Академический Документы
Профессиональный Документы
Культура Документы
CHAPTER I
THE PROBLEM AND ITS BACKGROUND
INTRODUCTION
A mobile game is a video game played on a feature phone,
phones was a variant of the Snake game for the Nokia 6110,
game software. The games may be installed over the air, side
or memory card.
a session; it is one of
least 9 hours for teenager. Playing video games does have his
specific questions:
Age
Gender
Year level
How does long the freshman Student play mobile games per
CONCEPTUAL FRAMEWORK
The Conceptual framework is discussed the Effect of
Research Paradigm
Independent Variable
I.Respondent
Dependent Profile
Variable Academic performance
1.1 Age
1.2 Sex/Gender Grades
1.3 Grade Class performance
1.4 Section
1.5 Time spend playing Attendance
MLBB
II. Psychological
Factor
2.1 Stress
2.2 Motivation
2.3 Lack of sleep
possible solution
DEFINITION OF TERMS
Addiction – Addiction is a brain disorder characterized by
consequences
achievement.
severely.
device itself.
Offline games – are the ones that can run/be played without
some specific part of it. The word “effects” means that the
CHAPTER II
LITERATURE REVIEW
Stress
Foreign Literature
According to BMC Public health (2011) There were cross-
fairly obvious that if you play video games, you will not be
make you feel better.That may sound like a big claim to make,
found that playing too many video games can (can) contribute
people".
2009
but the good kind. The kind you feel when you’re facing an
pro-social behavior.
subject. “But it’s like with global warming research: you can
Motivation
the partici-pants only came into the lab on one occasion and
into what actually happens when people play games during their
each other. There is also a need for studies that do not look
and learning seems to stem from the fact that digital games
games.
similar to the idea that work and play are mutually exclusive
the social dynamics and context that occur around it. For
more people are play-ing them (Juul, 2009). Juul argues that
Academic Performance
gamers, who spend more than 2 hours per day playing mobile
on youth health.
than students who spent 0-10 hours playing video games. Types
recent years.
peer group gains more importance. Peer pressure may lead toa
2009).
Local Literature
Video games have rivaled all types of media for leisure time use.
approximately 81% of 18-29 years old play video games. (Video Game
crazy about mobile game play (VGP). Some parents even encourage
dexterity and could even improve their IQ. We now have robust
Ever since the emergence of video games, there have been only
negative correlation between GPA and time spent playing video games
several older studies contend that the results of research have been
2011).
this conclusion.
(APA, 2000).
Grades
Foreign literature
When it comes to playing video games, it seems moderation
games. For many, online gaming has also became a new avenue
found that video games can hurt schoolwork. But, in 2016, The
more on when video games are being played instead of how many
they can't pay attention will play games for 9 straight hours
school doesn't."
Not only did the kids with new game systems spend less
just one small study, and critics raise the point that these
kids had never before owned a game console. Maybe they slacked
2014).
that support their views. But the evidence suggests that there
on school performance.
played video games spent 30% less time reading (Cummings and
Vandewater 2007).
Local
Detablan., et. Al, ACLC Taguig October 2013) the project has
various games that are fun yet educational, students can also
one hour every day playing video games, even as seven billion
students.
Attendance
Foreign Literature
Addiction takes away from life and reduces motivation to
(IGDA panel). Niolosi (2002) found that mobile games are part
Local
game overuse.
Class Performance
Foreign Literature
Mobile gaming addiction is a topic of increasing
Local Literature
CHAPTER III
Methodology
This chapter provides a description of the methodology
analysis.
Research Design
The study used the descriptive research design because the
Figure No. 2
This study was conducted in Micro Asia of Science and
Technology.
Data
The data for this study was gathered trough validated
Population of Sample
Table 1
Population and Sample
Sample %
Humanities Population Sample (n)
Derived
HUMSS 12 AB 41 37 100%
HUMSS 12 CD 48 43 100%
HUMSS 11 A 27 25 100%
HUMSS 11 B 27 25 100%
Total 143 130 100%
Research Instruments
A questionnaire was used in gathering data to determine
our respondents.
This part tells the psychological factor that may affect the
legend:
final questionnaire.
CHAPTER IV
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
This chapter presents the analysis, interpretation and
of the respondents.
1.1. Age
AGE
53.85 %
60 45.38 %
40
20 0.77 %
0
15-16 17-18 19-20
PERCENTAGE
respondents who are 19-20 years old who have 1 person composed
1.2. Sex
The sum of characteristic structures and functions of
SEX
46.92%
53.08%
MALE FEMALE
1.3 Section
SECTION
53.08 %
46.92%
A B
study are PLAYING MLBB which consist of 1-2 HOURS and have
Table 2.
Mean and Standard Deviation of the Respondents
Psychological Factors in terms of Stress
Psychological Factor
A. Stress MEAN SD INTERPRETATION
1. Reducing depression and
decreasing atress level to 3.81 0.94 Highly Evident
improving maintain skills.
2. Mood enhancement. 3.89 0.84 Highly Evident
3. Can enhance spatial
3.75 0.94 Highly Evident
awareness.
4. Ehance mental skill to
3.90 0.85 Highly Evident
handle to handle stress.
5. Reduce stress maintain good
3.87 0.95 Highly Evident
condition.
AVERAGE 3.84 0.86 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
women.
Evident (HE);
Table 3.
Mean and Standard Deviation of the Respondents
Psychological Factors in terms of Motivation
B. Motivation MEAN SD INTERPRETATION
1. Games help student to become a
part of a team as well as take
3.83 1.00 Highly Evident
responsibility for their own
learning.
2. By playing games students become
more motivated to learn and 3.63 1.06 Highly Evident
participate in set tasks.
3. Allowing students to work
through obstacles to achieve those
3.75 0.97 Highly Evident
task can help boost self-
confidence.
4. Games also provided
entertainment reinforcement to
3.79 0.87 Highly Evident
encourage player not to give up
despite growing challenges.
5. Player can learn to see
themselves as having skills and
3.96 0.85 Highly Evident
intelligent they might not
otherwise realize they posses.
AVERAGE 3.90 0.81 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
Table 3 shows the overall mean and standard deviation of
came into the lab on one occasion and it could be argued that
Evident (HE);
gamers, who spend more than 2 hours per day playing mobile
Table 4.
Mean and Standard Deviation of the Respondents
Psychological Factors in terms of Lack of Sleep
C. Lack of Sleep MEAN SD INTERPRETATION
1. Sleeping early makes the body
4.4 0.83
more active and healthy. Highly Evident
2. Sleeping early result good in
4.29 0.85
making decision. Highly Evident
3. Benefits good result. 4.08 0.99 Highly Evident
4. Enhancing physical performance. 4.07 0.89 Highly Evident
5. Strength your memory and
essential for processing new 4.1 0.94
information. Highly Evident
AVERAGE 4.25 0.79 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
than students who spent 0-10 hours playing video games. Types
recent years.
Table 5
Mean and Standard Deviation of the Respondents
School Related Factors in terms of Academic Performance.
SCHOOL RELATED FACTORS
A. Academic Performance MEAN SD INTERPRETATION
1. Improves academic skills. 3.88 1.12 Highly Evident
2. Improves critical thinking. 3.95 0.90 Highly Evident
3. Focussing attention and listen
3.82 1.07
during every discussion. Highly Evident
4. Become already in all subject. 3.85 0.95 Highly Evident
5. Active in participating in every
3.88 0.99
discussion. Highly Evident
AVERAGE 3.88 0.89 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
The overall mean of the Respondents School Related
Table 6.
Mean and Standard Deviation of the Respondents
School Related Factors in terms of Grades.
B. Grades MEAN SD INTERPRETATION
1. Get a passing grades. 3.94 0.98 Highly Evident
2. Improves attention and
3.77 0.97
concentration in a topic. Highly Evident
3. Improves physical and mental
3.90 0.88
skills. Highly Evident
4. help students from failing
3.67 1.03
their grades. Highly Evident
5. Always do my requirement to get
3.91 0.94
passing grades. Highly Evident
AVERAGE 3.92 0.85 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
Table 6 shows the overall mean and standard deviation
performance.
(HE);
Niolosi (2002) found that mobile games are part of the daily
Table 7.
Mean and Standard Deviation of the Respondents
School Related Factors in terms of Attendance.
C. Attendance MEAN SD INTERPRETATION
1. Attending class can also increase
3.88 0.84 Highly Evident
a student interaction in atopic.
2. Gives interest on attending to
3.87 0.93 Highly Evident
school.
3. Increase and adopts more skills
3.79 0.88 Highly Evident
to improve academic performance.
4. Gives your idea about what you
3.81 0.93 Highly Evident
want in course or job.
5. Gives challenge to discover new
3.92 0.95 Highly Evident
ability or skills.
AVERAGE 3.90 0.79 Highly Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
The overall mean of the Respondents School Related
Table 8.
Mean and Standard Deviation of the Respondents
School Related Factors in terms of Class Performance.
D. Class Performance MEAN SD INTERPRETATION
1. Playing mobile games it helps
to cooperate and interact with 3.78 1.00 Highly Evident
team mates.
2. It will helps skills in
3.61 1.00 Highly Evident
learning.
3. Exert more effort when doing
3.73 0.95 Highly Evident
difficult activity.
4. Enhance multitasking skills in
3.74 0.98 Highly Evident
activity.
5. It improves social skills. 3.95 0.93 Highly Evident
AVERAGE 3.86 0.76 High Evident
Legend:
Mean Range Verbal Interpretation
4.51 – 5.00 Very Highly Evident
3.51 – 4.50 Highly Evident
2.51 – 3.50 Evident
1.51 – 2.50 Slightly Evident
1.00 – 1.50 Not Evident
Table 8 Shows the overall mean and standard deviation of
(HE);
Table 9.
Summary of Mean and Standard Deviation of the Effect of
Mobile Games Addiction (MLBB) to the Academi.
Effect of Mobile Games
Addiction (MLBB) to the MEAN SD INTERPRETATION
Academic Performance
1.Stress 3.84 0.86 Highly Evident
2.Motivation 3.90 0.81 Highly Evident
3.Lack of Sleep 4.25 0.79 Highly Evident
Grand MEAN and SD 4 0.21 Highly Evident
Table 10.
Summary of Mean and Standard Deviation of the Effect of
Mobile Games Addiction (MLBB) to the Academic Performance.
Effect of Mobile Games
Addiction (MLBB) to the MEAN SD INTERPRETATION
Academic Performance
1.Academic Performance 3.88 0.89 Highly Evident
2.Grades 3.92 0.85 Highly Evident
3.Class Performance 3.86 0.76 Highly Evident
4.Attendance 3.90 0.79 Highly Evident
3.54 0.21
Grand MEAN and SD Highly Evident
Table 11.
Relationship between the Profile of the Respondent and
Psychological Factors
PSYCHOLOGICAL FACTORS
SIGNIFICANC
STRESS R-VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.11 0.05 Weak Correlation
Sex -0.05 0.05 Weak Correlation
Grade Level -0.05 0.05 Weak Correlation
Section -0.28 0.05 Weak Correlation
Time spend playing
0.03 0.05
MLBB Weak Correlation
AVERAGE -0.09 0.05 Weak Correlation
SIGNIFICANC
MOTIVATION R-VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.05 0.05 Weak Correlation
Sex -0.05 0.05 Weak Correlation
Grade Level 0.20 0.05 Weak Correlation
Section -0.20 0.05 Weak Correlation
Time spend playing
0.00 0.05
MLBB Weak Correlation
AVERAGE -0.02 0.05 Weak Correlation
SIGNIFICANC
LACK OF SLEEP R-VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.16 0.05 Weak Correlation
Sex 0.27 0.05 Weak Correlation
Grade Level -0.03 0.05 Weak Correlation
Section -0.19 0.05 Weak Correlation
Time spend playing
-0.09 0.05
MLBB Weak Correlation
AVERAGE -0.04 0.05 Weak Correlation
Legend:
Scale Verbal Interpretation
R= .10 to 0.29 or -.10 to -.29 Weak Correlation
at .05 level.
Table 12.
Relationship between the Profile of the respondent and
School related factors
SCHOOL RELATED FACTORS
ACADEMIC R- SIGNIFICANC
PERFORMANCE VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.21 0.05 Weak Correlation
Sex 0.03 0.05 Weak Correlation
Grade Level -0.08 0.05 Weak Correlation
Moderate
-0.34 0.05
Section Correlation
Time spend playing
0.03 0.05
MLBB Weak Correlation
AVERAGE -0.11 0.05 Weak Correlation
R- SIGNIFICANC
GRADES VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age -0.07 0.05 Weak Correlation
Sex 0.10 0.05 Weak Correlation
Grade Level -0.09 0.05 Weak Correlation
Section -0.29 0.05 Weak Correlation
Time spend playing
-0.03 0.05
MLBB Weak Correlation
AVERAGE -0.08 0.05 Weak Correlation
R- SIGNIFICANC
CLASS PERFORMANCE VALUE E VALUE INTERPRETATION
PROFILE'S VARIABLE
Age 0.00 0.05 Weak Correlation
Sex -0.14 0.05 Weak Correlation
Grade Level 0.11 0.05 Weak Correlation
Section -0.16 0.05 Weak Correlation
Table 13.
Relationship between the Effect of Mobile Games Addiction
(MLBB) to the Academic Performance
PSYCHOLOGICAL FACTORS
R- SIGNIFICANC
STRESS VALUE E VALUE INTERPRETATION
SCHOOL RELATED VARIABLE
Academic
0.53 0.05
Performances Strong Correlation
Grades 0.61 0.05 Strong Correlation
Moderate
0.41 0.05
Class Performance Correlation
Attendance 0.59 0.05 Strong Correlation
AVERAGE 0.53 0.05 Strong Correlation
R- SIGNIFICANC
MOTIVATION VALUE E VALUE INTERPRETATION
SCHOOL RELATED VARIABLE
Academic
0.28 0.05
Performances Weak Correlation
Grades 0.29 0.05 Weak Correlation
Class Performance 0.59 0.05 Strong Correlation
Moderate
0.45 0.05
Attendance Correlation
Moderate
0.40 0.05
AVERAGE Correlation
R- SIGNIFICANC
LACK OF SLEEP VALUE E VALUE INTERPRETATION
SCHOOL RELATED VARIABLE
Academic
0.58 0.05
Performances Strong Correlation
Moderate
0.48 0.05
Grades Correlation
Class Performance 0.19 0.05 Weak Correlation
Moderate
0.47 0.05
Attendance Correlation
Moderate
0.43 0.05
AVERAGE Correlation
Legend:
Scale Verbal Interpretation
R= .10 to 0.29 or -.10 to -.29 Weak Correlation
R= .30 to .49 or -.30 to-.49 Moderate Correlation
R= .50 to 1.00 or -.50 to -1.00 Strong Correlation
level.
Chapter V
SUMMARY OF FINDINGS, CONCLUSIION, AND RECOMMENDATIONS
researchers’ study.
Summary of Findings:
1. Profile of the Respondents:
Age
Sex
Grade Level
2. Psychological Factors
deviation of 0.21.
Conclusions:
of Psychological Factors
Recommendations
Mobile Games.