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PRESENTED BY:
GROUP #1
ARAGON, KHAIL M.
ATENDIDO, ANGELO
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CHAPTER 1
INTRODUCTION
One of the important aspects of human growth is the socialization process. Social
development ensures a safe and healthy relationship with individuals. Along with
the growth in other academic skills, considering the social aspects of life and
gaining necessary requirements for a healthy relationship with others is one of the
challenges facing growing children and adolescents (Hossein, CM. 2002).
Socialization is a process in which the individual's norms, skills, motivations,
attitudes and behaviors are formed so that the individual recognizes his/her current
or future role in the desired society. In this process, acquisition and deployment of
social skills and ways of communicating and interacting with others are the main
components of social developments particularly among children and adolescents
(Kartlj, J & Millburn JF.ND).
Since an important part of social skills is acquired through playing mobile games
in childhood, nowadays, despite improving technology, we can observe the advent
of modern phenomenon in the children's new game world which is a milestone in
the structure and content of the children's games. Children and adolescents in the
current world are extremely affected by the mobile games. And considering the
importance of mobile gaming in the social life of this age range, mobile games
have inevitably allocated the major part of socialization of children and adolescents
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to itself (Shaverdi, T. 2012). The attractiveness of mobile games for children and
adolescents have caused them to be more acceptable among other playing
instruments. For example, in a study performed by Griffiths et al (2016),
adolescents were asked to explain the advantage and disadvantage of mobile
games. In that study, individuals described their eagerness to computer games as
having fun, excitement and challenges. A few percentages of the players
mentioned the benefits of computer games as improving mental-dynamic skills.
One third of the subjects believed that the disadvantage of these games was due
to game addiction (Griffiths, HN. 2016).
As mobile devices become more and more popular, value-added mobile services
develop rapidly. Text and multi-media messaging, music, video, games, GPS
navigation, RFID, mobile TV, and many innovative applications are available on
mobile devices. An application that has gained much attention in entertainment is
mobile games that allow the user to play games on their mobile devices. A recent
survey by Informa Telecoms & Media (2007) shows that the global revenue of
mobile games in 2006 was more than $2.5 billion, and that will exceed $7.5 billion
in 2011, tripled in five years. Many experts forecast that cell phones will play a
pivotal role in meeting personal demands in a variety of environments in the near
future. As a major characteristic of mobile games its availability in different places,
situation is considered a critical factor in affecting consumer’s intention to play.
Previous literature has indicated that consumer decisions are frequently affected
by situational factors, such as particular occasions, time restrictions, or task
characteristics. A major advantage of mobile technology is its ability to provide
users with instant, new and useful information at appropriate time and in a variety
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According to Fromme, J (2010) Mobile gaming represent the first digital media
technology which is applied for socialization of a generation in a large scale and
often most of the teenagers in other countries are using these games. But on the
other hand, excessiveness in playing these games has caused some concerns
about the possible side-effects they have on the players. Major concerns about
these mobile games are due to two main factors; first, the amount of time children
spend and second, the nature of these games, particularly, when children spend
their time playing to compensate for ignoring other educational-social activities and
leisure time. They are potentially harmful, because mobile gaming may be
replaced by other activities such as homework, free reading or exercising. It has
been observed that teenagers are addicted to mobile gaming and tend to play
more and avoid social relationships. As Wan and Chiou (2016) Mentioned in their
study, these needs are mentioned as need for fun, entertainment and recreation,
overcoming psychological mechanisms, running away from reality, mutual social
interactions, need for arousal and competition and need for feeling powerful
expressions, like those who seek mobile gaming in order to satisfy their social
interaction because they would experience anxiety and distress facing the real
world’s social situations. The players may practically prefer all the social
interactions and relations occurring in the virtual environment to the real world, and
they provide the need for stabilizing the social situation and sense of belonging
through interaction with other playmates in the game (Charlton, JP. 2012).
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CONCEPTUAL FRAMEWORK
The researchers will prepare a questionnaire for Grade 11 students in Sta. Elena
High School. The questions will be about the given topic. A survey will be
conducted on some of the Grade 11 students given the HUMSS, ABM, STEM,
Sports and Arts & Design, on how mobile gaming affect the socialization skill of a
students. The researchers then will gather the data obtain from the questionnaire
to have a conclusion about the topic.
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The first box contains the input of the study, which consists of the
respondents, Grade 11 students, the questionnaires, and other materials needed
for the collection of data. The second box contains all the processes done during
the study. These include surveys among the respondents, data collection, analysis,
interpretation, and formulating proposed plan. Lastly, the third box contains the
desired output of the researchers, to find out the Effects of Mobile gaming on the
Socialization skills of Grade 11 senior high school students in Sta. Elena High
School.
This research aimed to know the effects of mobile gaming on the socialization
skill of the Senior high school Students at Sta. Elena high school.
1. How many percent of Grade 11 senior high school students in Sta. Elena high
school play mobile games?
2. What is the effect of the mobile gaming in the socialization skill of the senior high
school students?
3. What is the reason why the students engage themselves of mobile gaming?
4. How much time does the students spend on playing mobile gaming?
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The study primarily focused on how Mobile gaming affect the Socialization
skill of Grade 11 Senior High School Students at Sta. Elena High School. Also to
give them knowledge on how mobile gaming can affect the way of the students
behave and act in front of someone who wants to socialize with them. The
objective of this research is for the public to be enlightened on how mobile
gaming affect the life of a students in terms of socializing with others.
The researchers hope that the study will be useful of the following individuals.
TO THE PARENTS
This study may help the parents on how they can manage their child to
regulate playing mobile games and to help them on how they can properly
socialize with other without using phone or not playing mobile or online games.
Also it can help them to know if their children is not socializing well with others.
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TO THE STUDENTS
The finding of this research may help them to know that socializing in person
with others will be not bad or awkward that instead they will know that socializing
is a fun skill to do always.
TO FUTURE RESEARCHERS
This research may serve as a basis or reference for the future researchers
who will conduct a study about the effects of mobile gaming on the socialization
skill of the Grade 11 senior high school students at sta. elena high school.
TO THE COMMUNITIES
Knowing the effects of mobile gaming on the socialization skill of the students,
this may influence the community do a program or a seminar that can help the
students to socialize more and also to give prior knowledge about socializing with
other around them
THE SCHOOLS
The study may help them to give an advice or to have a early forum for the
students to understand why is it important to socialize in person than in mobile
gaming.
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DEFINITION OF TERMS
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many transmitters have the ability to send data at the same time on a single
channel.
Reality - the world or the state of things as they actually exist, as opposed to an
idealistic or notional idea of them.
Real World - the existing state of things, as opposed to one that is imaginary,
simulated, or theoretical.
Social skill - are the skills we use to communicate and interact with each other,
both verbally and non-verbally, through gestures, body language and our personal
appearance. Human beings are sociable creatures and we have developed many
ways to communicate our messages, thoughts and feelings with others.
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