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Thy Covenant Montessori School

SENIOR HIGH SCHOOL DEPARTMENT


#98 R. Magsaysay St. Phase II, AFPOVAI, Fort Bonifacio, Taguig City Tel No.
824-7451/781-8822

THE EFFECTS OF MOBILE LEGENDS ON ACADEMIC PERFORMANCES AMONG GRADE 12


STUDENTS(AM SESSION) OF THY COVENANT MONTESSORI SCHOOL S.Y. 2020-2021

A Research Paper
presented to
the Faculty of Senior High School of
Thy Covenant Montessori School

In Partial Fulfillment

of the Requirements for the Course


Practical Research 2

BALURAN, Sheila May


JOCSON, Trisha B.
PABLITO, Jacquelyn F.
ROBLES, Hannah Mae A.

December 4, 2020

1
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

APPROVAL SHEET

This research paper entitled THE EFFECTS OF MOBILE LEGENDS ON ACADEMIC


PERFORMANCES AMONG GRADE 12 STUDENTS(AM SESSION) OF THY COVENANT MONTESSORI
SCHOOL S.Y. 2020-2021, prepared and submitted by Sheila May Baluran, Trisha Jocson, Jacquelyn Pablito,
and Hannah Mae Robles, in partial fullfilment of the requirements for the course Practical Research 2, has been
examined and is recommended for acceptance and approval for oral defense.

Sir Cris Del Prado


Research Adviser

CERTIFICATION OF ORIGINALITY

This is to certify that the research work presented in this thesis entitled THE EFFECTS OF MOBILE
LEGENDS ON ACADEMIC PERFORMANCES AMONG GRADE 12 STUDENTS(AM SESSION) OF THY
COVENANT MONTESSORI SCHOOL S.Y. 2020-2021, for the course Practical Research 2 at Thy Covenant
Montessori School(TCMS) embodies the result of original and scholarly work carried out by the undersigned. This
thesis does not contain words or ideas taken from published sources or written works that have been accepted as
basis for the award of the degree from any higher education institution, except where proper referencing and
acknowledgement were made.

The Researcher
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

ABSTRACT

Name of Institution: Thy Covenant Montessori School

Address: 98 R. Magsaysay St., Phase II, AFPOVAI, Fort Bonifacio, Taguig City

Title: The Qualitative Research of the Effects of Online Games Among Selected Grade

12 Students of Thy Covenant Montessori School S.Y. 2020-2021

Researchers: Baluran, Sheila Mae; Jocson, Trisha Jaye;Pablito, Jacquelyn; Robles, Hannah Grade

and Section: XII- Bethlehem

Date started: November 2020

Date completed:

This study was conducted to assess and find out the impact of computer games on the academic
performance and social behavior of the Senior High School Students. Furthermore this study sought answers on
significant relationship between playing computer games and academic performance to social behavior of the
students.

Nevertheless, playing computer video games is one of the common activities that people do for their
leisure times. Computer Games can be defined as the technology that allow player to play a games as a party.
Most of the computer games are on online that we have today are using internet as their platform. There are so
many types of genre for online games. For example of the genre are strategy, action, adventure, simulation,
sport, and role-playing. This type of genre has different concept with one objective to created fun towards their
players regardless of their age.

Relevant of the topic n the academic performance and the behavior of the student cause of computer
games suffer from worsened learning ability, concentration problems, poor academic performance, and
decreased interactions with other people. From which students spend so much time in computer games that
results the negative impact to the students.
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

ACKNOWLEDGEMENT

This paper would not be possible without the help and support of the following individuals. The researchers
would like to extend its sincere gratitude to the following.

First and foremost to our ALMIGHTY GOD, for giving us enough wisdom and strength to finish this paper.
To our Alma Mater, Thy Covenant Montessori School for choosing us to be part of constant triumph in terms of
academic excellence, acquiring good attitude and amenable, being accountable for our task, and educate us to be
the best version of ourselves.

To our family, we are extremely grateful to our parents for their love, prayers, caring, and sacrifices for
educating and preparing for our future. We will not able to surpass all the challenges that we’ve encountered.
We also acknowledge and appreciate their help and transparency during our research. To our friends, we are
also thankful to them for their understanding prayers and continuing support to complete this research work.
Thank you for motivating us that we can make it.

To the Admin, we would also like to express our gratefulness to them for giving us the opportunity to
allowing ourselves to endure more knowledge and facts as well.
To the teachers, who always gave and advised whenever we asked and molding us to be more
knowledgeable. Also they instructed us on obtaining right conduct and good manner inside and outside
of the school.

To Research Paper Adviser, we would like to express our deepest recognition to our professor for guiding
us on providing helpful information for our study and carry out this research.
To Fellow Researchers, We sincerely thank to our fellow researchers for helping us also in our study by
cooperating our program and respecting each other.

.
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

TABLE OF CONTENTS

PAGE
Title Page ............................................... 1

Approval Sheet and ............................................... 2


Certificate of Originality

Abstract ............................................... 3
Acknowledgement ............................................... 4
Table of Contents ............................................... 5

I. THE PROBLEM AND ITS SETTING


1.1 Introduction .........................................
1.2 Statement of the Problem .........................................
1.3 Assumption and Hypothesis .........................................
1.4 Significance of the Study .........................................
1.5 Scope and Delimitation .........................................
1.6 Conceptual Framework .........................................
1.7 Definition of Terms .........................................
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

CHAPTER I
THE PROBLEM AND ITS SETTING

INTRODUCTION

Video game addiction is defined as impulse control disorder, which does not involve use of an
intoxicating drug and is similar to pathological gambling. Also, it is also referred to video game overuse,
pathological or compulsive use of computer games and videogames (Greenfield & Young, 2009). Due to
excessive use of computer games there is effect in their personal traits like anxiety, sensation seeking,
neuroticism, and aggression which are the symptoms that a person is under the development of gaming
addiction (Mehroof, M et al. 2010). Brain is also affected in computer addiction; regions of the brain associated
with cravings in substance abuse also appear to be activated in gaming addicts when they view images of video
games (Ko, C et al. 2010). There are two types of gaming, “excessive gaming” and “addictive gaming” these
two types of gaming is different from each other; the difference between “excessive gaming and “addictive
gaming” is that two gamers may play for an identical number of hours each day, but their psychological
motivation and the meaning that gaming has within their lives can be very different.

Gaming addiction should be defined by how much the negatively impacts other areas of life, not by
how much time is spent playing (Griffiths, M et al. 2010). In a volunteer sample, 41% of online gamers
acknowledged that they use gaming as an escape. In the same sample, 7% were viewed as “dependent”. These
gamers possessed several behavioural attributes that are related to more well established forms of addiction
(e.g., mood modification, tolerance, & relapse) (Hussain et al. 2009).
Most online gamers are male. Among male gamers, more severe online gaming addiction is correlated
with older age, lower self-esteem, and lower dissatisfaction with daily life. This relationship did not hold true
for female gamers(Ko et al. 2005). Excessive use of technology is relatively rare. Compared to females, males
are more likely to develop a gaming addiction. Boys are more likely to play aggressive or violent games while
girls are more likely to play platform and puzzle games (Griffiths, 2008). In Germany, 1.5 – 3.5% of teenage
internet users show signs of gaming addiction. Gaming addiction is associated with higher rates of anxiety and
depression, and poorer academic performance (Peukert et al. 2010).

Computer gaming addiction is positively correlated with achievement motivation, sensation- seeking, a
positive evaluation of one’s intelligence, and a negative evaluation of one’s skills in interpersonal relationship
(Zheng et al. 2006). In a sample of German teens, 6.3% of subjects fulfilled the authors’ diagnostic criteria for
gaming addiction. These adolescents were mostly male and had low educational backgrounds (Klaus et al.
2008). Gaming addiction is negatively associated with academic achievement (Chiu et al. 2004). So far there are
no studies conducted as to the percentage of senior high school students who are hooked to online games, thus,
this study would like to find out factors why senior high school students are addicted to online games.

The increasing prevalence of computer games among the senior high school students have made
researchers to determine the effects of these games on players. From a few limited studies on the effects of
addiction to computer games among senior high school students, the present study was conducted to investigate
the effects of addiction to computer games on physical and mental health including physical health , anxiety,
and depression and impaired social functioning. Also, the researchers conducted this research to know what
would be the impact of computer gaming on the academic performance and social behavior of the students.
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

STATEMENT OF THE PROBLEM

This study will discuss the effects of computer games Addiction Among Selected Grade 12 Students
of TCMS. Specifically, this study seeks to answer the following questions.

1. What is the profile of the respondents in terms of:

A. Gender
B. Age
C. Strand

2. What are the effects of computer games?

A. Low academic performance


B. Increase aggressive behavior
C. Hindrance for socializing
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

ASSUMPTION AND HYPOTHESIS


Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

SIGNIFICANCE OF THE STUDY

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

Students. This study may give information to the students about how computer mobile legends affects the life
of a students.

Teachers.

Family. This study is significant to the family because it may help them to know if their children are addicted to
online games. They surely know how to limit their child from playing online games by guiding them wisely.

Researcher. This is to have a good first impression by demonstrating the excellence of our research and the
sophistication of your analyses and interpretations. It also offers a perfect chance to establish important matters
of style and formatting.

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.
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

SCOPE AND DELIMITATION

This study only focuses on the effects of computer games addiction to the students to point out the
effects of playing computer games that aims to determining how computer games hinder their accomplishments
of their homework that related to their academic performance and including their behavior prior to excessive
used of their time using computer games.

This chapter comprises the background and the general and specific problems of this study regarding the
effects of computer games among selected Grade 12 students of TCMS. The scope and delimitation and the
benefactors of this study are as well presented in this section. The terms used which are relevant to the study are
likewise defined in this chapter.
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

CONCEPTUAL FRAMEWORK

Video game playing is linked to social isolation and low self-esteem (Funk & Buchman, 1996), but Roe and
Muijs (1998) reported that children who played video games for more than two hours a day read more than
children who did not engage in such heavy use of video games. Healy (1998) claimed that “more and more
college-age students are addicted to their computers” (p. 197), but recreational computer use is associated with
increased academic achievement (Rocheleau, 1995). Payne et al (2000) studied the role of computer games on
social isolation, low self-esteem and violence. The results showed no relationship between playing computer
games and self-esteem in girls, but there was a negative relationship between the two in boys. Also, the scores
of violence had a positive correlation with amount of exposure to computer games. Other results showed that in
spite of children’s attraction to games, there was no evidence that computer games cause social isolation. Since
in computer games, players conform to the characters in the game, in creating the new situations that occur in
the game, the theory of participatory modeling and active conditioning can be used in explaining data on violent
behaviors and possible rewards they get in response.

Azad Fallah et al (2001) in their study inves-tigated the relationship between games and so-cial skills of 258
male students of first grade of high school. The results showed a significant relationship between the game-type
and pres-ence of others in the game location with social skills of adolescents. Selecting home as the place of
game had a significance negative relationship with social skills and those adolescents who were mostly playing
at home, had less social skill (cited from Doran). However, in the pre-sent study, there was an inverse
relationship between addiction to computer games and social dysfunction. It means that as the addiction to
computer games increases, social dysfunction will decrease.
Thy Covenant Montessori School
SENIOR HIGH SCHOOL DEPARTMENT

DEFINITION OF TERMS

The following terms and concept are defined that will provide meaning in order to understand the
content of this study.

 Academic performance. Is measured by taking written and oral tests, performing presentations, turning
in homework and participating in class activities and discussions. Teacher evaluate in the form of letter
or number grades and side notes, to describe how well a student has done.
 Game addiction. Is an excessive or compulsive use of computer games or video games, which interferes
with a person’s everyday life.
 Online game. Is any game that is played online, based online or has a majority of its content or
gameplay online.
 Player. Is a person who plays a game or games, typically a participant in a computer or role- playing
game.
 Social behavior. Parted away from everyone or a person developed low self-esteem play games rather
than social life or not being productive or no longer participating in other activities.
 Computer games. A game using a computer, typically a video game. An instrument use of a player
where it spend their so much time playing games.
 Students. Refer to the students who are addicted to computer games.
 Effects. Refer to the overall impact of games to the students.

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