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MINI MILITIA: A Factor for Disruptive Classroom Behavior as

Perceived by Selected Grade 11 STEM Students

Chapter I

The Problem and Its Setting

Introduction

Mini militia or Doodle army 2 is a mobile game firstly to produce on April 5,

2011 for iOS phone and allowed the android user to play on March 18, 2015. It is a free-

to-play 2D shooter game. Once it is already downloaded there is no need to connect on

wifi or any data connections that enables everyone to play it whenever they want to.

Mini militia has been already a part of the society bringing a massive change to

the users, the creator and the developer of the game, and to Technological subscribers and

distributors. The absolute number of the society has been involved having both negative

and positive affection in the game.

The greatest factor of the game is addiction. Mini militia addiction enables the

player to change their behavior at quick span of time. Its addiction grows rapidly

subjected the countries of India, Philippines, Nepal, Thailand and more.

Addiction towards mini militia changes life and manner of the players. The

mindset of the user is being changed in a snap. Taking away their time to progress and

learn different things outside the world. Due to playing, players forget to eat. Therefore,

viruses and diseases is being welcomed by the users body because the weak immune

system.
MINI MILITIA: A Factor for Disruptive Classroom Behavior as
Perceived by Selected Grade 11 STEM Students

Players’ emotion is being triggered. Playing this game makes the users lose their

temper and values. The players are being carried away by their emotions letting them

speak the unspoken words that shouldn’t be heard which is called the “Trash talking”

Trash talking is throwing foul and cursed words to each other making the gone wild and

aggressive resulting to physical and emotional injuries.

Above all this, mini militia really causes a solid reformation to the way of living

of the youth. Although it may have its advantages, but mini militia is like a virus

corrupting the minds of the players. It also wastes time and energy, weakening the body

systems.

Mini militia is popular to the Grade 11 STEM students which allow us, the

authors to have this study.

The purpose of this research is to know the factors of mini militia towards the

disruptive classroom behaviors of the Grade 11 STEM students.

The Statement of the Problem

The researchers intended to know the factors of Mini Militia towards disruptive

classroom behavior. And to answer the following questions:

 What are the effects of playing Mini Militia?

 What are the advantages of playing Mini Militia?


MINI MILITIA: A Factor for Disruptive Classroom Behavior as
Perceived by Selected Grade 11 STEM Students

 How can Mini Militia affect the player’s behavior?

 How can it be stopped?

Theoretical Framework

Behavioral Game Theory: Experiments in Strategic Interaction

This theory is about how people and players interact during a game. In this theory,

players anticipate how their component will react on their moves. It also includes the

strategies of the players on how will they fire a move and how will they respond on the

attack. This theory is connected to the study because of the reactions that the students are

making whenever they play the game.

Towards a Sociological Theory of the Mobile Phone

Under this theory this is implications for human individual found in section 3 of

the theory. The usage of mobile phones is being discussed under it is the advantages and

disadvantages. Social interaction is also tackled in the study. It is connected to the

research because the players use their mobile phones to play which isolates them inside

the game.
MINI MILITIA: A Factor for Disruptive Classroom Behavior as
Perceived by Selected Grade 11 STEM Students

Classroom Management Theory

Investigating the Emotional and Physical Aspects of the Language Classroom by

Adam Simpson shows the behavior of the student inside the classroom. This is related to

the study because it talks about disruptive classroom behavior.

Research Paradigm

INPUT PROCESS OUTPUT

- The advantages and


disadvantages of people
who play online
games/mini militia
- enhance eye-hand
- The influence of playing - Conduct an interview coordination, ability and
mini militia to the youth. making fast.

- Formed a friendships or
relationships through
online games.

Figure 1: conceptual framework of the factor for disruptive classroom behavior.

The input of the study consist the advantages and disadvantages if people who

play mini militia/online games. And it also influence of playing mini militia to the youth.

Last, is that formed friendships and relationships. The process is to conduct an interview.

Finally, output it enhance the eye-hand coordination, ability and making fast.
MINI MILITIA: A Factor for Disruptive Classroom Behavior as
Perceived by Selected Grade 11 STEM Students

Significance of the Study

This study will help everyone not only the players and students it will also allow

the parents and the teachers to guide their child who is addicted to the game. This study

will be contributed to those who don’t know about the study it also raise awareness

towards the disruptive behavior of the students who are involved in the game. The result

of the study will be favorable and beneficial to the following:

For the Students

This research will help them to know their behavior inside the classroom while

they’re playing mini militia. They can also know how to control their behavior during the

game.

For the Teachers

The study will help the teachers to understand the effect of the game to the

students. It will also assist them to find out an appropriate technique or idea to control the

behavior of the students.

For the Parents

The study will bring the knowledge to parents on how their children behave at

school.
MINI MILITIA: A Factor for Disruptive Classroom Behavior as
Perceived by Selected Grade 11 STEM Students

For the Future Researchers

This will serve as a guide for their research. This study can help them to have

basis on their research and give them that they can use.

Scope and Limitation

This research aims to tackle the factor for disruptive classroom behavior and also

on how it affects the player when it comes to classroom behavior. The research will

conduct the study among all people who play Mini Militia and the researchers will take at

least 30 students in Inter-Global College Foundation Inc. to respond on the research that

will be taken on during the whole semester.

Definition of Terms

Disruptive behavior

Disruptive behavior is defined as any behaviors that hamper the ability of the

instructor to teach or the student to learn.

Disruptive behavior also means that it has been complicated by several problems

that a person might encounter.


MINI MILITIA: A Factor for Disruptive Classroom Behavior as
Perceived by Selected Grade 11 STEM Students

Factor

Factor analysis is the study of how factors or certain variables affect other

variables (Wikipedia)

Factor is a problem or a challenge which is the Mini Militia in this study

Mini Militia

Mini militia is a free-to-play 2D shooter game released

for iOS and Android devices. The game was released for iOS devices on April 5,

2011 and on Google Play for Android on March 18, 2015. (Wikipedia)

Mini militia is an addictive game that can be played offline. It can be played

multiplayer that ranges 1 – 12. This game causes the students to be wild and

uncontrollable

Strategic Game

Strategic game is a game in which the player’s uncoerced and after an

autonomous decision making skills have a high significance in determining the outcome.

Almost all strategy games require internal decision free style thinking, and typically very

high situational awareness. (Wikipedia)

Strategic game is used in playing mini militia where the players can strategize

freely on how to kill their opponent.


MINI MILITIA: A Factor for Disruptive Classroom Behavior as
Perceived by Selected Grade 11 STEM Students

Uncoerced

Uncoerced means not obtained, compelled, or achieved by threat or force

not coerced. (Merriam Webster)

Uncoerced means that the players cannot be easily threaten by their opponents.

They can play freely and kill their rivals to their hearts content.

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