Mobile Games The Effects On The Academic Performance During Pandemic On The Grade 12 Students of Moreh Academy Taguig S.Y. 2022 2023
Mobile Games The Effects On The Academic Performance During Pandemic On The Grade 12 Students of Moreh Academy Taguig S.Y. 2022 2023
SCHOOL ACADEMY
OF RIGHTEOUSNESS INC.
AND EXCELLENCE
By:
Gracelyn Balmori
Rhenzo Bero
Andrei Caratihan
Ralph Elcanto
King Getalla
Chelsea Maniquis
Justin Mendoza
Cathryn Paman
Hoover Torre
CHAPTER 1
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GENERAL ACADEMIC STRAND | PRACTICAL RESEARCH 2
MOREH
SCHOOL ACADEMY
OF RIGHTEOUSNESS INC.
AND EXCELLENCE
INTRODUCTION
During the Covid-19 pandemic, all of us are inside of our houses; children, the
elderly, middle aged persons, and even students. Inside of our houses, we only have
limited things to do; the house chores like cooking, cleaning, etc. but since some work
and school goes online, we didn’t have a choice but to do it together.
Aside from house chores, our home is also a place to let our mind and body rest.
This is the place where we do most of the things that we love, in simple words, our
hobbies. To some it’s drawing, reading books, playing instruments, watching movies, or
playing games. Playing mobile games is supposed to be just a hobby, a pastime. And
since the school was inside of our houses during the pandemic, most of the students
didn’t know what to do first; to lay around and play a game or be active and do their
school works. And that’s a problem. It may cause poor school performance if they lose
the temptation to play and some students were so competitive to this kind of things than
in school. While their rank in the game was in the highest, their grades in school were in
the lowest.
But for some individuals, it acts as a coping mechanism. Whenever they are
stressed about something, for example, if they have a family issue, financial problem,
and/or their pile of tasks at school that they want to forget for a while so when the time
comes, their mind is clear.
So in this research, we are going to talk about the different effect of mobile
games in the academic performances of the students.
These statements determine all the student gamers who are actively playing
online games such as Mobile Legends, Call of Duty, League of Legends, Pokémon
Unite, and etc.
The corona virus spread like wildfire that causes a global lockdown. It has
affected a lot of people, mostly learning students because the school is part of the
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MOREH
SCHOOL ACADEMY
OF RIGHTEOUSNESS INC.
AND EXCELLENCE
lockdown therefore students are forced to learn through virtual learning/online class
which change their lifestyle. The corona virus outbreak has also increased the usage of
mobile phones and other electronic devices across the world.
Due to this situation, the student gamer academic career is now in shambles
because of this kind of lifestyle. Student gamers used to think that the home is for
relaxation and getting a rest but it changed due to the covid-19 pandemic. They can't
make up their mind if it's school activities or online games to do first but since they are
gamers they tend to play games first before doing their activities.
Because of the way student gamers handle their work, they tend to fail their
subjects. Either they are always late or they did not pass the activity because of the
lifestyle they are doing.
Therefore, this research focuses on the student gamers that play a lot of online
games and the impact of their addiction to their school assignments and activities. In
addition, this research explores the problems and challenges student gamers
experienced in their academic life. This research also helps the teachers, parents and
the student gamers to learn more about this issue regarding the online games every
student plays.
This study aimed to take action, and investigate the impact of mobile games to
students during pandemic and now.
4. What are the problems they have experienced in accomplishing and submitting
school
activities?
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THEORETICAL FRAMEWORK
Lockdown because of the covid-19 pandemic may have become the reason for
the increase of usage of social media and mobile games that only means less time to
study. One research says that “as video game usage increases, GPA and SAT scores
decrease.” (GPA or Grade-Point Average and SAT or Scholastic Aptitude test were
both used to measure academic performance) It means that the more time you spend
playing mobile games, the less time you have for your schoolworks that can result in a
poor academic performance. But it also states in that research that SAT scores only
represent a measure of general knowledge making it difficult to draw a conclusion since
SAT scores represent a single test on that day. While GPA is much more reliable than
SAT because it both involves a continuous measurement of engaged activity and
performances.
Male students spend more time and are more addicted to playing video games
than female students, according to one study. resulting in more male students having a
lower grade than females.
A student's academic performance may or may not be the reason behind their
school performances. There are a lot of other factors that can affect their grades like
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MOREH
SCHOOL ACADEMY
OF RIGHTEOUSNESS INC.
AND EXCELLENCE
financial problems or health problems which we don’t know but as long as technology is
there, it has both positive and negative effects in everyone’s lives.
CONCEPTUAL FRAMEWORK
Figure 1
Figure 1 shows the conceptual model of the study on the “ Mobile Games: The
Effects on the Academic Performance During Pandemic on the Grade 12 Students of
Moreh Academy Taguig S.Y. 2022-2023”. The first table shows the input of the study
that includes the profile of the correspondents such as age, gender, students, and
games The second table displays the process of the research that involves assessment
of the study. The third table presents the output of the study which includes “ Mobile
Games: The Effects on the Academic Performance During Pandemic on the Grade 12
Students of Moreh Academy Taguig S.Y. 2022-2023”; the addiction of the students to
the mobile games.
The arrows from the input to the process and to the output show the connection
and transformation of the profile and aspects with the action taken into result that are
considered as output. The arrow from input to output represents feedback which reflects
the continuity of the flow and interconnectedness of the elements.
STATEMENT OF HYPOTHESIS
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AND EXCELLENCE
H0
There is no significant difference between students’ who play online games and
the poor academic performances of the students.
H1
There is a significant difference between students who play online games and
their poor academic performances.
STUDENTS - to help the students who are experiencing bad grades at school because
of their extreme playing on their phones especially during the pandemic when the digital
learning system was implemented and we’re all inside our homes.
TEACHER & PARENTS - to enlighten the parents and teachers about this issue so that
they can supervise the youth.
FUTURE RESEARCHER - the data and analysis from this study will convey valuable
information for future researchers that are going to explore the other effects of too much
gaming in youth’s life.
SCOPE OF DELIMINATION
This study is deliminated to all students who prioritize online games over
academics.
The main purpose of this study is to point out the effects of playing online games
and aims are determining whether playing online games hinder their accomplishment of
their homework.
This study only focuses on online games and its relation to the academic
performance of the selected students. However the study excludes the effects of online
games to their behavior.
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DEFINE OF TERMS
Pandemic – is a disease outbreak that spans several countries and affects a large
number of people.
Online class – is a form of education which is delivered and administered using the
internet.
Virtual learning – a method of study where teachers and students do not meet in a
classroom but use the internet, email, mail, etc., to have classes.
CHAPTER 2
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This chapter presents related literature studies to the topic of the research paper.
The researchers sought for related literature that have either direct or indirect bearing
with the present paper giving importance to the current problem in hand.
RELATED LITERATURE
This section discussed the most relevant literature gathered from both foreign
and local authors to the present research paper.
Online Games
Are a video game that is either partially or primarily played through the Internet or
any other computer network available.
In 2019, revenue in the online games segment reached $16.9 billion, with $4.2
billion generated by China and $3.5 billion in the United States.
Since the 2010s, a common trend among online games has been operating them
as games as a service, using monetization schemes such as loot boxes and battle
passes as purchasable items atop freely-offered games.
Unlike purchased retail games, online games have the problem of not being
permanently playable, as they require special servers in order to function.
Covid-19
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OF RIGHTEOUSNESS INC.
AND EXCELLENCE
Foreign Study
In the research study conducted by Mahmoud Abou Naaj, and Mirna Nachouki in
Ajman University, Ajman, UAE (2021) titled “Distance Education during the COVID-19
Pandemic: The Impact of Online Gaming Addiction on University Students’
Performance”, it states that published research suggest that a lot of university students
tend to play games excessively, which could be damaging their physical and mental
well-being. The World Health Organization recently included gaming disorder as a
diagnosable mental disorder.
The average time the students play video games who were surveyed in May
2020 decreased from 3 hours to 2.84 in May 2021. The present study shows that video
game addiction levels were different based on the gender. Male students had a higher
level of addiction than females. The result of their survey or test had shown no
significant relationship between age and video game addiction.
Their research study proved that video game addiction has a significant impact
on academic performance. They saw an increase in academic performance in students
who played video games too much. As the CGPA (Cumulative Grade-Point Average)
decreases, the number of playing hours increases, supporting the theory that video
games have a negative effect on students' academic performance.
Local Study
In the article made by Aviso et al., (2020) entitled "The Philippines 'Game Market:
Data and Insights" 74 percent of the Philippines' online population play games on
mobile where 75 percent of men and 72 percent of women play mobile games . It has
also been shown in the statistics presented in the Philippines mobile game market that
the smartphone penetration has increased to 27.6 percent from 2015-2021. Hence
spending ample time playing mobile games constitutes an adverse outcome to the
behavior, health, lifestyle and most importantly study habits among learners.
According to Cornillez Jr. (2016) the academic performance of the students was
significantly affected due to playing mobile games. The poor performance of the
students in their academics was linked to playing mobile games. Due to reduced
contact hours brought by COVID-19 for learners and lack of communications with
teachers when learning/understanding challenges, student's level of academic
performance is likely to suffer in classes held for both year-end and internal
examinations (Sintema, 2020).
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OF RIGHTEOUSNESS INC.
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