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CHAPTER 1

INTRODUCTION

BACKGROUND OF THE STUDY

Mobile legends are arguably one of the most popular mobile games currently played.

While its premise is interesting enough, what really keeps players glued to their smart phones

are the updates from game developer MOONTON. Mobile games are the game played on a

feature phone, smart phones /tablets, smart watch, PDA, portable media played or graphic

calculator. The earliest known game on a mobile phone was a ratris variant on the HAGINUK

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.

Online gaming is one of the widely use leisure activities by many people. For some

people it is said that playing video games as a number of reasons to be played for it can be

stress reliever, challenge and competition, relaxation, enjoyment, social interaction, and even

mentally escaping from the real world.

Academic achievement is the extent to which a students, teacher or institution has

attend their short or long-term educational goals. Completion of educational bench marks such

as secondary school diplomas and bachelor’s degree represent academic achievement.

We are surrounded by people that who prepper 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 effect to the players of it especially in mobile

legends players. So, the researchers come up to this study to show that there is also an effect in

mobile games to the behavior and health of SHS students.

This study aims to determining the positive and negative effects of playing mobile

legends to the academic performance of GRADE 11 SENIOR HIGH OF DARAM NATIONAL

HIGH SCHOOL. And this study shows that there is also a good benefit to the player of it.

STATEMENT OF THE PROBLEM


This study aims to determine the positive and negative effects of playing mobile legends

to the academic performance of grade 11 senior high of daram national high school. And this

study shows that there is also a good benefit to the player of mobile legends.

This research seeks to answer the following question:

1. What is the demographic profile of the respondence in terms of:

1.1 Age

1.2 Gender

1.3 Gamer type

1.4 Online games commonly played

2. How many sessions a gamer spends on playing online games in terms of:

2.1 Frequency of playing games

2.2 Average time spent in playing online games

2.3 Length of period of playing online games

3. How does playing games affect the academic performance of the students in relation with:

3.1 Recent grades for 1st and 2nd grading period

3.2 Numbers of hours spent in studying

3.3 Frequency of absences in class

4. What are the advantage and disadvantage of playing online games to the academic

performance of the students.


5. Is there significant relationship between playing online games and academic performance of

the students.

STATEMENTS OF HYPOTHESIS

Null hypothesis

There is no significant relationship between playing online games to academic

performance of students.

Alternative hypothesis

There is a significant relationship between playing online games to academic

performance of students.

SIGNIFICANT OF THE STUDY


The study will help the students have an insight on the impact of online games toward

their academic performance.

To the students

This study is primarily important to the students, for it will give them information about

the effects of playing online games on their academic performance. They will be more conscious

on the said and for them to realize that playing too much online games is not worth their

money.

To the parents

This study will help the parents to have enough knowledge about the effects of playing

online games among children

To the readers

This study will help the readers to have the understanding about the effects of playing

online games on the academic performance.

To the future researchers

This may serve as a basis for future research that will conducted.

SCOPE AND DELIMITATION

The study covers selected grade 11 students of DARAM NATIONAL HIGH SCHOOL.

The study was limited to Mobile legends, Dota, clash of clans and league of legends. The

researchers gathered all information about the possible effects of the selected online games on

student’s academic performance. The researchers also encounter problems in terms of the

target, respondents.
CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter includes ideas, opinion, research findings, generalization, published or

unpublished theories and discussions on related literature and studies both foreign and local,

which provides relevant facts about the effects of playing mobile legends to the academic

performance of grade 11 senior high students. That help in familiarizing information that are

relevant and similar to the present study.

Local literature

Vinluan (2016) stated that computer gaming is one of the fast-developing sectors of this

generation of computer technology. Computer games offer their patrons with a new dimension

of virtual entertainment. The youth specially, college students are the usual patrons of

computer games. According to NIKO media research (2017), the projected numbers of online

gamers in the Philippines rose from 21 million 2012 to 28.72 million in 2014. Meanwhile,

statistics from Juha Sompinmaki of tech in Asia show that about 409, of the gaming population

of the Philippines in aged 18-24 years old.

Furthermore, many multiplayer games such as DOTA or Defense of the Ancients and

LOL or League of Legend involve cooperation with other online players in order to win. This

game encourages players to make the most of their individual skills to contribute to the team.

Foreign Literature

Dockrill (2012) stated that students who regularly spend time playing online games are

developing analytical and problem-solving skills that can also help them in their schoolwork.

He also said that when you play online games you’re solving puzzles to move to the next level
and that involves using some of the general knowledge and skills in math’s, reading and science

that you’ve been thought during the day.

Computer games have been come one of the most important entertainment tools for

children, teenagers and even adults all around the glove. Allowing access to the virtual world

with unlimited possibilities, computer games compulsively attract many people. In fact, they

have become an integral part of human society. In other words, by providing virtual fun and

entertaining environment (Dimirbileka & Lema Tamer, 2010), and having characteristics such as

being interesting and exciting, computer games stimulate motivation and create a sense of

enjoyments of learning. They not only have become one of the most significant recreations for

all age groups, but also, they have potential to be used for educational purposes as a new

strategy (Prensky, 2003; Tuzaun & et al., 2009; Grimley & et al., 2011). Therefore, video games

can no longer be seen as mere entertainment tools. Today the positive effects of video games are

emphasized more than ever. As games have become a tool to communicate, teach, and influence

attitudes and behavior, numerous studies have suggested that they have positive effects on

problem solving, achievements as well as creating interest and commitment in learning (Tuzaun

& et al., 2019; kim, park and baek, 2009). In an experiment by Williams (2006), school

performance increased after the participants dramatically decreased (limited time spent using

technology 30 minutes per day) their usage of all technology, including video games. Finally,

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Conceptual Framework

Effects of Mobile Legends to the academic performance of grade 11 senior high students of Daram
National High School

Result and discussion

Interpretation of data

Mobile Legends Gamer


Demographic Profile Effects of mobile legends to the
 Age academic performance of grade 11
 Gender senior high students of Daram
 Gamer type National High School
 Online games commonly played

Selected Grade 11 Senior High Students

Daram Senior High School, Daram Samar


The figure 1 above represents the research process undertaken in the study. It shows the

variables used and tested to determine the effects of mobile legends to the academic

performance of grade 11 senior high students of daram senior high school.

This study was conducted among the Mobile Legends Players in Daram Senior High

School.

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