Cause and Effect of Mobile Games To Students
Cause and Effect of Mobile Games To Students
Cause and Effect of Mobile Games To Students
BY:
PASCUAL, NORLYN
YMAS, MAGDALIN
PINULLAR, RAFFIE
SANOSA, GLENJAMIR
I
Table of Contents
Page Nos.
ACKNOWLEDGEMENT III
ABSTRACT VI
CHAPTER I
1.1 Introduction 5
1.2 Background of the Study 5- 6
1.3 Conceptual Framework 6
1.4 Statement of the Problem 7
1.5 Significance of the Study 8
1.6 Scope and Delimitation 8-9
1.7 Definition of Terms 9-10
CHAPTER II
2.1 Related Literature 10-11
2.2 Related Studies 11
CHAPTER III
3.1 Introduction 12
3.2 Research Design 12
3.3 Population and Sampling Techniques 12-13
3.4 Research Local 13
3.5 Research Instruments 13-14
3.6 Data Gathering Procedure 14-15
3.7 Data Analysis Procedure 15
CHAPTER IV
4.1 Introduction 16
4.2 Results and Findings 16
1 Table 2 16
Table 3 16
Table 4 16-17
Table 5 17
2 Table 6 17
Table 7 18
3 Table 8 18
Table 9 18
4 Table 10 19
Table 11 19
5 Table 12 19-20
Table 13 20
6 Table 14 20
Table 15 21
7 Table 16 21
Table 17 22
8 Table 18 22
Table 19 23
9 Table 20 23
Table 21 24
10 Table 22 24
Table 23 25
11 Table 24 25
Table 25 26
CHAPTER V
5.1 Introduction 26
5.2 Summary of Findings 26-29
5.3 Conclusion 29-30
5.4 Recommendation 30
REFERENCES 31-32
III
ACKNOWLEDGEMENT
It is a great pleasure to thank all those who made this research possible.
First of all, I thank Almighty God for answering our prayers and giving us the
strength and the ability to complete this research.
Most importantly, none of this could have happened without our family
who offered their support and encouragement in every way they possibly could, I
am forever grateful. This research is evidence of your unconditional love and
encouragement.
IV
ABSTRACT
The study attempts to investigate the cause and effect of mobile games to
grade 11 students of Montessori Professional College of Asia.
The data presented in this study were collected and evaluated through the
questionnaire distributed to the respondents to determine the reasons of the
grade 11 students why they are playing mobile games and to know if they are
affected negatively or positively.
To accomplish the objective some hypothesis was set. And the result
obtained from the research was compared with hypothesis set. And according to
the comparison the result and conclusion was made.
5
CHAPTER I
1.1 INTRODUCTION
The research aims to see if the affect experienced by the said researcher
is also the same with the target respondents and if the result is negative, how
about the positive ones.
Studies have been conducted assessing the cause and effects of Mobile
Games to Grade 11 students of Montessori Professional College of Asia. As an
input, the researchers will gather all the information about the Cause and
Effects of Mobile Games to Grade 11 students of Montessori Professional
College of Asia. To carry out the study, the researchers conducted a survey
among the Grade 11 students who are playing mobile games. As a result, the
researchers discovered the cause and effects of mobile games to the student.
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1.4 STATEMENT OF THE PROBLEM
This is study aimed to know the cause and effect of mobile games to
grade 11 students of Montessori Professional College of Asia.
10).How does playing mobile games affect your relationship with other people?
11).What do you think is the impact of mobile games to your overall well-being?
HYPOTHESIS:
Mobile games may affect the students both positively and negatively.
8
STUDENTS. This study will help them to know how mobile games affects them
both positively and negatively. In the end of this study they would finally know
that there are consequences that they might get from too much playing mobile
games. This study will provide some knowledge about the effects of mobile
games specifically to students.
TEACHERS. The given data would guide the teachers on what to do with the
students that are being affected in playing mobile games negatively. The
teachers would be able to understand the cause why students are playing mobile
games.
PARENTS. Like the teachers the parents will understand why their children are
playing mobile games. This study will also help the parents to know the possible
effects of playing mobile games, both positively and negatively and later on will
help them to learn and to formulate actions for their children.
The general intent of this study is to know why some Grade 11 students of
Montessori Professional Collage of Asia are mobile games and how this affects
them or their lives both positive and negative.
This study mainly identify and assess different factors that affects the
grade 11 students also, this study aims to identify on how researchers develop
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And assist the students to have control and know their limits in playing mobile
games.
This study will be conducted with the limited amount of financial resources
and time framework.
Operator portals
- This is the application that allows you to browse.
(Operational)
- Is an application that can allowed the users to browse the games and other
applications that is suitable to the users’ game.
Fond
- Is the affection you feel for someone or something.
(Operational)
- It is the feelings that you discovered for someone or something you liked for
the short period of time.
Mobile games
- is a game that you can play in your mobile.
(Operational)
- Is type of entertainment games that can be downloadable in any type of
mobile phones.
Mental disorder
- It is a disorder that affects our mentality.
(Operational)
- It is an illness than can affect our appearances or our physical/outside looks.
Smartphone
- It is the gadget that we use for everyday life.
(Operational)
- It is the one that we need for our hobby, work, and other important things
that we can do in that smartphone.
Technology
- Is the group of gadgets that we use.
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(Operational)
- Is the gadgets we used for our desire and for our needs that need to fulfil
using the technology
Gamer
- Is a person who played the game.
(Operational)
- The one who played the mobile games and the one who knows games very
well than anyone else.
CHAPTER II
REVIEW OF RELATED LITERATURE
This chapter presents the literature and studies that will support the facts
about the study.
have more playing time. (SujatAli Hamzah). Addicted gamers spend so much
time playing their personal relationships get neglected and sometimes disappear
altogether. Addicted gamers also neglect the responsibilities or everyday life
such us school and work. (UNC-IASIS)
Stated by Hassan (2011), online gaming is good and bad. Good for those
who know their limits and bad for those who fix themselves in the seats for long
hours and cut off the interaction with rest of the world.
On the other hand, online games can also benefit on playing online
games. A great variety of forms have been developed and put into practice to
enhance learning, offer solace, to drive away boredom, and/or to persuade
players to adopt certain actions and opinions. The game play improves various
thinking skills but that it can also boost a cognitive speed for those who play
action games and can also improve cognitive speed for those who play action
games and can also improve cognitive accuracy for players who solve puzzle
and strategy games (Klabber, 2001). Some video games have been associated
with aggressive behaviour. In that case, children imitate online characters. Some
children are at the period of modelling (Anderson & Bushman, 2001).
CHAPTER III
RESEARCH METHODOLOGY
3.1 INTRODUCTION
The study used the descriptive research design because the study
involves the factors that may affect the behavior and health of students.
Descriptive research design is a scientific method which involves observing and
describing the behavior of a subject without influencing it in any way. This
research design helped the researchers to collect and analyze the responses of
the respondents to the checklist designed by the researchers and to obtain their
views, opinions, and perceptions to the subject.
Table 1
SECTION FREQUENCY
M1 7
M2 10
M4 28
M7 5
TOTAL 50
Sampling Frame
The research setting refers to the place where the data are collected. In
this study, data were collected at Montessori Professional College of Asia,
building of grade 11 students.
The questionnaire has four parts. Part I contained the profile of the
respondents in terms of age, gender and educational status. Part II focused on
how they discover mobile games, how long the respondents spend their time
playing mobile games and when they play mobile games and Part III focused on
how playing mobile games affects their relationship, health and study. The
14
At first, the researchers looked for necessary resources that could help
them in their study. They did an intensive reading from the internet and asked
opinions from the mobile games’ player. From these, they were able to construct
ideas and questions necessary for the questionnaire.
Some sample questions that were included in the questionnaire were the
following:
2.) How many hours do you spend in playing mobile games per day?
a.) 1-2 Hour
b.) 3-4 Hours
c.) 5 Hours and above
4.) What do you think is the impact of mobile games to your overall well-
being?
a.) Positive impact
b.) Negative impact
c.) Both A and B
With the permission granted, the researchers clearly explained all the
directions and items to the respondents to ensure understanding and correctness
of their responses. Retrieval of the questionnaires was done after 3-5minutes.
CHAPTER 4
4.1 INTRODUCTION
1. PROFILE OF RESPONDENTS
This study included several profile variables to gain the information about
the respondents of the study. These were presented in the following table.
Results indicate that out of 50 respondents, ages 15-17 got the higher
frequency which is equivalent to 45 with the percent of 90% while 18-20 got a
frequency of 5 with the percent of 10%.
Table 3
Standard Deviation
Table 4
The findings revealed that majority of the respondents who are playing
mobile games were Female.
Table 5
Standard Deviation
Table 6
Gadget used by the respondents in playing mobile games
GADGET FREQUENCY PERCENTAGE
A. Tablet 4 8%
B. Own Cellphone 43 86%
C. Others’ Gadget 3 6%
Table 6 shows that most of the respondents which has 43 or 86% of them
owned a hand phone that they used to play mobile games. The result also shows
that 6% of the respondents is borrowing gadgets to other just to play mobile
games.
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Table 7
Standard Deviation
Table 8
How the respondents discover new mobile games
Table 9
Standard Deviation
Table 10
The findings revealed that most of the respondents are playing mobile
games just to prevent getting bored.
Table 11
Standard Deviation
Table 12
20
Table 13
Standard Deviation
Table 14
It indicate that majority of the respondents play mobile games during their
free time
21
Table 15
Standard Deviation
Table 16
Table 17
Standard Deviation
Table 18
The results shows that playing mobile games has a negative effect on the
study of the students.
23
Table 19
Standard Deviation
Table 20
The results indicates that playing mobile games has a negative effect on
the health of the respondents.
24
Table 21
Standard Deviation
Table 22
The results shows that playing mobile games has a negative effect to the
relationship of the respondents with others.
25
Table 23
Standard Deviation
Table 24
Table 25
Standard Deviation
CHAPTER V
5.1 INTRODUCTION
This study was conducted to determine the cause and effect of mobile to
the grade 11 students of Montessori Professional College of Asia. This research
was conducted during the year 2019. Specifically, the study attempted to answer
the following questions:
10).How does playing mobile games affect your relationship with other people?
11).What do you think is the impact of mobile games to your overall well-being?
After the data were tabulated, analysed and interpreted the following findings
emerged:
1.1 AGE. Out of 50 respondents, ages 15-17 got the higher frequency
which is equivalent to 45 with the percent of 90% while 18-20 got a
frequency of 5 with the percent of 10%.
1.2 GENDER. Out of 50 respondents, 20 of them are male which is
equivalent to 40% while 30 of them are female which is equivalent to
60%. This study showed that majority who plays mobile games are
Females.
2.1 Most of the respondents which has 43 or 86% of them owned a hand
phone that they used to play mobile games. The result also shows that
6% of the respondents is borrowing gadgets to other just to play
mobile games.
6.1 Out of 50 respondents plays mobile games “during free time” which is
equivalent to 48 or 96% play mobile games during their free time.
While choices “while at school” and “Meal times” both got 2%. It
indicate that majority of the respondents play mobile games during
their free time.
5.3 CONCLUSION
2. Students are getting positive effects from mobile games like, it relived stress,
to learn more skills, it encourage more effective study habits and it helps to
improve brain functions. In the other hand, they are also getting negative effects
too like losing time for their families and friends, sleep problems, unable to do
their task.
5.4 RECOMMENDATION
2. Students should know the consequences that they might get from too much
playing of mobile games.
3. Students should know that mobile games are not just for fun but it could also
give them the learning that they may apply in their lives.
4. Parents must guide them while playing mobile games and also on choosing
the most appropriate mobile games that their children should play.
5. Parents must know how to limit their children in playing mobile games.
31
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32
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