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FRANCISCO P.

TOLENTINO NATIONAL HIGH SCHOOL


Lagusan Rd. Tolentino West, Tagaytay City

EFFECTS OF PLAYING MOBILE GAMES ON SENIOR HIGH SCHOOL

STUDENTS OF FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL

A research study presented to the Faculty of the Senior High School Department of

Francisco P. Tolentino National High School

In partial fulfillment of the requirements for Grade11 Accountancy Business

Management And General Academic Strand

Glenn Jan M. Calvo

Bryan V. Benitez

Jogie Magdadaro

Carla Joyce Caballero

March 2019
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

Approval Sheet

This research study entitled “Effects of Playing Mobile Games on Senior High

School students on Francisco P. Tolentino National High School” prepared and

submitted by Glenn Jan M. Calvo, Bryan Benitez, Jogie Magdadaro and Carla Joyce

Caballero in partial fulfillment of the requirement of Accountancy Business Management

and General Academic Strand.

Approved in partial fulfillment of the requirements for the Practical Research I,

Arrah Khay G. Casidsid


Adviser

Approved in partial fulfillment of the requirements for the Practical Research I.

Jojo De Leon Princess Lyn Padua


Panelist Panelist

Approved in partial fulfillment of the requirements for the Practical Research I.

Greg Loveria Sanggalang Beverly B. Gloria


Senior High School Coordinator Principal

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Acknowledgement

The researchers would like to show appreciation to the following persons that

help the researchers to conduct the research study.

Mrs. Arrah Khay Soliman- Senior High School Teacher of Francisco P.

Tolentino National High School for guiding the researchers for the study conducted.

Mr. Jojo De Leon- Senior High School Teacher of Francisco P. Tolentino

National High School for helping and guiding the researchers for the research conducted.

Ms. Princess Lynn Aquino Padua- Senior High School Teacher of Francisco P.

Tolentino National High School for helping the researchers to accomplish the study.

Mr. Greg L. Sangalang- Senior High School Coordinator of Francisco P.

Tolentino National High School for understanding and allowing the researchers to

conduct the study on Senior High School Students.

Mrs. Beverly Gloria- Francisco P. Tolentino National High School Principal for

the encouragement, understanding and approving the research study conducted to the

Senior High School students.

To the cooperative teachers and students of Senior High School Grade 11 and

12 of Francisco P. Tolentino National High School for their cooperation on the

research conducted.

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Abstract
Name: Glenn Jan M. Calvo

Bryan Benitez

Jogie Magdadaro

Carla Joyce Caballero

Titles: Effects of Playing Mobile Games on Senior High School Students

of Francisco P. Tolentino National High School

Key Concepts: Determine the Effects of playing Mobile Games

Adviser: Mrs. Arrah Khay Casidsid

The study aimed to determine the effects of playing mobile games on senior

high school students of Francisco P. Tolentino National High School. There are two

possible effects of playing mobile games, positive and negative effects. There are five

positive and negative effects stated, mainly enhanced their mental skills, relieved stress,

spend time, increased hand-eye coordination, play games when they feel alone. Negative

effects; spend more time playing, learned bad words while playing get distracted when

someone is playing mobile games, spend more time playing games instead of sleeping at

night, spending their money on buying virtual money.

The survey conducted on Senior High School Students mainly grade 11

and grade 12 of Francisco P. Tolentino National High School.

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Table of Contents
Title page i
Approval Sheet ii
Acknowledgement iii
Abstract iv
Table of contents v
List of tables vii
Chapter
1 The Problem and its Background
Introduction 1
Statement of the problem 2
Hypothesis of the study 3
Scope and limitations 3
Theoretical Framework 3
Research Paradigm 5
Significance of the study 6
Definition of terms 6
2 Review of related literature
Meaning and concept 8
Positive effect 9
Negative effect 10
3 Methodology
Research Design 13
Data Gathering Procedure 13
Respondents/Population 13
Sample Technique 14
Data Analysis Procedure 15

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4 Presentation, Analysis, and Interpretation of data


Results of Common Played game 16
Results of Positive Effects 17
Results of Negative effects 18
5 Summary of Findings, Conclusions, and Recommendation
Summary of Findings 19
Conclusions 20
Recommendation 20
References
Appendices

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List of Tables
Table

1 Common Played Game 16

2 Positive effects of Playing Mobile Games 17

3 Negative effects of Playing Mobile Games 18

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CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

I. Introduction

Playing Mobile games is a common problem in all grade level in Francisco

P. Tolentino National High School. The researchers will conduct a study to know the

effects of playing mobile games on Senior High School students mainly grade 11 and grade

12.

Based on the observations of the researchers, most students are using smartphones for

very long time. Due to this observation, the researchers come up to a research study that

will focus on the possible effects of playing games of senior high school students. The

researchers realized that every day, there are students who prefer to used their smartphones

during break for a long time, causing to get too attach with their phones and forgetting their

school works and activities. As a result, they’ve got lower grades and failing grades on

their subjects. The mission of the researchers is to determine the positive and negative

effects of playing mobile games on students

According on the survey conducted on the United States, 91% of children between

the ages of 2 and 17 play video games (NPD Group, 2011), and a nationally representative

study of U.S. teenagers found that up to 99% of boys and 94% of girls play these

games(Lenhartetal.,2008).In the United States alone, video games brought in over $25

billion in 2010, more than doubling Hollywood’s 2010 box office sales of $10.8 billion in

the United States and Canada (Motion Picture Association of America, 2011). Against this

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backdrop of nearly ubiquitous play, the popular press regularly pulses out urgent warnings

against the perils of addiction to these games and their inevitable link to violence and

aggression, especially in children and adolescents. Indeed, the vast majority of

psychological research on the effects of “gaming” has been focused on its negative impact:

the potential harm related to aggression, addiction, and depression (e.g., Anderson et al.,

2010; Ferguson, 2013; Lemola et al., 2011).

II A. Statement of the Problem

The research study aims to determine the effects of playing mobile game

on Senior High School Students. Specifically, it sought to answer the following specific

questions:

1.What are the common mobile games played by the Senior High School students?

1.1 Mobile Legends

1.2 Clash of Clans

1.3 Rules of Survival

1.4 PUBG

1.5 Free fire

1.6 other application

2.What are the common effects of playing mobile games?

2.1 Positive effect

2.2 Negative effect

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III. Hypothesis of the Study

1.Respondents disagreed on statements that the researchers gave.

2.Most students knew the positive and negative effects of playing mobile

game.

IV. Scope and limitations

The research proposed that the students may lessen their usage of

smartphones on games and also students must focus on improving their grades and should

focus on their academic while limiting their time for playing even it has a positive and

negative effects on them. This study is only focusing on Mobile Games played such as

Mobile Legends, Rules of Survival, Freefire, Clash of Clans and Players Unknown Battle

Ground(PUBG).

V. Theoretical Framework

According to Ruggiero, (2008) among the top reason’s individuals cite for

using diverse forms of media are to manage their moods and to enhance their emotional

states. Gaming may be among the most efficient and effective means by which children

and youth generate positive feelings. Several studies have shown a causal relation between

playing preferred video games and improved mood or increases in positive emotion. For

example, studies suggest that playing puzzle video games—games with minimal interfaces,

short-term commitments, and a high degree of accessibility (e.g., Angry Birds, Bejeweled

II)—can improve players’ moods, promote relaxation, and ward off anxiety (Russoniello

et al., 2009). It has further been suggested that some of the most intense positive emotional

experiences are triggered in the context of playing video games (McGonigal, 2011). For

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instance, fiero, the Italian word for intense pride after succeeding against great adversity,

is a feeling that gamers often report seeking and experiencing. Flow or transportation is

another positive emotional experience described by gamers, during which they are

immersed in an intrinsically rewarding activity that elicits a high sense of control while

simultaneously evoking a loss of self-consciousness (Sherry, 2004). In psychology, flow

experiences have repeatedly been linked to a host of positive outcomes for adolescents,

including commitment and achievement in high school (e.g., Nakamura &

Csikszentmihalyi, 2002), higher self-esteem, and less anxiety (Csikszentmihalyi,

Rathunde, & Whalen, 1993). Experiencing flow or transportation in games may lead to

similar positive real-world outcomes; however, this hypothesis remains untested. Although

not specific to game playing, the importance of experiencing positive emotions on a daily

basis has been elaborated in Fredrickson’s (2001) broaden-and-build theory of positive

emotions. She demonstrates that experiencing positive emotions may help broaden the

number of behaviors one perceives as both possible and motivating and may build social

relationships that provide support for goal pursuit and coping with failure. Further,

Fredrickson and colleagues propose that positive emotions help undo the detrimental and

de-motivating results of negative emotions. Positive emotions are thus the bedrock for

wellbeing, crucial not only as end states but as sources of inspiration and connectivity. If

playing games simply makes people happier, this seems to be a fundamental emotional

benefit to consider.

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Figure 1. RESEARCH PARADIGM

Input Process Output

1. Common played game of Giving survey Knowing the most played

the students. questionnaire to senior games of the senior high

1.1 Mobile Legends high school respondents school students and also

1.2 Clash of Clans that contains most played the most positive effect on

1.3 Rules of Survival game. the students and the most

1.4 PUBG Positive and negative negative effect on the

1.5 Free fire statements are included to students

1.6 other application the survey questionnaire.

2. Common effects of

playing mobile games

2.1 positive effects

2.2 effects

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VI. Significance of the study

The result of this study is significant to the following group:

Students. This study may give information to the students on possible outcomes

of playing mobile games on their lifestyle.

Teachers. This study may serve as a new basis for teachers to determine the possible

effects to the student’s lifestyle, on school and at home.

Parents. This study is significant to the parents or guardian because it may help

them to lessen the usage of their children on playing mobile games.

Future researchers. It would help the future researchers that are interested in this study

It will serve as their basis and their background about their research.

VII. Definition of terms

Smartphone-a mobile phone that performs many of the functions of a computer, typically

having a touchscreen interface, internet access and an operating system

capable of downloaded applications

Rules of Survival- a free to play, multiplayer online battle royal game developed and

Published by net ease games.

Mobile Legends-is a multiplayer online battle arena (MOBA) mobile game developed

and published by Moontoon.

PUBG- a multiplayer game that could be played by group or solo shooting game.

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FREEFIRE- Real time shooting game that could be played solo or multiplayer, in display

Or graphics the free fire displays less quality to prevent sluggish playtime.

This game also required internet to be played.

Clash of Clans-A game focusing on building and attacking bases of enemies around the
guild.

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C HAPTER 2:
REVIEW OF RELATED LITERATURE
2.1 Meaning and Concept of Mobile Phones

A mobile phone is a phone that can make and receive telephone calls over a radio

link while moving around a wide geographic area. It does so by connecting to a cellular

network provided by a mobile phone operator, allowing access to the public telephone

network. In addition, modern phones also support wide range variety of other services such

as text messaging, MMS, e-mail, internet access, short range wireless communications

(Infrared, Bluetooth), business applications, gaming and photography. (Pew Research

center, 2010)

The use of technology is a global imperative due to its contributions to human

existence and has enhanced the socio-economic relations globally. Thus, increased

popularity of cell and smart phones in recent years has attracted research attention. Cell

phones are seen as a mixed blessing. Teens say phones make their lives safer and more

convenient. Yet they also cite new tensions connected to cell phone use (Pew Research

Center, 2010).

As cell phones have become more available, they are increasingly owned and used

by teens. Further as handsets become more loaded with capabilities ranging from video

recording and sharing, to music playing and internet access, teens and young adults have

an ever-increasing repertoire of use. Indeed, we are moving into an era when mobile

devices are not just for talking and texting, but can also access the internet and all it has to

offer (Pew Research Center, 2010).

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2.2 Positive Effects of Video Games

According to Daphne Bavalier (2012) When your child plays video games, it gives

his brain a real workout. In many video games, the skills required to win involve abstract

and high-level thinking. These skills are not even taught at school. Some of the mental

skills enhanced by video games include following instructions, Problem solving and logic,

Hand-eye coordination, fine motor and spatial skills. In shooting games, the character may

be running and shooting at the same time. This requires the real-world player to keep track

of the position of the character, where he/she is heading, his speed, where the gun is aiming,

if the gunfire is hitting the enemy, and so on. All these factors need to be taken into account,

and then the player must then coordinate the brain's interpretation and reaction with the

movement in his hands and fingertips. This process requires a great deal of eye-hand

coordination and visual-spatial ability to be successful. Research also suggests that people

can learn iconic, spatial, and visual attention skills from video games. There have been

even studies with adults showing that experience with video games is related to better

surgical skills. Also, a reason given by experts as to why fighter pilots of today are more

skillful is that this generation’s pilots are being weaned on video games. Planning, resource

management and logistics. The player learns to manage resources that are limited, and

decide the best use of resources, the same way as in real life. Multitasking, simultaneous

tracking of many shifting variables and managing multiple objectives. In strategy games,

for instance, while developing a city, an unexpected surprise like an enemy might emerge.

This forces the player to be flexible and quickly change tactics.

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This literature contains positive effects of playing mobile games which supports the

research study, mainly explaining that playing mobile games enhanced the mental skills,

hand eye coordination, strategic thinking and logical skills in most players. Those skills

are mostly developed by experience and can’t be taught on school. Some games have quest

that requires solutions for the game which forced the player to find the correct way to finish

it.

2.3 Negative effects of Playing Mobile Game

According to Chris Davis-Falco as hardware power increases, and prices decrease,

the smartphone has quietly made quite a foothold as a platform in the video game industry.

Many companies are using smartphones to target previously unreachable market segments

in video gaming, such as casual gamers and women. As this platform becomes more

popular, researchers are beginning to notice potential problems and dangerous behaviors

associated with this type of video gaming that has never been observed with any other type

of gaming. The first negative effect of mobile gaming is the potential for distraction when

performing another more important activity, such as driving. Video games should never be

played while driving. Some mobile games use the internet and have the ability to push

information and notifications to a player even when the player is not actively playing. The

game may send these alerts while a player is driving, and the player may not identify the

alert's origin as being from a game, or be tempted to check it anyways, creating a potentially

dangerous situation. Second is Loss of Productivity Distractions, many mobile games have

a social aspect, or rely on other players taking turns or participating in the game. In games

like this, it's common to have alerts and updates throughout the day about various things

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happening in different games. It's also very tempting to take several minutes and quickly

check on a game, or make a quick move. These micro-transactions can quickly add up over

the course of a day or week, resulting in many wasted hours of productivity. Third, Sleep

Problems mobile phones and video games have both been independently linked to

disruption in the sleep patterns of children in studies. Jan Van den Bulck, a senior lecturer

in psychology at the Catholic University of Leuven in Belgium, found through surveys that

one in five teenagers reported being awakened regularly by their mobile devices. Playing

video games on mobile phones will no doubt continue to prevent children from getting the

rest they need. Disruption in sleep patterns, like the ones caused by mobile games, have

been linked to behavior issues, and sleepiness during the day. Fourth, Out of Control

Spending many mobile games operate on a "free to premium" business model, where the

basic game is free, but extras within the game cost money. Some players have found

themselves spending large sums of money while playing games, in an out of control

fashion. These types of games are potentially very dangerous to gamers with any type of

addictive personalities.

This literature contains the negative effects of playing mobile games, mainly

distractions on more important activities such as activities and home work for the users.

Most games required to be play for a long time such as mobile legends, Rules of survival.

Those game are played for long time due to task and purpose of the game, this leads to lack

of time for other activities, potentially destroying the time that a user could be used in other

important activities.

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Synopsis

The given articles proposed the positive and negative effects of playing mobile

games. Those articles provide sufficient evidences to help the researchers. The first article

contains the concept of mobile phones, what are the uses of phone mainly for text

messaging, multimedia messages, email, internet access, voice calls, business applications.

The technology is now advancing through the past few years giving way to new aspects on

the use of smartphones such as gaming on everybody’s phone. This new aspect affects the

new generation’s life. The second article contains the positive effects of video games. Most

video games are focusing on a goal to be finished, giving hard challenges to players and

yet made them to think of a way to reach the goal. The games made them to start making

strategies on their own giving their brain a hard work out, most of this strategies are not

even taught at school. Third article contains the negative or disadvantage of playing mobile

games, mainly distraction on ones life, most player played their game for most of the time,

limiting their time on more important things to do such as eating and their daily duties to

do.

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CHAPTER 3: METHODOLOGY

This chapter contains the clear presentation of methods and procedures followed to

conduct the study. This chapter also shows the research design, research participants,

research instrument, data gathering procedure and data analysis. This research study uses

a quantitative research.

3.1. Research Design

The researchers used descriptive qualitative research to know the value of the study

entitled Effects of playing mobile games on senior high school students on Francisco P.

Tolentino National High School.

Gathering information that are related to the research focus and limitation is chained

with specifying and analyzing the type of evidence that is needed to prove a study.

3.2. Data Gathering Procedure

In gathering the data or the answers of respondent, the researchers used survey

questionnaire, the researchers will provide survey forms for selected students who have a

smartphone or already used a smartphone for mobile game application. The survey

questionnaire has several question’s focusing on the respondent’s ages, gender, how often

they used their phone, and the survey contains both positive and negative effect. The

researchers used scaling of 4(strongly agree) 3(agree) 2(disagree) 1(strongly disagree)

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3.3 Respondents/Population

The study is conducted on Grade 11 and 12 senior high school students that

are mostly smartphones users. The research will be based on following criteria:

Research Criteria:

A. Respondents have smartphones

B. Students has an idea on Smartphone application (online

applications)

Number of respondents on every section;

ABM/GAS GRADE 11 29

HUMSS GRADE 11 28

HUMSS GRADE 12 47

GAS 1 GRADE 12 32

GAS 2 GRADE 12 39

ABM GRADE 12 38

3.4. Sampling technique

The researchers decided to use purposive sampling. Purposive Sampling is a non-

probability sample that is selected based on characteristics of a population and the objective

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of the study. Purposive sampling is also as judgmental, selective or subjective sampling,

the respondents will be based on the purpose of the study and will choose students based

on the characteristics or criteria given by the researchers.

3.5. Data analysis procedure

The researchers analyzed the data to be gathered by identifying the ages, genders,

how often they used their phone and the possible effect of playing mobile games, and

getting the statement that has the highest established percentage in both positive and

negative effect of playing mobile games. The researchers used Likert scaling for analyzing

the data. The survey form has the scales of (4) Strongly Agree (3) Agree (2) Disagree (1)

Strongly disagree. The researchers will use reverse scoring to negative statements that are

provided.

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Chapter 4

Presentation, Analysis, and Interpretation of Data

This chapter presents data gathered the results of the statistical analysis done and

interpretation of findings. These are presented in tables following the sequence of the

specific research problem regarding the Effects of playing mobile games of Senior High

School of Francisco P. Tolentino National High School.

4.1 Common Played game

The first problem of this study focused on most played game of Senior High School

Students on their smartphones. Mainly Rules of Survival, PUBG, Free Fire, Mobile

Legends, Clash of Clans and other choice. This study also focuses on positive and negative

effect of playing mobile games, the statements written are the potential positive and

negative effects of mobile games; Also, the reason why they are playing mobile games.

The total respondents are 145 students from 213 students chosen based on criteria provided

by the researchers.

Table 1: Common Played Game of Senior High School Students

Application Frequency Percentage


Rules of Survival 25 17.24%
PUBG 29 20%
FREEFIRE 78 53.79%
Mobile Legends 124 85.52%
Clash of Clans 75 51.72%
Other Mobile Games 101 69.66%

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Table 1 show the total number of respondent’s answers on their played game,

students were asked to choose three applications from given choices. On this table the

application “Mobile Legends” has the most votes which is 85.52% next is other preferred

application (69.66%) of the students followed by Free fire that have 53.59% percentage,

next is Clash of Clans that have 51.72%, followed by PUBG that have 20% and lastly the

Game Rules of Survival that have 17.24%.

Table 2: Positive Effects of Playing Mobile Game


Facet Mean Remarks
1. Playing Mobile Games enhanced 2.72 Agree
my mental skills.
(strategic/tactical skills.)
2. I play Mobile games to relieve stress. 2.94 Agree
3. I play mobile games just to spend 3.03 Agree
my time
4. Playing mobile games helps me 2.74 Agree
to increase my hand-eye coordination.
5. I play mobile games when I feel alone. 2.65 Agree
Overall 2.816 Good
Table 2 shows the mean of the statements under positive effect of playing mobile

games based on researcher’s respondent. This show that the students agree to the

statements that there is a positive effect on playing mobile games. According to Daphne

Bavalier (2012) When your child plays video games, it gives his brain a real workout. In

many video games, the skills required to win involve abstract and high-level thinking.

These skills are not even taught at school. Some of the mental skills enhanced by video

games include following instructions, problem solving and hand-eye coordination, fine

motor and spatial skills. In shooting games, the character may be running and shooting at

the same time.

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Table 3: Negative Effects of playing Mobile Games

Facet Mean Remarks


6. I spend more time playing mobile 2.10 Agree
games than focusing on my studies.
7. I learned bad words from mobile 2.25 Agree
games every time I play.
8. I get distracted every time I saw 2.32 Agree
someone playing mobile games when
I’m doing some activities.
9. I spend my time playing mobile games 2.25 Agree
than sleeping at night.
10. I spend my money for buying 1.99 Agree
virtual cash on Mobile games.
Overall 2.180 Agree
Table 3 shows the mean of the statements under negative effect of playing mobile

games based on researcher’s respondent. This show that the students agree to the

statements that there is a negative effect on playing mobile games. According to Chris

Davis Falco, the first negative effect of mobile gaming is the potential for distraction when

performing another more important activity, such as driving. Video games should never be

played while driving. Some mobile games use the internet and have the ability to push

information and notifications to a player even when the player is not actively playing. The

game may send these alerts while a player is driving, and the player may not identify the

alert's origin as being from a game, or be tempted to check it anyways, creating a potentially

dangerous situation. Second is Loss of Productivity Distractions, many mobile games have

a social aspect, or rely on other players taking turns or participating in the game. In games

like this, it's common to have alerts and updates throughout the day about various things

happening in different games. It's also very tempting to take several minutes and quickly

check on a game, or make a quick move.

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Chapter 5

Summary of Findings, Conclusions, and Recommendation

This chapter presents the summary or the research work taken, the conclusions

drawn and the recommendation made as an outgrowth of the study. This study is on the

Effects of playing Mobile Games on Senior High School Students of Francisco P.

Tolentino National High School

5.1 Summary of Findings.

The Findings of the study are as follows;

1.What are the common mobile games played by the Senior High School students?

1.1 Mobile Legends

1.2 Clash of Clans

1.3 Rules of Survival

1.4 Player Unknown Battleground

1.5 Free Fire

1.6 other application

The Common mobile game played of the senior high school students are the Mobile

Legends with a percentage of 85.52%, Other preferred applications with the percentage of

69.66% of the students followed by Free fire that have 53.59% percentage, next is Clash

of Clans that have 51.72%, followed by PUBG that have 20% and lastly the Game Rules

of Survival that have 17.24%.

2.What are the common effects of playing mobile games?

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2.1 Positive effect

The researchers assessed the positive effects of playing mobile games as agree with a grand

mean of 2.81.

2.2 Negative effect

The researchers assessed the negative effects of playing mobile games as agree

with a grand mean 2.18.

5.2 Conclusions:

Based on the findings of the study, the following conclusions are made;

1. The researchers conclude that most of the senior school students played the most

known games of the year like Mobile Legends, Free Fire, and other mobile games

2. The researchers conclude that most students play mobile games to relieve their

stress, spend their time and also to enhance their mental skills.

3. The researchers also concluded that most respondents spend their money for

playing those mobile games, also they learned bad words while playing mobile

games due to social interaction to other users and they spend their time playing than

sleeping at night.

5.3 Recommendation:

Based on the findings and conclusions presented the following recommendation

are presented:

1.The students must know both the positive and negative effects of playing

mobile games.

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2.The students should focus on building their limits on playing mobile games and

also know the importance of spending money on real life than on virtual world.

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References:
Ruggiero, B. (2008) Effects of Playing mobile games. Retrieved from
www.levelupmygame.comnegative-effects-of-gaming
Bavelier, D. (2012). Positive effects of playing mobile games. Retrieved from
https:/www.techwalla.com/articles/the-advantages-of-mobilephone-games
Falco, C.D. (2009) Negative effects of playing mobile games. Retrieved from
https://itstillworks.com/12516875/the-negative-effects-of-mobile-games
Jana, S. (2018, July 18) Positive and Negative Effects of Video game on teenagers.
Retrieved from www.momjunction.com
Anonymous (2018, July 9) 4 top health benefits of Playing Mobile Games. Retrieved
from www.vitadaily.ca/lifestyle
Anonymous (2016, May 30) The Positive effects of playing mobile gaming. Retrieved
from www.medium.com/@hit86game1
Benny, J (2018, February 14) Positive and Negative Effects of playing mobile games.
Retrieved From www.SpaceWhalesStudios
Tumbokon, R. (2018, October 6) 25+ Positive and Negative effects of video games.
Retrieved from www.raisesmartkid.com
Sharif, Z. (2019, February 19) 5 mind blowing Health Benefits of playing Mobile Games.
Retrieved from www.lifehack.com
Christopher, D. (2011, January 11) The Negative Effects of Electronics have on teens.
Retrieved from www.livestrong.com

22
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

Recommendation Action Taken Remarks


CHAPTER I
 The Title must  Researchers  Researchers
be change by the changed the followed the
researchers. content of the recommendations
first Title of the panel, due to
 The researchers  The researchers this comment the
should change change the researchers get the
the Statement of statement of the right contents for
the Problem problem. the chapter.
 The Theoretical  Researchers
Framework replaced the
must be revise Review of
related literature
and the content
 The of the
Significance of theoretical
the study must framework
include the
future
researchers.  The researchers
 The definition defined the
of terms must be terms
operationally operationally
defined.
CHAPTER II  The researchers
 The Review of change the
Related whole chapter,
Literature must and then added
be revise their new
information.
CHAPTER III  The researchers
 Remove the revised the
fifth question. content.
The researchers
must include all
senior high
school students.
Ms.  Change all the All contents are The contents of
Princess contents removed and chapters 1 to 3
Padua will are all changed.
Be change.

23
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

RESUME

Glenn Jan M. Calvo


048 Brgy. Francisco, Tagaytay City
Cell Phone No. 639499447831
E-mail Address: renrazealphamanzano@gmail.com
OBJECTIVES:
I am looking for a suitable job and opportunity where I could contribute my knowledge
and develop my personality as a career person while utilizing my skills. To bring out and
harness the best of my potentials for the glory of God and for the benefit of my employer,
the community and myself in preparations for the future advancement to the top
management.

PERSONAL INFORMATION:
Nick Name : Jan-Jan
Sex : Male
Age : 17
Date of Birth : January 13, 2002
Place of Birth : Bacolod City
Civil Status : Single
Citizenship : Filipino
Height : 5’5”
Weight : 50 kilos
Religion : Catholic
Name of Father : Jose Glenn M. Calvo
Name of Mother : Janice M. Calvo

QUALIFICATIONS:
 Creative and Dedicated person
 Adaptive to different working environment
 Cooperative optimistic person

24
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

 God-fearing man

SKILLS:

 Easily find solutions for modern problems


 Innovative for substitute things for work
 Oriented in Microsoft Office applications such as:
- Microsoft Office Power Point, Microsoft Office Word, Microsoft Office
Excel

EDUCATIONAL BACKGROUND:

Secondary Education Francisco P. Tolentino National High School


Tolentino West, Tagaytay City

Primary Education San Jose Elementary School


San Jose, Tagaytay City

CHARACTER REFERENCES:
Contact No.
 Mrs.Luningning Del mundo

I hereby certify that the above information are true and correct to the
best of my knowledge and belief.

Applicant’ Signature

25
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

RESUME

BRYAN V. BENITEZ
Camp Karingal QCPD Quarterings, A-204
Cell Phone No. 639772373276
E-mail Address: alphabryancharliedelta@gmail.com
OBJECTIVES:
I am looking for a suitable job and opportunity where I could contribute my knowledge
and develop my personality as a career person while utilizing my skills. To bring out and
harness the best of my potentials for the glory of God and for the benefit of my employer,
the community and myself in preparations for the future advancement to the top
management.

PERSONAL INFORMATION:

Nick Name : Doy/Bry


Sex : Male
Age : 19
Date of Birth : February 11, 2000
Place of Birth : Quezon City
Civil Status : Single
Citizenship : Filipino
Height : 5’10”
Weight : 176 lbs.
Religion : Born Again Christian
Name of Father : Samuel E. Benitez
Name of Mother : Marietta V. Benitez

26
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

QUALIFICATIONS:

 Dedicated and hard working individual


 Exceptionally versatile and adaptability
 Exposed and interested with a wide variety of personality
 God-fearing man

SKILLS:

 Ability to identify and analyze social problems and develop solutions


 Critical thinking
 Ethics and moral values
 Oriented in Microsoft Office applications such as:
- Microsoft Office Power Point, Microsoft Office Word, Microsoft Office
Excel

EDUCATIONAL BACKGROUND:

Tertiary Education New Era University


Central Ave, Quezon City
Bachelor of Science in Criminology
(Graduated)

Secondary Education Christian City Academy


Blue Ridge, Quezon City

Primary Education Pura V Kalaw Elementary School


Project 4, Quezon City

27
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

MEMBERSHIP:

Chicken Feet Gang (Paweeeer!)

CHARACTER REFERENCES:
Contact No.

 Lawrence Cabiles
Professor, Quezon City

I hereby certify that the above information are true and correct to the
best of my knowledge and belief.

Applicant’s Signature

28
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

RESUME

CARLA JOYCE M. CABALLERO;


Tolentino East, Tagaytay City
Cell Phone No. 639393014458
E-mail Address: carlajoyceee@gmail.com
OBJECTIVES:
I am looking for a suitable job and opportunity where I could contribute my
knowledge and develop my personality as a career person while utilizing my skills.
To bring out and harness the best of my potentials for the glory of God and for the
benefit of my employer, the community and myself in preparations for the future
advancement to the top management.

PERSONAL INFORMATION:

Nick Name : Carla/Nene


Sex : Female
Age : 17
Date of Birth : June 22, 2001
Place of Birth : Lalaan II Silang Cavite
Civil Status : Single
Citizenship : Filipino
Height : 5’4’’
Weight : 149 lbs.
Religion : Roman Catholic
Name of Father : Ramil Caballero
Name of Mother : Carlota Cabllero

29
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

QUALIFICATIOS:

 Dedicated and hard working individual


 Exceptionally versatile and adaptability
 Exposed and interested with a wide variety of personality
 God-fearing man

SKILLS:

 Ability to identify and analyze social problems and develop solutions


 Critical thinking
 Ethics and moral values
 Oriented in Microsoft Office applications such as:
- Microsoft Office Power Point, Microsoft Office Word, Microsoft Office
Excel

EDUCATIONAL BACKGROUND:

Tertiary Education Cavite State University


Indang
Bachelor of Science in Criminology
(Graduated)

Secondary Education Francisco P. Tolentino Memorial High


School
Tolentino West Tagaytay City

30
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

Primary Education Sungay Elementary School


Sungay East Tagaytay City

CHARACTER REFERENCES:
Contact No.
09071049117
•Paolo S. Borja
Teacher Talon National High School

I hereby certify that the above information are true and correct to the
best of my knowledge and belief.

Applicant’s Signature

31
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

Resume

Jogie O. Magdadaro
Purok-169 Silang Crossing East Tagaytay City
Cell Phone No. 63957924548
E-mail Address: chinchinmagdadaro@gmail.com
OBJECTIVES:
I am looking for a suitable job and opportunity where I could contribute my knowledge
and develop my personality as a career person while utilizing my skills. To bring out and
harness the best of my potentials for the glory of God and for the benefit of my employer,
the community and myself in preparations for the future advancement to the top
management.

PERSONAL INFORMATION:

Nick Name : chinchin


Sex : Female
Age : 17
Date of Birth : July 28, 2001
Place of Birth : Masbate City
Civil Status : Single
Citizenship : Filipino
Height : 5’3”
Weight : 55 lbs.
Religion : Born Again Christian
Name of Father : Noriel Magdadaro
Name of Mother : Jessica Magdadaro

32
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

QUALIFICATIONS:
 Adaptive to different working environment
 Cooperative optimistic person
 God-fearing person

SKILLS:

 Easily find solutions for modern problems


 Innovative for substitute things for work
 Hardworking Person

EDUCATIONAL BACKGROUND:

Secondary Education Francisco P. Tolentino National High School


Tolentino West, Tagaytay City

Primary Education Buyo Elementary School


Buyo,Claveria,Masbate

CHARACTER REFERENCES:
Contact No.
 Ms. Marion Hembrador

I hereby certify that the above information are true and correct to the
best of my knowledge and belief.

Applicant’ Signature

33
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

Questionnaire:Put check on circles provided.


Name: Date:
Grade & section:
Answer the questions honestly. Put check on circles to answer the questions.
Gender Male Female Age:
1.How long you used your smartphone?
0-1 hour 2-5hours 5-10hours 10 hours or more
2. Which application you often use? Choose at least 3 applications.
Rules of survival PUBG Free
fire
Mobile Legends Clash of Clans other mobile game
Put check on the following statements based on following criteria.
4- Strongly Agree 3- Agree 2-Disagree 1-Strongly Disagree
Statement 4 3 2 1
1. Playing Mobile Games enhanced my mental skills.(strategic/tactical
skills.)
2. I play Mobile games to relieve stress.
3. I play mobile games just to spend my time.
4. Playing mobile games helps me to increase my hand-eye coordination.
5. I play mobile games when I feel alone.
6. I spend more time playing mobile games than focusing on my studies.
7. I learned bad words from mobile games every time I play.
8. I get distracted every time I saw someone playing mobile games when
I’m doing some activities.
9. I spend my time playing mobile games than sleeping at night.
10. I spend my money for buying virtual cash on Mobile games.

34
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

Resume

Jogie O. Magdadaro
Purok-169 Silang Crossing East Tagaytay City
Cell Phone No. 63957924548
E-mail Address: chinchinmagdadaro@gmail.com
OBJECTIVES:
I am looking for a suitable job and opportunity where I could contribute my knowledge
and develop my personality as a career person while utilizing my skills. To bring out and
harness the best of my potentials for the glory of God and for the benefit of my employer,
the community and myself in preparations for the future advancement to the top
management.

PERSONAL INFORMATION:

Nick Name : chinchin


Sex : Female
Age : 17
Date of Birth : July 28, 2001
Place of Birth : Masbate City
Civil Status : Single
Citizenship : Filipino
Height : 5’3”
Weight : 55 lbs.
Religion : Born Again Christian
Name of Father : Noriel Magdadaro
Name of Mother : Jessica Magdadaro

35
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

QUALIFICATIONS:
 Adaptive to different working environment
 Cooperative optimistic person
 God-fearing person

SKILLS:

 Easily find solutions for modern problems


 Innovative for substitute things for work
 Hardworking Person

EDUCATIONAL BACKGROUND:

Secondary Education Francisco P. Tolentino National High School


Tolentino West, Tagaytay City

Primary Education Buyo Elementary School


Buyo,Claveria,Masbate

CHARACTER REFERENCES:
Contact No.
 Ms. Marion Hembrador

I hereby certify that the above information are true and correct to the
best of my knowledge and belief.

Applicant’ Signature

36
FRANCISCO P. TOLENTINO NATIONAL HIGH SCHOOL
Lagusan Rd. Tolentino West, Tagaytay City

37

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