Effects of Mobile Games
Effects of Mobile Games
Effects of Mobile Games
A Research
Mandaluyong, Philippines
In Partial Fulfillment
Practical Research 2
By:
Jessa M. Esperas
Mica Dumilon
CHAPTER |
known game on a mobile phone was a Tetris variant Hagenuk MT-2000 device
from 1994. Mobile games are the most trendy entertainment in modern societies
and they target a diversity of people in different ages. It is a leisure activity that has
2006).
Mobile Legends Bang Bang is a multiplayer online battle arena, mobile game
become popular in Southeast Asia and will be a medal event at the 2019 Southeast
Asian Games. This game is world of exciting for children to teenagers, even no
wonder and denied, adults also play this game application. Starting from Clash Of
Clan, Clash Royale, Fifa Mobile to the latest and trending topic in the game world
because of it new things were created and make the life of everybody’s easier,
comfortable and handy most of the time. Mobile games which is the mobile legends
bang bang created because of technology, that’s why students forget the
Playing mobile legends occurs, students gave more attention in playing than doing
their school responsibilities, they can’t study well that’s why they failed on their
grades, some are getting sick because most of their time spent in playing and
choose to skip their eating on time. They also don’t have enough money to spent
for their projects and other school works because they already spent it in buying
their load to their mobile phones for them to have data so they can play mobile
legends.
Thus, this study focuses on how mobile games which is the mobile legends affects
the academic performance of the students and identify the possible effects of
playing mobile legends for grade 12 students in Highway Hills Integrated School
2019-2020.
This research aims to identify the cause and effects of playing mobile games and
Integrated School.
The main purpose of this study is to provide information about the effects of playing
mobile games specifically the mobile legends and how it will affect the academic
Hills Integrated School in the first semester of school year 2019-2020. Each of the
from (10) ten different sections to prevent bias and get objective perceptions.
This study will help the students to have an insight on the impact of online games
The researchers expressed the value and importance of the research study and
aware and informed about the reasons why students play mobile legends and its
on how it will solved. This study also helps the school and the Administrators to
minimize the students who are playing mobile legends for having a good
Teachers. This study will benefit the teachers because it will provide additional
knowledge on what strategy they will use to educate students in Highway Hills
Integrated School about the well-known effects of mobile gaming specifically the
Students. This research or study will help students to improve their self discipline
and to be guided about their habit of playing mobile legends, because of its
negative outcomes. They will learn to prevent their bad habit of playing and how
they can improve their discipline as students to make their academic performance
good.
Researchers. This study will also benefit the future researchers. It provides
information that will help future researchers for their study about the effects of
mobile games specifically the mobile legends. This will serve as their basis and
The purpose of this study is to determine the effects of playing mobile legends to
The figure above shows how the research flows. It is divided into three were the
input, process, and output is stated. In the input frame the researchers determine
the reasons why students play mobile legends, what are the effects of mobile
legends towards the academic performance of the students and the difference
between the academic performance of students play mobile legends and the
academic performance of students who do not play. In the output frame the
Theoretical Framework
games can promote retention and the ability to transfer knowledge to new
domains. Instructional games are attractive to learners because they offer a simple
and creative means of providing high-level motivation, clear and consistent goals,
The theory of intrinsic motivation is by far the dominant source of support for
has the intrinsic ability to develop the learners' confidence in determining their own
reign and local, which provides relevant facts about the effects ofonline gaming t
owards the academic performance of the students. That helpsin familiarizing infor
Dockrill (2012) stated that students who regularly spend time playing
solving skills that can alsohelp them in their schoolwork. He also said that when y
ou play online games you’re solving puzzles to move to the next level and that in
volves using some ofthe general knowledge and skills in maths, reading, and sci
been taught during the day.Computer games have become one of the most impo
rtant entertainmenttools for children, teenagers and even adults all around the gl
mescompulsively attract many people. In fact, they have become an integral part
create a sense of enjoyment of learning. They not only have become one ofthe m
ost significant recreations for all age groups, but also they have potentialsto be u
sed for educational purposes as a new strategy (Prensky, 2003; Tuzaun& et al.,
2009; Grimley & et al., 2011). Therefore, video games can no longer beseen as
mere entertainment tools. Today the positive effects of video games areemphasi
zed more than ever. As Games have become a tool to communicate,teach, and i
nfluence attitudes and behavior, numerous studies have suggestedthat they have
commitment in learning (Tuzaun & et al., 2009; Kim,Park, & baek, 2009).In an ex
dramatically decreased (limited time spent using technology to30 minutes per da
et.al, (2009) found that the excessive playing ofvideo games (five hours or more
per session) resulted in school grades thatwere below a 3.00 average, and that ti
that video games indirectly lead todecreased performance through promoting viol
ence. Finally, they noted thatplaying video games took time away from school act
lso found that males were more prone to these resultsthan females, because mal
es tend to play video games more. The penetration ofvideo games into the Unite
d States alone is huge, with at least 90% of homeshaving children that have play
ed (rented or owned) video games. This is arecord level that continues to increas
e. 55% of console players and 66% ofonline players are over 18. The college de
ck of parental supervision andthey have more flexible schedules, allowing for mor
e play time. The studies and literature concerning the effects of online games to t
msuggest that online games may lead to negative effects while others said that it
gives positive benefits The relationship between the usage of computer gamesan
Local
ffer theirpatrons with a new dimension of virtual entertainment. The youth especi
ally,college students are the usual patrons of computer games. According to NIK
tics from Juha Sompinmaki of Tech in Asia show that about 409, of thegaming po
theAncients and LOL or League of Legends involve cooperation with other online
players in order o win. These games encourage players to make the most oftheir
and play for people of all ages, especially for the students. Itrefers to the games
that are played over some forms of computer network,typically on the internet. Th
ese games are played online, in which you canconnect with multiple players. It is
normally platform independent, relying onthe web browser and appropriate plug-
in. (Robinson, 2016)Skoric et al (2009) found that while game addiction leads to
weengame play and English test scores, which suggests that gaming can actuall
et al. (2008); Roeand Muijs (2000); and Russell (2006) also showed that rate of p
other research.