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DATE: AUGUST 21, 2018

ACADEMIC PERFORMANCE OF GRADE 11 GAMERS

GROUP #3

MEMBERS

CULALA MAXINNE NATHALIE P.

TANGLAO ROBINA RUTH S.

DEL FIN DANIEL HECKTHER S.


STATEMENT OF THE PROBLEM

How may students are playing mobile games?

What are the effects of mobile games to the students?

What is mobile gaming?


CONCEPTUAL FRAMEWORK

This study aims to the academic performance of grade eleven Accountancy and Business
Management gamers. The researchers therefore gathers information through questionaires.
RRL RELATED REVIEW LITERATURE

Zhang Yibing 2012

Educational mobile games can not only stimulate a child's interest in learning but also can
promote and increase language development, critical thinking, emotional development,
intelligence, and imagination.

Birgit Schmitz December 2012

they indicate that mobile learning games may have the potential to bring about cognitive
learning outcomes.

Jancee Wright 2011

show that participants who indicated that they did play video games had significantly lower
GPAs than participants who indicated that they did not play video games.

T Tripura Sundari 2015

Individuals seek out entertainment and avoid boredom at all times be it appropriate or
inappropriate. It has been demonstrated that individuals with low self – esteem use cell phones to
form and maintain social relationships

Ronny Khadra (College of Coastal Georgia) 2012

Perhaps playing video games can have different effects on different people. As it diverts the
focus away from academic material for some, it may work as a brain stimulant that boosts the
mental capability to perform better academically for others.

Lujiaozi Wang 2011

most of the students we interviewed are having problems with health and studies because of
online gaming; and some of them are having bad relationships with friends and families,
however, some of them have a good relationship with their parents

Mohammad Seifi 2015

has no significant effect on students’ disposition to critical thinking and their educational
achievement.
Bea Represa 2015

The Department of Education says that gaming is the first step for reinventing education and
making it more relevant to students today. The government’s goal is clear: capture the attention
of students during school hours.

The Parliamentary Office of Science and Technology 2012

Generally, educational games are developed to increase pupils’ motivation, communicate


information, improve specific skills and test competencies. They can allow for personalised
learning by being able to target specific learning difficulties and can also be used with groups of
children, allowing players an active role that demands a wide range of skills.

Holly Smith 2018

If students are spending too much time playing computer games, they may not be
getting enough social interaction at home

Tsinidou Gerogiannis, & Fitsilis, 2010

Educational services are often not tangible and are difficult to measure because theyresult in the
form of transformation of knowledge, life skills and behavior modifications oflearners

Goddard, 2003

The environment and the personal characteristicsof learners play an important role in their
academic success. The school personnel, members ofthe families and communities provide help
and support to students for the quality of theiracademic performance. This social assistance has a
crucial role for the accomplishment of performance goals of students at school

Aloraini, 2005,

Education encounters, in modern times, challenges in all aspects of social, economic & cultural
life; the most important of which are over-population, over-knowledge, education philosophy
development & the change of teacher‘s role, the spread o
f illiteracy, lack of the staff & the technological development & mass media
Mahar (2006),

Habitual physical activity is vital for enhancing overall health. Lifestyle behaviors adopted in
childhood tend to track into adulthood, and more active children tend to bemore active as adults
than their sedentary peers, thus aiding in the prevention of diseases such asobesity, hypertension,
cardiovascular disease, and other health problems. Unfortunately, physicalactivity among
children and adolescents has declined, and increasing numbers of children arespending more
time in sedentary activities.

In 2004, Barker and Garvin Doxas

stress that a learning environment includes physical surroundings, psychosocial or emotional


components, social and cultural influence that exist in a learning situation. Ozay, et.al (2004) also
pointed out that classroom environment factors have been found to be particularly influential on
student results.

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