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EASTERN QUEZON COLLEGE

CHAPTER I
THE PROBLEM AND ITS BACKGROUND
This chapter presents the introduction to the study, statement of the problem,
conceptual of framework, research paradigm, significance of the study, scope and
delimitation, and definition of terms.

Introduction

The increasing rate of using mobile-phones has led to many changes in our daily
lives. In particular, it is also led to the rise of playing mobile games. Mobile games are
video games played online via a mobile device, and are particularly popular when
downloaded for free (e.g., “freemium game” – games played for free and where customers
can pay for extra features), and can be single-player or multiplayer games (Su, Chiang,
Lee, & Chang, 2016). Moreover, the social elements of most mobile games are major
features in current digital gaming because social networking sites (SNSs) are successfully
integrated and used across many gaming platforms. Some studies have focused on gaming
through smartphones, especially in Asia (Lee, 2017; Su et al., 2016)

The researcher observed that mobile games have a bigger impact on the person
who plays it, particular to the Junior high school students. Mobile gaming is one of the
widely used leisure activities by many people. Teenagers who are playing these mobile
games said that they are playing these games just for fun, to keep away from the heat of
the sun, without knowing that there are a lot of effects of playing these games that are more
than what they think. Playing mobile games, according to some research is beneficial. It
enables the mind of the players to be more active, especially those puzzle-based games. It
helps the player to come up with decisions in tight situations, especially those adventure
games that keep the players to be alert, active and strategic. Playing these types of games
makes the player experienced different feelings because it is as if the player is really the one
taking the challenges. Despite those benefits, playing these games also bring negative
effects. It requires much of the players time, leaving school activities and home works
unattended. (http//www.oppapers.com)

As mobile games have begun to alter the ways in which individuals interact, the
concern over how social behaviors and study habits of individual gamers are affected, has
become an increasing issue. Research has predominantly focused on the behavioral
changes and within an individual gamer, and researchers will analyze how adolescents have
been affected by mobile games and the technology which allows the games to be played
online.
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This study aims to determine the impact of mobile games towards the study habit
and social behavior to the selected students. This study aims an awareness and aid of
somehow if a person is getting addicted to mobile games.

Statement of the Problem

This study intended to know the influence of mobile games in the study habits and
social behavior of g-10 junior high school students of Eastern Quezon College S.Y. 2019
– 2020.

The research wanted to answer the following questions:

1. What are the demographic profiles of the respondents in terms of:

a. Age

b. Sex

c. Frequency in playing video games

2. What are the effects of mobile games in terms of:

a. Study habit

b. Social behavior

3. Is there significant relationship between playing mobile games towards the study
habits and social behavior:

Hypothesis

There is no significant relationship between the effect of mobile games in the


demographic profile of the respondents.
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Conceptual Framework

Playing mobile games is a kind of habit that will affect our life whether it may be
good or not but when you in, this mobile games and you become addicted it hard for you
to stop this habit, mobile games is like a cigarette or other vises that when you try in this
habit it maybe your brain starts to find those situation that you played mobile games and it
will affect in our study habits. Mobile games can give our happiness but mobile games can
give a several problems and commonly it can change our status in life. "Massive
Multiplayer Online Games" or "MMOG" are online games that commonly played with the
students yet it can be done also in mobile games, because in mobile games you can played
also online or offline. It can enhance your socializing skills and also cognitive skills,
teaching you to think lot of playing strategies because it is an action or battle game after
all.

It will look into the impact of mobile games towards the study habits and social
behavior in the said aspects. What would be the effect of playing mobile games to the
student? Would it be worst or would it be better?

The impact of mobile games towards the study habit and social behavior has been
studied. Children and adolescents’ attractions to the computer/mobile games cause many
mental, physical and social problems for them (Zamani,2001). Likewise, (Kim, 2013)
mentioned that video games/mobile games cause impact in the academic performance of
the children and teenagers more particularly on how the children and teens face their studies
in school and in at home which refers to study habit.

Research Paradigm

FIGURE 1. Research Paradigm

INPUT OUTPUT
PROCESS
 Demographic profile  Data gathering  Findings from data
of the respondents  Tabulation of data gathered
 Respondents` self-  Organization of  Conclusion
reported perception data  Recommendation
of the effect of  Analysis of data
mobile games in  Testing Null
terms of study habit hypothesis
and social behavior
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The above shown figure is the paradigm of the present study. It shows that Demographic
profile and respondents` self-reported perception of the effect of mobile games in terms of study
habits and social behavior are the inputs that should be gathered which will then be tabulated
organized and analyze to arrive at findings and then conclusion and recommendations will be
given as output based on the data gathered.

Significance of the Study

a. For the school – Of course when this study published or be success the school can fixed
or help many students on how may them get over on playing mobile games not only on
how but also on why, why they really needs to stop or stay on playing mobile games
because of some effect on their study habits if we say some of the students are playing
online games and let’s say they are addicted to, school can help them to be aware in playing
mobile game.

b. For the students – As a student, mobile gaming can be detrimental to one’s health and
social life. I identify the impact on how many hours a day we spend and stay positive in
the whole time and it is important to us to identify the negative aspects of the problem and
it is also important to focus on the goal and also for them to be aware of consequences of
playing mobile games.

c. For the researcher – this study will serve as proof of her ability to carry out a research
and gain evidence for future reference on creating interventions for the impact of mobile
games to the study habit and social behavior that will make learners aware.

d.For the parents - it will serve as basis to help share with other parents the information
about certain games or ideas to help each other in parenting. Also, it will help them
understand the behavior and study habit of their children when they are engaged into
such activity.

Scope and Delimitation

The study covers Eastern Quezon College selected Grade-10 students. This study
is limited to Mobile Games. The researcher will gather information about the possible
effects of the selected mobile games on student’s study habit and social behavior.

Definition of Terms

Study Habits - are the behaviors used when preparing for tests or learning academic
material. A person who waits until the very last night before an exam and then stays up all
night trying to cram the information into his head is an example of someone with bad study
habits. (https://www.yourdictionary.com › study-habits)
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Social behavior - is behavior among two or more organisms within the same species,
and encompasses any behavior in which one member affects the other. This is due to an
interaction among those members. (Wikipedia)

Mobile Game - A mobile game is a video game played on a feature phone,


smartphone, PDA, tablet computer, portable media player or calculator.
(https://www.definitions.net/definition/mobile+game)

CHAPTER II
REVIEW OF RELATED LITERATURE AND
STUDIES

RELATED LITERATURE

FOREIGN LITERATURE
Online games have both positive and negative effects on people,
especially students.
One of the negatives is this. Many cases among students are addiction. And
this addiction may lead to worse problems. The students might steal money. They may
become lazy when it comes to studying and prefer playing the whole day long. Some
may even skip school in order to have more playing time. (Sujat Ali Hamzah)

According to Jane McGonigal, author of the book “Reality is Broken: Why Games
Make Us Better and How They Change the World” said in an interview Could Gaming
be… (National Public Radio, 2011) “Well, games seem to tap into the psychological state
called eustress, or positive stress. You know, normally we think about stress as very
negative. It makes us anxious or frustrated or burnt out. But it turns out that if we have
chosen a goal for ourselves and if we feel in control of the work that we're doing, that stress
is experienced very positively”. She also stated that “Games are doing a better job of
provoking our most powerful, positive emotions, and also helping us build up remarkable
social relationships that cannot only improve our real lives but also potentially help us
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change the real world. However, McGonigal still encourages everyone to play games due
to its convincing benefits but also insists that people should only play on controlled number
of hours.

Some people might assume that playing video games are not good and almost
always seen as an addiction but it cannot also be helped but see the benefits it gives to
gamers. “Gaming improves creativity, decision-making and perception. The specific
benefits are wide ranging, from improved hand-eye coordination in surgeons to vision
changes that boost night driving ability” that is what the article of Robert Lee Hotz is trying
to suggest When Gaming is… (Hotz, 2012)

. In Finland, the Finnish Player Barometer survey has identified a significant trend
showing an increase in mobile gaming in 2009–11, and has pointed out how women and
girls play mobile games more actively than they do traditional computer or video games
(Karvinen & Mäyrä, 2011).

What would be the effect if a teenager played mobile games? In Europe, the EU
Kids Online project has produced research that reports children’s use of online
technologies in Europe, indicating that gameplay is among the most popular children’s
activities online today, but also that problematic behaviors such as bullying have become
common elements in the children’s lives (Livingstone, Haddon, & Görzig, 2012).

LOCAL LITERATURE
According to Santa Rosa City, Laguna’s website article Video Games are…
(Santarosa.com.ph ,n.d) video games instead of being one of the community’s growing
problems can be an opportunity, “First there is the indisputable fact that the demands of
game players and game designers have driven and paid for many advances in computer
technology, creating benefits to countless other spheres of activity. Though all these claims
also suggest to play games on moderation and still keep track of time, gaming has proven
to people that when appropriately practiced and responsibly done then it can be a
productive activity that would benefit many.
Since this game is widely played by Filipinos in their childhood days the developers
of this game Team Buthchokoy were inspired to make “Sipa”, a mobile app to show their
love for the game itself and to cater their nationalistic efforts in introducing Filipino culture
to the global market. Sipa according to their main website “The inspiration here is not just
EASTERN QUEZON COLLEGE

to develop a mobile game but to prove and inspire other Filipinos that even with limited
resources and know-how, one can create something if you put your heart and soul for
it” Every Filipino is…( Butchokoy.com, 2011).

RELATED STUDIES

FOREIGN STUDIES
In a December 2011 article in Nature Reviews Neuroscience, six experts in
neuroscience and cognitive psychology – Daphne Bavelier, C. Shawn Green, Doug Hyun
Han, Perry F. Renshaw, Michael M. Merzenich and Douglas A. Gentile – offer their
perspectives on frequently asked questions related to the effects of video games on the
brain: Are there beneficial effects of video games? Does evidence point to improvements
in cognitive function? Given the wide variety of game types and the tasks they demand of
the brain, this is an extremely complex and layered issue. Han and Renshaw cite studies
indicating that game play may improve visual-spatial capacity, visual acuity, task
switching, decision making and object tracking. In perception, gaming has been shown to
enhance low-level vision, visual attention, processing speed and statistical inference. These
skills are not necessarily general improvements in cognitive functioning, but specific skills
transferrable to similar tasks. (Gentile)
Does playing video games have negative effects on the brain and behavior?On this
issue, the jury is essentially unanimous: intensive play of high-action games has been
shown to have negative cognitive effects. Merzenich references studies that indicate such
games can create “listlessness and discontent in slower-paced and less stimulating
academic, work or social environments.” Research has drawn connections between playing
more violent games and an increase in more aggressive thoughts. Games with anti-social
or violent content “have been shown to reduce empathy, to reduce stress associated with
observing or initiating anti-social actions, and to increase confrontational and disruptive
behaviors in the real world.” ( Nature Reviews Nueroscience, 2011)
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What should the role of video games be in education and rehabilitation? Again, if
we come back to the underlying fact that any stimulus can change the brain under the right
conditions, video games – a source of stimuli – certainly have a role to play in these areas.
The question is, what stimuli are beneficial to which individuals, and how can we
customize the gaming experience to give the learner or patient the stimuli that they most
need at a given moment? Adaptive technologies that track a user’s responses and present
follow-up material based on those response patterns, especially when wielded by an
experienced educator or clinician, offer immense potential. (Nature Reviews Neuroscience,
2011)

Local Studies
MANILA, AUGUST 21, 2007 (STAR) By Mary Anne - Online gaming has boomed
tremendously in the Southeast Asian region. It has changed the gaming habits of the youth
and the way they view the World Wide Web. According to the Philippine Internet Review
Blog by Janette Toral, there are nearly 5.6 million online gamers in the Philippines alone.
EASTERN QUEZON COLLEGE

CHAPTER - III
RESEARCH METHODOLOGY

This chapter will discuss the methodology that will be applied to systematically
answer the specific problems posted by the researcher in order to enable the readers to
identify and determine how the study is conducted and how the conclusions were drawn.

Research Methods and Techniques

Descriptive research design will be used in this study. Descriptive research


includes present or current condition concerning the nature of a group of person, class or
events and involves the procedure of induction, analysis, classification or measurement.
Descriptive method means that the research is concerned with the description of data and
characteristics about a population. The goal is the acquisition of factual, accurate, and
systematic data that can be used in averages, frequencies and similar statistical
calculations. Descriptive studies sometimes involve experimentation, as they are more
concerned with naturally occurring phenomena than with the observation of controlled
situations (Oxford Advance Learner’s Dictionary).

Research Locale
This study will be take place at Eastern Quezon College Gumaca Quezon with its
selected Grade – 10 students as respondents of the study with age ranges to 14 to 15 and
15 to 16 years old.
Sampling Design

The purposive sampling technique will be applied to this study. Purposive


sampling is applied when a study is concerned to a particular phenomenon or event. The
purpose of this kind of sample design is to provide as much insight as possible into the
event or phenomenon under examination. And this study will undertake about a
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phenomenon in which is the impact of mobile games towards study habits and social
behavior..

Instrumentation

To obtain answer for the research questions, a self-made questionnaire on students`


perception of the impact of mobile games will be utilized. It gathered information about
the respondent`s demographic profile and contained statements concerning the impact of
mobile games towards the study habits and social behavior.

Data Gathering Procedure

The researcher will request a letter address to the School Administrator of Eastern
Quezon College and will be made upon the approval. The researcher will proceed to the
data gathering procedure. The selected respondents will be properly asked to participate
and will not be force to answer the research instrument. After the retrieval of
questionnaires, the researcher will proceed to the organization, statistical treatment,
analysis and interpretation of data.

Statistical Treatment

Data from the questionnaire will be read and examined for analysis, and then the
descriptive statistical treatment will be applied, wherein; frequency distribution,
percentage, arithmetic mean, and the one-way analysis of variances (ANOVA) will be used
to describe the distribution of data and to evaluate the response of the respondents to the
research instrument
Statistical Tools/Formula
Descriptive statistics:
1. Frequency distribution
𝒇
2. Percentage: 𝒏
x 100
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Where f is the frequency of observation and n is the number of respondents


∑ 𝑓𝑥
3. Arithmetic Mean: 𝑋̅= 𝑛

*Arithmetic mean is equal to the summation of the products of the response and
item values divided by number of item (respondents)
The mean have the following range and verbal interpretation based on the 5-point scale:
4.21-5.00 – Strongly Agree
3.41 –4.20 – Agree
2.61 –3.40 – Undecided
1.81-2.60 – Disagree
1.01-1.80 - Strongly Disagree

4. ANOVA – Analysis of Variances


Variances will be analyzed to see if there is any significant difference between the
effects of mobile games towards the study habits and social behavior. MS Excel
Statistical Package Tool will be used to perform the analysis.

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