Research Paper Final
Research Paper Final
Research Paper Final
Researchers:
Kim M. Cano
Apriel Cathlyn L. Taniegra
Mc Jhon Rene L. Sisiban
Charid Kim Monforte
Melanie Lamor
Mary Joyce Matchubar
Jillian Sabandal
May 2024
i
APPROVAL SHEET
This research titled “TIME SPENT IN PLAYING MOBILE GAMES AND IT’S
RELATIONS ONE GENERAL AVERAGE GRADE” prepared and submitted by Kim
M. Cano, Apriel Cathlyn L. Taniegra, Mc Jhon Rene L. Sisiban, Charid Kim
Monforte, Melanie Lamor, Mary Joyce Matchubar, Jillian Sabandal. in partial
fulfillment of the requirements for Humanities and Social Sciences in Inquiries,
Investigations and Immersion course, has been examined and is recommended for
acceptance and approval for ORAL EXAMINATION.
RESEARCH COMMITTEE
JASON M. COLLAMAR
Research Teacher and Adviser
ROMEO D. CASTANTE
Principal IV
Acknowledgement
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We would like to express our deepest gratitude and appreciation to all those
who have contributed to the successful completion of this research project. Without
their support, guidance, and assistance, this study would not have been possible. We
are also immensely grateful to the participants particularly the Senior High School
learners who took part to our study. Their cooperation and involvement were
essential to the data collection process. Our sincere appreciation goes to our fellow
colleagues and research team members who actively participated in various aspects
efforts greatly enriched the outcomes of this study. We would also like to
acknowledge the contributions of all the individuals who reviewed and provided
feedback on our research. Their valuable suggestions and inputs helped to improve
the quality and accuracy of our findings. Lastly, we would like to thank our friends
and family for their unwavering support and understanding throughout the duration of
challenges and staying motivated. Once again, we express our deepest gratitude to
everyone involved in this research. Your support and contributions have been truly
invaluable, and we are truly thankful for the opportunity to undertake this study.
- The Researchers
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Dedication
would like to dedicate this research on the topic of "Time Spent in Playing
Mobile Games and Its Relations to General Average Grade" to all the students who
have participated in the study. Your willingness to share your experiences and
academic performance.
We would also like to express our gratitude to the researchers and scholars
who have contributed to the existing body of knowledge on this subject. Your
dedication and efforts have laid the foundation for this research, allowing us to delve
deeper into the relationship between mobile gaming and academic achievement.
guardians who have supported this research. Your commitment to the well-being and
understanding of how the time spent playing mobile games can influence general
average grades. May this research contribute to the ongoing discourse surrounding
- The Researchers
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TABLE OF CONTENTS
TITLE PAGE
TITLE PAGE……………………………………………………………………… I
APPROVAL SHEET…………………………………………………………….. Ii
ACKNOWLEGMENT……………………………………………………………. Iii
DEDICATION…………………………………………………………………….. Iv
TABLE OF CONTENTS………………………………………………………… v-vi
LIST OF TABLES……………………………………………………………….. Vi
LIST OF FIGURES……………………………………………………………… Vi
ABSTRACT………………………………………………………………………. Vii
Introduction………………………………………………………………. 1-3
Statement of the Problem………………………………………………. 4-5
Theoretical Framework…………………………………………………. 6
Conceptual Framework…………………………………………………. 7
Significance of the Study ………………………………………………. 8-9
Definition of Terms………………………………………………………. 9-10
Scope and Limitation of the Study…………………………………….. 10
v
OF DATA
Presentation, Analysis, and Interpretation of Data…………………… 18-27
APPENDICES
Letters…………………………………………………………………………… 32-33
…
Instrument………………………………………………………………………… 33-36
Timetable
Curriculum Vitae…………………………………………………………………. 37-46
LIST OF TABLES
LIST OF FIGURES
Paradigm of The Study………………………………………………………… 7
Senior High School Building – San Policarpo National High School……… 14
Satellite Imagery of Barangay San Policarpo………………………………... 15
Respondents of the Study……………………………………………………... 15
vi
Abstract
This study aims to investigate the correlation between the time spent playing
mobile games and the general average grade of students. With the increasing
students from [school/university] who were surveyed regarding their mobile gaming
between the time spent playing mobile games and the general average grade of
students. The findings suggest that excessive engagement in mobile gaming might
have detrimental effects on academic performance. The study also explores potential
factors influencing this relationship, such as the frequency of gaming sessions, game
balanced approach to mobile gaming among students. It emphasizes the need for
mechanisms and to explore potential interventions that can mitigate the negative
vii
viii
Chapter I
Introduction
1
This chapter aims to address the research gap by investigating the
relationship between the time spent playing mobile games and general
grades among children and adolescents. By examining this relationship, we can
gain insights into the potential impact of the mobile gaming on academic
performance. The findings of this study will contribute to the existing literature on
the effects of mobile gaming and provide valuable information for parents,
educators, and policymakers in developing appropriate guidelines and interventions
to promote healthy mobile gaming habits and support academic success among
young people average.
2
Statement of the Problem
3. What is the General Average of Senior high school student in the First
semester?
3
Theoretical Framework
The following major hypotheses make up the theoretical framework for investigating
the relationship between the amount of time spent playing mobile games and its impact on
1. Tecnology addiction theory: This theory suggests that playing mobile games
2. Distraction Theory: According to this theory, playing mobile games too much
4. Cognitive Load Idea: According to this idea, playing mobile games might cause
5. Social Cognitive Idea: According this idee, people pick up behaviors – including
pressure and cultural expectations around gaming behavior could have an effect on
academic achievement.
making processes and proposes that intentional academic endeavors may conflict
with habitual gaming tendencies. These ideas can be used to help researchers create
Conceptual Framework
4
In the first framework, it pertains to the profiles of the respondents,
including their age, grade level, strand. In the second framework, It pertains to
the Time spent in playing mobile games and its relationship on general
5
This study presented in the picture suggests a research study that
In this study, we aim to explore and analyze the various factors that
influence consumer behavior in the digital era, with the goal of providing
addictive mobile games, which can adversely affect their children’s health and
moderation.
6
understand the potential effects of excessive mobile game use among their
SCHOOL. This Study carries significance for the school as it provides insights
starting point to learn about how to much Mobile games playing affects students. It
helps them explore and discover the impact on student’s health and school
performance.
Definition of Terms
7
ADDICTION. It refers to a stale of psychological or dependence (or both) on
the use of mobile games played by Senior high school students or their
general average grade (2015, APA. Org) In this study it defines the unhealthy
organizes his or her tiandme so that they can ratinely review and study.
Additionally, he claimed that your study skills are the routines you developed
while in school. (losare, 2015). In this study it defines reading, taking notes, and
reading study.
TIME SPENT. It refers to the creation of procedures and equipments that bost
production and effenciency. (Adego, 2013). In this study it defines to increase work
8
It is important to acknowledge certain limitations within the scope of the
study:
time spent playing mobile games and general average grades. However,
9
factors that can influence academic performance, such as socioeconomic statua,
10
Chapter II
Review of Related Literature and Studies
existing body of knowledge and scholarly works related to the research topic. By
reviewing the related literature, the research aims to identify gaps, trends, and
solving skills, and academic grades among adolescents. The findings suggested
that strategic video game play was positively associated with self- reported
achievement. Students who spend more time playing mobile games may have
lower grades and academic performance compared to those who spend less time
gaming.
the academic performance of high school students in the Philippines . The findings
achievement. Students who spend more time playing mobile games may have
lower grades and academic performance compared to those who spend less time
11
gaming.
mathematics, and reading among adolescents. The results indicated that video
game play was not associated with poorer academic performance in these
subjects.
performance in children and adolescents. The findings indicated that there was no
Weaver, J. B., & weaver, S. S. (2009). This study explored the impact of
video game play on adolescent social network and academic performance. The
result suggested that video game play did not have a significant negative effect on
networks.
Carillo,V. D. Jr., De los Santos, J. R. N., & Conrillez, E. E. Jr. (2020). This
study conducted in the Philippines examines the relationship between mobile gaming
and academic performance among university students. The findings highlight the
Students who spend more time playing mobile games may have lower grade and
12
Savic T., Adzic, S. Toc, V.,Aleksic, M., & Zakic, N, (2023). The researcher
found that excessive gaming may have a negative impact on academic performance.
Student who spend more time playing video games may have lower grades
compared to those who do not play games as much. This study highlights the
Gentile, D.A. & Stone, W. (2005). This book chapter provides an overview of
into the broader impact of video game play on various aspects of children’s lives.
According to the study of Adzic (2021) titled “The impact of mobile games
achievement not only spend a significant amount of time playing moblie games
but also manage to maintain high academic grades. This implies that there might
performance, indicating that some students can effectively balance their gaming
grades. The researchers agreed to this study because playing mobile games
the form of mobile gaming, has led students to spend significant amounts of time on
13
electronic devices, negatively impacting their physical and mental health and
potential to divert learners from their educational paths and hinder academic output.
14
Chapter III
Research Methodology
relationship between the time spent on playing mobile games and the general
average grade of students. The aim of this study is to examine whether there is a
correlation between the amount of time students spend playing mobile games and
Research Design
This study will utilize a quantitative research design to gather and analyze
data.
Quantitative research allows for the collection of numerical data that can be
suitable for examining the relationship between variables and determining the
students of San Policarpo National High School which is located at Zone 7, Pajo St.
15
Figure 2: Senior High School Building, San Policarpo National High School
The respondents of the study were drawn from the Senior High School
students of San Policarpo National High School. The respondents of the study are
given survey questionnaire to find out how frequent do they use Microsoft in their
academic outputs and the application of the said technology in the school or
classroom.
16
Figure 4. Respondents Of The Study
Sampling Technique
The researchers will conduct the study at San Policarpo National High
School. The researchers will access information with regards to the Educational
The sampling technique for this study will be a stratified random sampling
method. The population will consist of Grade 11 and 12 Senior High School students
who use Microsoft in their academic outputs. The strata will be based on the
academic track (STEM, ABM, HUMSS, and GAS). From each stratum, a random
sample of students will be selected using a simple random sampling technique. The
sample size will be determined using a power analysis and the required confidence
level. The data will be collected using a questionnaire as the primary instrument.
Research Instrument
students for our study on Time Spent of playing Mobile Games and it’s relation of
Statistical Treatment
statistical treatment in which the number of respondents answered in each item will
Percentage computed in the analysis and interpretation of data will determine the
17
Time Spent of Grade 11 and 12 Senior High School Students and the ways they
Formula:
P= r / n * 100
Whereas:
P= Percentage
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Chapter IV
Table 1.
Table 1 The Age of respondent that spent playing of mobile games, 30% out
of 6 is 16 yrs old, 35% out of 7 is 17 yrs old, Lastly is 35% out of 7 is 18 years old so
that the total of the respondent answer the questionnaire is 20. According to Carillo,
V.D. jr., De lo Santos, J.R.N & Cornilles, E. E. Jr. (2020). This study conducted in the
performance among university students. The findings highlight the negative impact of
Table 2.
The Grade level of the Respondents that they spent on playing mobile games.
Table 2 The tables shows the Grade level of the respondent answered the
19
impact of excessive mobile gaming on academic performance. Students
who spend more time playing mobile games tend to have lower grades
gaming.
Table 3.
The Strand of the respondents that they spent on playing mobile games
Table 3 This tables shows the Strand of the respondent that answered the,
75% out of 15 student is HUMSS, 15% out of 3 is ABM, and lastly is 10% of 2 is
STEM student 100% of the student answered the questionnaire. According to Adzic,
S. (2021), The study suggests that students with high academic achievement not
only spend a significant amount of time playing mobile games but also manage to
maintain high academic grades. This implies that there might be a potential
correlation between mobile game usage and academic performance, indicating that
some students can effectively balance their gaming interest with their educational
Table 4.
20
Table 4 This Table shows How hours the respondent they spent on playing
mobile games, 20% of 1-2 hours playing is 4, 60% out of 12 playing mobile games 2-
3 hours, lastly is 20% is have a time of playing 3-4 hours. According to Adzic (2012)
titled “The impact of video on students educational outcomes suggest that student
with academic achievement not only spend a significant amount of time playing
Table 5.
Table 5. This study shows the GWA in first semester of the respondent, 0%
out of 0 is 75 below, 10% of 2 is 75-80 grade, 20% out of 4 is having a grade of 80-
85, 50% out of 10 respondent have a grade of 85-90 and, lastly 20% out of 4 is 90-
form of mobile gaming, has led students to spend significant amounts of time on
electronic devices, negatively impacting their physical and mental health and
for their academic outputs. This implies that none of the respondents indicated Excel
as their primary choice for academic tasks. Excel is typically used for data analysis,
calculations, and organizing information, which might be less common in the context
21
Chapter V
recommendations to the evidence derived in the conduct of the study which is to they
spent of playing Mobile Games by the students in San Policarpo National High
School.
Summary of Findings
The survey findings reveal that among 20 respondents, the distribution of age
groups who spent time playing mobile games is as follows: approximately 10% of the
respondents are 16years old, around 15% are 17years old, and another 15% are
18years old. This indicates a fairly balanced distribution across these age groups,
with a slight majority of respondents falling within the 17 and 18-year-old categories.
The data suggests that mobile gaming is popular among teenagers, with a notable
The survey findings regarding the grade levels of respondents who answered
the questionnaire indicate that 10% of the respondents are in the 11th grade out of a
total of 2 individuals, while 90% are in the 12th grade out of 18 individuals. This
significant
22
the questionnaire reveal that 85% of the students, out of a total of 17, are enrolled in
the HUMSS (Humanities and Social Sciences) strand. Additionally, 10% of the
STEM
students in the survey. All 100% of the students who participated in the questionnaire
academic strands.
The findings from the survey on the hours spent by respondents playing
mobile
games indicate that 20% of the participants, equating to 4 individuals, spend 1-2
hours
playing games. Furthermore, the data shows that the majority, 60% of the
respondents
(12 individuals), dedicate 2-3 hours to mobile gaming. Lastly, 20% of the participants
allocate 3-4 hours for playing mobile games. This distribution highlights a range of
gaming habits among the respondents, with a significant portion engaging in mobile
gaming for 2-3 hours, followed by smaller groups spending 1-2 hours and 3-4 hours
on
23
gaming.
The research findings on the Grade Weighted Average (GWA) for the first
respondents scored below 75, while 10% of the participants, totaling 2 individuals,
students,
attained grades ranging from 80-85. A significant portion, 50% of the 20 respondents,
individuals, excelled with grades falling within the 90-100 range. This data
showcases
achieving grades in the 85-90 range and a substantial proportion scoring in the 90-
Conclusions
The survey results suggest that mobile gaming is popular among teenagers
aged 16 to 18, with a fairly balanced distribution across these age groups.
Approximately 10% of the respondents are 16 years old, while around 15% are 17
years old, and another 15% are 18 years old. This indicates a trend where older
teenagers, particularly those in the 17 and 18-year-old categories, are more actively
The data underscores the appeal of mobile gaming among late teenagers,
this age
24
demographic. the survey results reveal a clear distribution of grade levels among the
respondents, with a notable majority of 90% belonging to the 12th grade out of a total
of 20 participants. In contrast, only 10% of the respondents are in the 11th grade,
comprehensive coverage of participants across the two grade levels. The findings
the HUMSS (Humanities and Social Sciences) academic strand, constituting 85% of
the participants. This indicates a prevalent interest among the surveyed students in
humanities and social sciences fields. Additionally, the data reveals a smaller
and
STEM (Science, Technology, Engineering, and Mathematics) strands, with 10% and
across
humanities
25
This distribution highlights a range of gaming behaviors within the surveyed
gaming.
While smaller groups devote 1-2 hours and 3-4 hours to this activity, the
gaming for a moderate duration of 2-3 hours. This data provides insights into the
popularity of mobile gaming among the respondents and the varying levels of time
The research findings on the Grade Weighted Average (GWA) for the first
among the participants. The data indicates that none of the respondents scored
below
75, with a range of grades observed across different score brackets. Notably, 50% of
the
group falling within this range. Additionally, 20% of the participants excelled with
accomplishments
within the surveyed group, with varying levels of performance observed across the
26
the participants.
Recommendations
27
References
28
29
Appendix A.
RESEARCHERS
Humanities and Social Sciences 12-H
MAY 8, 2024
Sir
Greetings!
We hope this letter finds you well. We, the students of Humanities and Social
Science 12-H are in the process of developing a research project and are seeking an
experienced and knowledgeable individual to serve as our research adviser. After
much consideration and discussion, we have identified you as a highly qualified
individual who we believe would be a great fit for this role.
Thank you for your consideration of our request. We believe that with your
help, we can produce a research paper that will make a valuable contribution to our
field of study.
Sincerely,
RESEARCHERS
Humanities and Social Science 12-H
32
May 8, 2024
Greetings!
We hope this letter finds you well. We, the students of Humanities and Social
Science 12-G are in the process of developing a research project and are seeking
Outputs of Senior High School Students in San Policarpo National High School
through a survey, we aim to collect valuable data and insights that will us in our aims
and goals of our study and that is to know the number of student-users of Microsoft
Office 365 in their academic outputs. The findings will contribute to the existing body
assure you that the data will be collected will be treated confidentially and used solely
conduct a survey, your endorsement of this study will greatly contribute to its success
Sincerely,
RESEARCHERS
Humanities and Social Science 12-H
Noted,
JASON M. COLLAMAR
Research Teacher and Adviser
33
Appendix B.
Proposed timetable for the completion of each stage of research and conduct of the
study.
DATE ACTIVITIES/ACCOMPLISHMENTS
PLANNING
Research task was assigned by the
subject teacher.
Meet as a group to discuss the
March 13, 2023: research topic, objectives, and
methodology.
Start planning the data collection
process.
38
DATA COLLECTION
Started the data collection and
ensure the sample size target of 48
May 1-15, 2023:
respondents is achieved.
Verify the completeness and
accuracy of the collected data.
ANALYZE DATA
Begin data analysis using
appropriate statistical methods and
software.
Complete data analysis and
May 16-31, 2023: interpretation.
Interpret and summarize the
findings.
Finalize the research report.
Proofread and edit the report for
clarity and coherence.
Submit the final research report to
June 1, 2023 the Research Teacher, Jason M.
Collamar for validation and critique.
Prepared by:
THE RESEARCHERS
Humanities and Social Sciences
Certified Correct:
JASON M. COLLAMAR
Research Teacher
39
Appendix C.
CURRICULUM VITAE
MAGALLANO, REVY M.
PERSONAL
IMPORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
40
MATER, LEA MAE S.
PERSONAL
INFORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
41
GARGANERA, MN PRINCE P.
Barangay: Binaliw
Cell Number: 09093517997
E-mail address: mnprincegarganera30@gmail.com
PERSONAL
INFORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
42
NICOL, MARBE ROSE G.
Barangay: Binaliw
Cell Number: 09093516546
E-mail address: nicolmarberose@gmail.com
PERSONAL
INFORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
43
MAGAN, AUBREY M.
PERSONAL
INFORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
44
LADROMA, ERIKA JANE G.
PERSONAL
IMPORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
45
BALANDRAY, GEO B.
PERSONAL
INFORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
46
2020-2023
EXAMINADO, BENNA S.
PERSONAL
INFORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
47
ORNOPIA, MA.GESELLE T.
PERSONAL
INFORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
48
BRACERO, RONELO JR. M.
PERSONAL
INFORMATION:________________________________
EDUCATIONAL
BACKGROUND:______________________________
49
50