhealthy content like pornography, violence,
ignorance, and superstition which has an unintended negative impact on these K12 pupils'
Moreover, it is important to note that excessive play can also cause distraction,
depression, bipolar disorder and anxiety in children (Chan and Cheng, 2004; Bulduklu,
2017).
user's risk for physical and psychological health problems. Video game addiction is part
of the so-called Internet Gaming Disorder (IGD) and is often associated with Gambling
Addiction. In general, IGD has been linked to a poorer academic performance of students
in educational institutions.
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The type of effect that mobile games may have on students always have been the
big concern of their parents, educators. One of the big concerns of parents and educators
some studies (Yang & Flourishing Creativity & Literacy IJELS 3(4): 36-41, 2015
37Chang, 2013) show the positive effect of computer games on the educational
However, the mobile digital game is an effective tool that has good potential in
helping digital native in learning purposes (Noor Azli et al., 2019). It has been recognized
activities actively as well as develop positive perception and attitude. It could improve
throughout the learning process, and develop soft skills such as leadership and decision
making.
that it would encourage self-reflection (Chu & Fowler, 2020). In addition, as argued by
enjoyment and fun, challenging and the novelty of learning through a mobile digital game
(Ibrahim et al., 2017; Insorio, 2021; Siti Nazleen & Zuliana, 2017).
In fact, most of the games which are entertainment in nature, create a think in the
students mind and despite of this imagination that computer games are entertainment and
there are no mental and educational activity, it should be said that playing game, players
learn many things in a virtual environment and because of the problem-solving process in
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these games, the player’s mental activities will be increased. So, these activities will be
In most of the games, children select different options, command, lead and do
subtle and deep search in their play environment (Zare & Jahanara, 2013). Therefore,
such activities have made the games as a powerful cognitive learning source and have
created different skills such as critical thinking and problem solving (Gunter, 2008).
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CHAPTER 3
RESEARCH METHODOLOGY
Research Design
This study will utilize the descriptive-quantitative method in gathering data needed
since it attempted to describe the study identifying the impacts of mobile games on the
using computational techniques. The researcher will devise a questionnaire that will
The study will conduct at Bixby Knolls Preparatory Academy, Inc. (BKPA) located
at Brgy. Loob San Antonio, Quezon. BKPA is a private school that offers different levels
of learning from Nursery to Grade 12. The chosen respondents in this study are 20
students from the MSUS department. The researcher will use a random-sampling
probability sampling in which the researcher randomly selects a subset of participants from
a population
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Research Instrument
The researcher will use adapted questionnaire as reference for the study of the
main data. The adapted survey questionnaire will be first checked and approve by the
assigned teacher, then it will undergo pre-survey procedure for validity and reliability
check. After this, the survey instrument will distribute to the respondents by the researcher
using Gmail and the respondents will answer it through survey forms. The pre-survey will
Research Procedure
The researcher has come up with a topic for study and turned in the work. Then, it
will be approved by the assigned teacher. The researcher will have the adapted
questionnaire to be checked by her research advisor. After the validation, the researcher
will transfer it in a Google Form and will be distributed to the target respondents. The date
to be collected will interpret and analyze by the researcher. The researcher started
working on this study last August 2022 and will finish on June 2023.
Statistical Treatment
The following statistical treatments will be used in the interpretation and analysis
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Weighted Mean. It is defined as an average computed by giving different weights
to some of the individual values. This method is calculated by multiplying the weight
assigned to each item with the frequency of responses for each item. The weighted
average of that item will then be calculated by dividing the product by the total number of
respondents.
and it is the most extensively used way of scaling responses in survey research. Each
section of the questionnaire will have four Likert items. This will help the researcher to
LIKERT SCALE
DESCRIPTION LIKERT SCALE LIKERT SCALE INTERVAL
Strongly Agree 4 3.25-4.00
Agree 3 2.50-3.25
Disagree 2 1.75-2.50
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REFERENCES
https://www.researchgate.net/profile/Yuanzhe-Li-
13/publication/360277617_Psychosocial_Impacts_of_Mobile_Game_on_K12_Students_
and_Trend_Exploration_for_Future_Educational_Mobile_Games/links/626df0f0dc014b4
37977c6cb/Psychosocial-Impacts-of-Mobile-Game-on-K12-Students-and-Trend-
Exploration-for-Future-Educational-Mobile-Games.pdf
Psychosocial impacts of mobile game on K12 students and trend exploration for future educational
Frontiers. https://www.frontiersin.org/articles/10.3389/feduc.2022.843090/full#:~:text=The%2
0Psychosocial%20Impact%20of%20Mobile%20Games&text=Often%20the%20decline%20in%20
academic,social%20skills%20is%20often%20overlooked
students-pdf-free.html
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The effect of computer games on students - Pdfcoffee.com. (2015, 10).
pdfcoffee.com. https://pdfcoffee.com/the-effect-of-computer-games-on-
students-pdf-free.html
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