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EFFECTS OF MOBILE GAMES (MOBILE LEGENDS) TO THE BEHAVIOR

AND HEALTH OF A SHS STUDENTS

A Research Study Presented

To the Faculty of

Turac National High School

Senior High School

Turac, San Carlos City, Pangasinan

In Partial Fulfilment of Requirements of the Subject:

Practical Research I

Researchers

Ma. Jessa F. Mejia

Maribel M. Poquiz

Ara Jean A. Bulatao

Research Adviser

Mr. Ryan James Cancino

2018
CHAPTER I

THE PROBLEM AND ITS BACKGROUND

This chapter will provide the readers a glance of the entire contents of this

research work and how the researchers will solve the problem.

Rationale

A Mobile Game is a game played on a feature phone, smartphone/tablet,

smartwatch, PDA, portable media player or graphing calculator. The earliest

known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000

device from 1994.

Today, mobile games are usually downloaded from app stores as well as from

mobile operator's portals, but in some cases are also preloaded in the handheld

devices by the OEM or by the mobile operator when purchased, via infrared

connection, Bluetooth, memory card or side loaded onto the handset with a

cable.

When you hear about the effect of mobile games you tend to think about the

negative effects first. Like the fact they are causing addiction, in behavior and in

their health. We are surrounded by people that who prefer to spend time alone

with their mobile phones instead of starting conversation with a random stranger

or having a quality time to their friends and families. And mobile games consume
more and more of our time each day. But think of it, playing mobile games have a

positive effects to the players of it especially in mobile legends players.

So the researchers came up to this study to show that there is also a effects in

mobile games (mobile legends) to the behavior and health of SHS students.

Statement of the Problem

In this study, the researchers aim to know the Effects of Mobile Games (Mobile

Legends) to the Behavior and Health of SHS students. Specifically, this study

seeks to answer the following sub- questions:

1)What is the profile of the respondents in terms of:

a)Name

b)Gender

c)Strand

2)How long(time) the respondents use to play mobile games (mobile legends)?

3)What are the possible effects of playing mobile games (mobile legends) to the

SHS students in terms of:

a)Behavior

b)Health
Conceptual Framework

A paradigm below was prepared to show the variables and processes that were

used in study. The paradigm shows the materials used in the study.

The output is Effects of Mobile Games (Mobile Legends) to the behavior and

health of a SHS Students for the descriptive output.

INPUT PROCESS OUTPUT

Interviews The researchers EFFECTS OF


conduct an MOBILE GAMES
Questionnaires interview (MOBILE
LEGENDS) TO
The researchers THE BEHAVIOR
sort and gathered AND HEALTH OF
data by means of
A SHS STUDENT
questionnaire

Figure1 Paradigm of the Study

Significance of the Study

In this section, the researchers expressed the value or importance of the

research study and this is where the significant contribution of the result was

enumerated. This research study will beneficial to the following:

Mobile Legends Players. The result of this study will help the ML players to

know that there is a effects of playing mobile games (mobile legends) in their

health and behavior


Students. The result of this study can give them an ideas and information about

the effects of Mobile games (Mobile legends) to the behavior and health aside

from negative effects

Future Researchers. The result of the study will be serving as a guide of other

researchers who would embark conduct of study of similar nature.

Scope and Delimitations

This study aims to know the effects of mobile games (Mobile Legends) to the

behavior and health of SHS students. This study is limited only to the players of

mobile games (Mobile Legends) in SHS department. The respondents will be all

SHS Students from Brgy. Turac , San Carlos City, Pangasinan.

Definition of Terms

Mobile Games- Mobile games are games designed for mobile devices, such as

smartphones, feature phones, pocket PCs, personal digital assistants (PDA),

tablet PCs and portable media players.


CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter highlights some related literature and studies that are relevant to

understanding the different aspects of research. It contains conglomeration of the

researcher gains from books, magazines, journals, internet and other electronic

sources.

Related Literature

Related Studies

Justification/ Synthesis of the Related Literature and Studies

Based on the above mentioned evidences, past researches and studies,

the researchers have come up with this study to know the other factors and how

these may affect the behavior and health of students. In addition to this, the

researchers will be proposing strategies or tips to make the students mature

enough to know their limits in playing mobile games especially the mobile

legends.

The related literature and studies presented here were selected on the

basis of their significance in fulfilling and justifying for this present study.
CHAPTER III

RESEARCH METHODOLOGY

This chapter provides a description of the methodology that was used in the

study. Specifically, this chapter briefly discusses the research design, sources of

data, instrumentation and data collection, and tools for data analysis.

Research Design

The study used the descriptive research design because the study

involves the factors that may affect the behavior and health of students.

Descriptive research design is a scientific method which involves observing and

describing the behavior of a subject without influencing it in any way. This


research design helped the researchers to collect and analyze the responses of

the respondents to the checklist designed by the researchers and to obtain their

views, opinions, and perceptions to the subject.

The process of descriptive research went beyond collection and tabulation

of data. It involved the elements or interpretation of the meaning or significance

of what was described. Thus, description was often involved with measurement,

classification, interpretation and evaluation.

Research Locale

The researchers will conduct the study in Turac National High School in Brgy.

Turac San Carlos City Pangasinan.

Sampling

In this study, the respondents are Ten (10) students randomly selected from

Turac Senior High School comprise the respondents of the researchers.

Materials and Procedures

In this study the researchers used the focus group interview with some prepared

questionnaire to know the Positive Effects of Mobile Games (Mobile Legends) to

the Behavior and Health of a SHS Students. In order to gathered these data, we
made a systematic procedure to be maximized their different points of views of

dealt with using Mobile Games ( Mobile Legends).

I Creational of Sets of Questionnaire

In this study, it was the first and primary aspect of our data to be gathered in our

respondents. It was where all the data must have been observed for a clearer

point of view in accordance of the different aspects of students in using Mobile

Games ( Mobile Legends).

II Gahering of Data

The most essential part of a conducted study was known by the perceived effects

to every individual. In order to gather information, The researchers went to their

respondents and ask them about the Positive Effects of Mobile Games (Mobile

Legends) to their behavior and health based on their experienced.

III Evaluation and Interpretation of Data

This was the crucial part because you needed to validate the results properly

without certain alteration or biased. It was where the analysis of all respondents

summed up together and combined in a proper manner of their Positive Effects

of using Mobile Games ( Mobile Legends) to their Behavior and Health.

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