KEMBAR78
Sdad | PDF | Mobile Game | Video Games
0% found this document useful (0 votes)
166 views9 pages

Sdad

This document discusses the effects of playing mobile games, particularly Mobile Legends, on students' academic performance. It notes that while mobile games can provide entertainment and social benefits for players, they may also negatively impact students' studies by causing distraction, loss of physical fitness, and addiction. The study aims to understand these impacts by surveying students at Capitol University in Cagayan de Oro City, Philippines regarding their mobile gaming habits and perceptions of how gaming affects their schoolwork. Both advantages and disadvantages of mobile gaming will be considered to provide a balanced perspective on this issue.

Uploaded by

Jconz Lacamin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
166 views9 pages

Sdad

This document discusses the effects of playing mobile games, particularly Mobile Legends, on students' academic performance. It notes that while mobile games can provide entertainment and social benefits for players, they may also negatively impact students' studies by causing distraction, loss of physical fitness, and addiction. The study aims to understand these impacts by surveying students at Capitol University in Cagayan de Oro City, Philippines regarding their mobile gaming habits and perceptions of how gaming affects their schoolwork. Both advantages and disadvantages of mobile gaming will be considered to provide a balanced perspective on this issue.

Uploaded by

Jconz Lacamin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 9

INTRODUCTION

Playing is very important especially for young people. In the world today,

there are different genres of online games or mobile games. Online gaming is an

essential component of the variety of virtual behaviors of children, adolescents and

mostly young adults allocate long time periods to playing online. Players often enter

club-like online communities and enjoy the mixture of competitive gaming and

computer-mediated encounters. Some researchers have found that online games or

video games are similar to addictions such as gambling which create negative social

effects. Students can become obsessed with these games and become disengaged

from schools, friends, and life in general. Online games can also have positive social

effects. Online video games also cause their players wasting or using up a lot of their

time sitting in front of the computer screens and mobile phone. This activity could in

turn make students losing their physical fitness and social skill because they will

never notice their physical and social surroundings. The condition will eventually

bring various fatal effects for their physical and mental developments (Van Rooij et

al. 2011; Mehroof & Girths 2010; Przybylski.

Today, mobile games one of the easy ways to played usually download from apps

stores as well from mobile operator’s portal and mobile games operator when

purchased, via infrared connection, Bluetooth, memory card or side loaded onto the

handset with a cable. A Mobile game is a game played on a feature phone,

smartphone, and tablets. The earliest known game on mobile phone was a Tetris

variant on the Hagenuk MT-2000 device from 1994.

A mobile legend is one of the mobile games that a lot of students spending their time

to played it. Mobile legend is commonly referred as video games. The players
interact with the game through the controller, a hand-held device with buttons and

pads. Our generation today surrounded by young people that who prefer to spend

time alone with their mobile phones instead of starting conversation with a random

stranger or having a quality time to their friends and families. So the researchers

came up this study to show that there are also effects in mobile games (mobile

legends) to the academic performance of students.

STATEMENT OF THE PROBLEM


In this study, the researchers aimed to known the effects on mobile legend to

the academic performance of students and the study conduct will be performed at

Capitol University Cagayan de Oro City. Specially, this study aimed to answer on the

following questions.

1. How mobile legend does affect the academic performance of the students?

2. What are the advantages and disadvantages playing mobile legend?

3. Why students being addicted in playing to the mobile legend games?


REVIEW OF RELATED LITERATURE

This literature aims to study and review the relevant understanding the

different aspects of research. The data information was gathered through the

sources of internet, book, journals and others electronics.

As of today, most people relate online games to slow academic performance.

Through the years, some students say that they are playing saying that they do learn

something new from it. Online games or Mobile games have both negative and

positive effects of the people specially the students.

According to International Journal of Indonesian Society and Culture another reason

that makes online games becoming popular among students is because these

games are sophicastedly designed and to amaze the players. Bogost and Poremba

also find that many online games or video games are also popular because their

storyline are based on actual events or movie storylines. Klimnt et al. (2008) said

completing one mission in video games or online games can make someone fell

worth and proud so they reasonable to continue playing the game.

( Sajat ali Hamzah) they may become lazy when it comes to studying and prefer

playing the whole day long. Some may even skip school in order to have more

playing time. According also to the Anthropological study by Gosso, play is way for

human to learn their world and culture. Through playing, children do not learn only

future adults skill but also gendre identification courage, trust among friend and

cooperation (Gosso 2005). Hall say that play is used by human s to identify their

world. Through human interacts with their mentally (Hall 1916).


CONCEPTUAL FRAMEWORKS

The paradigm below show the materials used in this study. The output its effect

of Mobile legend on academic performance to the student in Capitol University for

the descriptive output.

PROCESSS
INPUT OUTPUT
THE RESEARCHERS
INTERVIEW IT’S EFFECT OF
CONDUCT AN INTERVIEW
QUESTIONNAIRE THE MOBILE
LEGENDS ON
THE RESEARCHERS SORT ACADEMIC
AND GATHERED DATA BY PERFORMANCE
MEANS OF OF THESTUDENTS
QUESTIONNAIRE IN CAPITOL
UNVIRESITY
SIGNIFICANCE OF THE STUDY:

This study is beneficial to the students in Capitol University, for this study can

be a great help to them. In a way that through this study can give them an ideas and

information about its effect of Mobile legend games.

SCOPE AND LIMATATION

This study focuses on the topic, its effects of Mobile legend on academic

performance of student’s in Capitol University Cagayan de Oro City. This study deals

only to Capitol University students. Included here are the respondent’s opinions

regarding the said school the effects of playing a Mobile legend.

Furthermore, this study was limited only in answering the questions that this

researcher paper targets to be given prior answer.


DEFINITION OF TERMS

Gaming- the activity of playing computer games or mobile games, the act or

activity or gambling.

Mobile Games- are games designed for mobile devices, such as smartphones,

feature phones, personal digital assistants (PDA) tablets PCs and portable media

players.

Players- a player who played a sport or game online, this person that will do

there best to make you feel special. They may actually be really good company for a

while.

STUDENTS- are primarily a person enrolled in the school or other

educational.

Mobile legend- is a mobile game using an internet connection and hand-held

device with buttons and pads.


METHODOLOGY
This chapter deals with the research design, the procedure and statistical tools

utilized in the gathering, analysing of data and provides a description of the

methodology that used in the study.

RESEARCH DESIGN

This research study used descriptive research design to describe respondents

which description, recording analysis, interpretation and this study used descriptive

research design because the study involves the factors that may affects the

academic performance of the students. This research design helped the researchers

to collect and analyse the responses of the respondents to the checklist designed by

the researchers and obtain their views and opinions.


THE LOCALE OF THE STUDY

The researchers will conduct in Capitol University Cagayan de Oro City Corrales

and Osmeña extension.

THE RESPONDENTS

In this study the researchers are fifteen (15) respondents’ student randomly

selected from Capitol University.

DATA GATHERING INSTRUMENTS

The data of this study consist of primary data gathered using the survey

questionnaire. It contains a number of questions about the respondent’s information.

It includes demographic factors such as name, age and sex.

You might also like