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Gas 1206 Social Networking and Mobile-On
Gas 1206 Social Networking and Mobile-On
A Quantitative Research
presented to the Faculty of Senior High School Department
MUNTINLUPA NATIONAL HIGH SCHOOL
NBP Reservation, Poblacion, Muntinlupa City, Metro Manila
GAS1206
October, 2018
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ABSTRACT
This study was entitled “Social Networking and Mobile-Online Games: Their
Relationship to the Academic Performance of SHS Students of MNHS-Main “wants to
investigate the significant relationship between social networking to the academic
performance and mobile-online games to the academic performance of SHS students of
MNHS-Main. The purposed of the study was to describe the use of social networking
sites and mobile-online games of the students that somewhat related to academic
performance of Grade 11 General Academic Strand in MNHS-Main of the school year
2018-2019. This study is very important because this topic of interest is relevant to the
senior high school strand. This study will contribute research-based data possible
relationship between the use of social networking and mobile-online games to the
academic performances. Furthermore, the researchers proposed that the students of
MNHS-Main have an average of mastery level on the midterm grades in General
Mathematics of the academic year 2018-2019. The students use of social networking and
mobile-online games in terms of frequency and types of applications are the following;
majority of the students commonly use Facebook in their smart phones; they spend most
0 to 8 hours in a day and visit daily on their social media account; and most of the
respondents are not playing a mobile-online games on their smartphones but some spent
0 to 8 hours in a day and it is said that mobile-online games such as Mobile Legends,
Clash of Clans, Arena of Valor and Rules of Survival as not necessarily activity. Also,
majority of the students considered that social media helps their studies sometimes and
sometimes mobile-online games give them opportunity to think critically sometimes.
Finally, the researchers recommend that student’s use of social networking should be
under moderation, parents must be aware of the possible effects to their children,
developing effective teaching-learning process, and conducting seminars and activities to
improve academic performance in General Mathematics.
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ACKNOWLEDGEMENT
First of all, we are grateful to THE ALMIGHTY GOD for establishing us to done
We also want to thank our parents for their unceasing encouragement and financial
We would like to express our special thanks of gratitude to our teacher Mrs. Hazel Jhoy
Del Mundo who give us an opportunity to do this research, which also helped us in
We are thankful to Sir. Glenn Maratas, Mrs. Hazel Jhoy Del Mundo, Mrs. Filipinia
Malapad, Ms. Jocelyn Lacuesta, and Sir. Raden Margate who serves as the panel teachers
We are thankful to Sir. Jeffrey D. Delmundo, LPT, MAT who severs as the statistician
of our study.
We are thankful to Sir. Glenn C. Maratas who serves as the grammarian that helps us
We are also thankful to our respondents in Grade 11 General Academic Strand who
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Lastly, nothing is impossible without the contribution of others. It is very important to
TABLE OF CONTENTS
Page no.
Title......................................................................................................................................1
Abstract………………………………………......……………………….………….……2
Acknowledgement………………………………………...................................................3
Table of Contents................................................................................................................4
CHAPTER ONE:
INTRODUCTION.............................................................................................................6
……..............................................10
Scope and
Delimitations.....................................................................................................11
CHAPTER TWO:
FRAMEWORK................................................................................................................12
4
Review of Related Literature and Study...........................................................................12
Related Literature...............................................................................................................12
Related Studies...................................................................................................................18
Synthesis............................................................................................................................22
Conceptual Framework......................................................................................................23
Definition of Terms............................................................................................................24
CHAPTER THREE:
METHODOLOGY..........................................................................................................25
Research Design.................................................................................................................25
The Sample........................................................................................................................25
The Instruments.................................................................................................................26
Data Analysis.....................................................................................................................28
CHAPTER FOUR
5
CHAPTER FIVE
Conclusions........................................................................................................................35
Recommendations..............................................................................................................36
References………………………………………………………………....……..………37
Appendixes………………………………………………………………………...…….39
Documentation……………………………………………………………………….…..47
Chapter 1
INTRODUCTION
In this chapter, the researchers present the problem and its setting. It includes the
statement of the problem, significance of the study, and scope and delimitation of the
study.
Nowadays, technology is one of the most important part of people’s lives. All of us
has a variety of usage such as a medium of communication, fasten our tasks/ work, gives
entertainment and satisfaction, and etc.With the use of technology, this can create human
relationship by using social networking have played a big role in connecting people. In
the field of education, technology has made a very big change in the world. Because of
the invention of gadgets like mobile and cellular phones, it’s easier to learn than before.
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The regular reliance on smartphones in daily life, and the information gather and
transmit such as texts, call data, and the geographic/location details, means an important
tool for communication. But, also have the potential to be used as a tool of abuse. Many
smartphone users are obsessed or infatuated with their smartphone functions. But over
time, it will become less interesting and far more a tool we engage with when we need to,
just as society has adjusted to computer use. In the meantime, young people needs to
educate about problematic internet use and help to understand why using functions on
performances in school.
According to Nations (2018), social networking has grown to become one of the
largest and most influential components of the web. Once signed into a social network,
having answered a few basic profile questions, it's easy to sit back and wonder what you
are supposed to do next. Perhaps the easiest way to understand social networking is to
think of it like high school. If someone who had friends in school and knew quite a few
people even if this person weren't friends with all of them, but it's likely that this person
didn't know everyone. If someone ever moved to a new school, or if this person can
imagine moving to a new school, they start out with no friends. After attending classes,
this person start meeting people, and as they meet them, this person begin associating
with those that have similar interests. Getting started with social networking is much the
same as starting a new school. At first, they don't have any friends, but as they join
groups and begin meeting new people, they build a friend list of those with similar
interests. Social networking sites include: Twitter, Yahoo, Facebook, Gmail, Skype,
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Google and etc. Millions of people are using social networking sites which they used to
interact with old and new friends, physical or internet friends (Asemah & Edegoh,2012).
phones, tablet, smartwatch, or portable media player (Elmenthaler, 2013). Today, mobile
games can be played online through downloading it from app stores or via internet
many people are concerned with the ways they can enhance their academic achievement.
The emphasis on academic excellence which is also prevalent worldwide has encouraged
many studies about the conditions promoting it. The role of academic achievement as one
of the predictors of one’s life success and also in the aspect of academic placement in
inevitable (Kyoshaba, 2009). Coupled with the rise of technology, technology can bring
positive and negative effects in many aspects of life. Instead of students reading their
books, they spend their time chatting and making friends via the social networking sites.
Instead of students are busy answering their assignments and doing their projects, they
usually play online-games in their mobile phones, this might definitely have influence on
General Mathematics is one of the most important school subjects in the curriculum
worldwide. It is a subject that has direct relationship with other subjects, particularly
technical and sciences. It is important subject not only from point of view of getting an
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academic qualification at school or college, but also is a subject that prepares the students
for the future as well irrespective of which work of life they choose to be a part of. The
techniques that can give you the edge in an increasingly competitive job market. General
Therefore, general mathematics is a subject that education and human life cannot
This study aimed to achieve the following: (1) improve the academic performances of
SHS student’s by giving knowledge on the use of social networking and mobile-online
academic activities; (3) and to describe and correlate the two factors that affects academic
The purposed of the study is to investigate the use of social networking sites and
School students under General Academic Strand in Muntinlupa National High School-
2. What is the students use of social networking and mobile-online games in terms
of:
a. Frequency?
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b. Types of applications?
This study will be able to contribute research-based data possible relationship between
the use of social networking and mobile-online games to the academic performance in
General Mathematics. Furthermore, the society in general can make informed decisions
area.
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To the students. It will enable the students of Senior High School to be aware of the
topic, so that they will know that the use of social networking and mobile-online games is
To the parents. This study may benefits the parents to gain awareness of the possible
effects of social networking and mobile-online games to their children, so they can give
limitations to their children and guide them to be responsible in using their smartphones.
To the guidance teacher. This study may help the guidance teachers of the school to
know the common reason why students have low academic performances or to utilize this
to their study.
To the school. The school will conduct seminars and activities that gives awareness to
the students about ways to improve academic performance in school, the proper use of
To other researchers. It will provide information and data for other researchers
undertaking similar topic of interest which was to describe the relationship between
The purposed of the correlation study was to determine the relationship between
social networking and mobile-online games to the students academic performance. The
Muntinlupa National High School-Main in the first semester of the year 2018-2019. The
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sample size selected by multiple steps stratified sampling method. There are ten sections
under the General Academic Strand in Grade 11. Based on the computed Slovin’s
Formula, there are 229 total respondents required in the study. The study aimed to show
the uses of smartphone applications that limited only to social networking and mobile-
online games. This quantitative research is limited only to those students who are using
social networking sites and playing mobile-online games. The study scope the use of
smart phones applications that requires internet connection and does not included offline
games. Mobile-online games which includes Rules of Survival, Mobile Legends, Arena
of Valor and League of Legends. Also, the use of mobile networking sites in this study
are only limited to Facebook, Twitter, Instagram, and Gmail. In measuring student’s
Chapter 2
This chapter of the paper presents the review of related literature, the conceptual
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Review of Related Literature and Studies
As of today, most people relate social networking and mobile-online games to low
academic performances. Through the years, studies have yielded different results. Some
of them say that they are co-related when some say that they are not. The related
literature and studies in the study has provided an in-depth evidence of the uses,
advantages, disadvantages, impact, consequences, and concerns about the usage of social
This chapter review some of the numerous works done by scholars and researchers
which are directly related to this research work, in doing so this chapter reviewed the
performances. This also includes other research and information about social media,
Social Networking
Social networking can occur for social purposes, business purposes or both through sites
such as Facebook, Gmail, Google, and Messenger applications. Social networking is also
a significant target area for marketers seeking to engage users. Networking is a process
that fosters the exchange of information and ideas among individuals or groups that share
a common interest. It may be for social or business purposes (Investopedia & LLC,
2018).
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Social networking sites are social network services that focus on building online
communities of people who share interest or activities. Many years had passed, social
networking is very popular today. The term “Social Networking Sites” from the word
new people through communicating online (Banquil, Chua & Rivero, 2009).
Social networks have the power to open the world up to you, making it a smaller place
than it has ever been before. Social networking sites can help you make and keep friends.
Social networking sites can act as a kind of group therapy session. Social networking
sites allow you to live a life unhindered by small talk. Social networking sites can help
foster friendships and perhaps more besides. Social networking sites make fitting in
Social media can be very influential on society in both positive and negative ways. It
gives people a way to stay in touch with people who live far away. It lets people share
fun, interesting and informative content. It gives businesses a way to engage with
customers.
One of the problems, however, is that anybody can share anything, including material
that may not be accurate. In some cases, real harm is done when people spread
inflammatory, unverified or outright false information. This can harm private individuals,
as when someone is bullied online. It can also have a harmful impact on society as a
whole.
Social media has made it very easy to spread information quickly. Because Facebook
and Twitter timelines move so quickly, viewers don’t often verify what they’ve seen. A
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great deal of content is also spread through images and memes, which may or may not be
based on valid information. Of course, many memes are created to be funny, cute or
outrageous. Others, however, are intended to influence our thinking. Even links to real
articles can be misleading. It’s safe to say that most people who see a headline and link
Social Media is useful but there is an evident that it gives negative impacts to students
who are not aware of the proper use of social networking sites. Students can help to
access basic information like they are gaining knowledge to become a competitive
individual. The problem is that instead of students would do their homework’s, they give
more priority in checking their social media account and busy chatting with their friends.
The most important things in the students life is studying, learning good habits and
gaining knowledge to become a better individual. But look what happened in this days,
students are observed entrapped by the schemes of using social networking sites
(Jimenez, 2018).
In March 2014, the UK's Daily Mirror published the story of Danny Bowman, a
teenage "selfie addict" who allegedly spent up to 10 hours a day taking 200 selfies,
dropped out of school, and tried to kill himself when he was unable take the perfect photo
among teenagers and young adults. From a psychological perspective, the taking of
selfies is a self-oriented action which allows users to establish their individuality and self-
Mobile-Online Game
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According to techopedia (2018), mobile-online games is a kind of video game played
on Mobile phones, Smart phones, Tablet, and computer. Nowadays, with the emergence
of android phones many game applications are developed for it and some existing
applications are migrated into it. Many games are develop for mobile phones most
specifically for android. With the high technology equipped with these mobile phones,
mobile games become robust and attract many people to buy or have this phone for them
to experience what’s inside it which makes it a trend for the new generation of mobile
phones.
According to the mobile analytics company named App Annie( 2018),Chinese mobile
revenues from Apple Incorporation iOS App Store and Google Play store during the first
half of this year, hitting $2.6 billion. Gaming app publishers reported 1.5 billion
downloads via Google Play and iOS App Store in the first half of 2018, compared with
1.1 billion in the same period last year, according to App Annie’s data. The report said
China saw a slowdown the first- half domestic mobile game revenues, proving overseas
markets such as Japan, South Korea and Germany, and expansion is a necessity for
Chinese publishers. By the end of June, more than 200 Chinese mobile games apps had
been downloaded more than one million times around the world, each earning $1 million
The concept that gaming could become an addiction first gained traction in 2013 when the
disorder was included in the "Diagnostic and Statistical Manual of Mental Disorders"
(DSM). At the time, the disorder was only listed as a "condition for further study." "Excessive
gaming may lead to avoiding negative moods and neglecting 'normal' relationships, school or
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work-related duties, and even basic physical needs," review author Frank Paulus said in a
University in England concurred that most child gamers do not suffer from addiction. It is
because it's not about the amount of time a child spends in front of a video game," Griffiths
explained. "It's about the content and context in which that screen time figures into his or her
life. “If your kid is not suffering educationally, and has got a wide network of friends, is
doing his chores and engaging in physical education, then what they're doing with their spare
leisure time is not negatively impacting their life and cannot be called an addiction -- even if
source of entertainment and diversion, recent research has proved that mobile-online
gaming has numerous benefits and key among them, is the development of cognitive
skills in both children and adults. Just as physical exercise helps in improving and
strengthening your muscles, cognitive games help to indulge one's brain in constant
The following are some of the cognitive benefits of playing mobile-online games
playing a mobile-online game, he or she is not only staring at the computer inactively.
The activities and actions on the screen provide a lot of mental stimulation. For one to
play, he or she will need to coordinate their visual, audial and physical movement.
(2) Improves problem-solving skills. Mobile-online games involve certain rules. This
means that the player has to think carefully before making any move to ensure that they
stay within the required rules of that particular game. (3) Enhances memory. Playing
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your favorite mobile-online game may require both visual and audial memory. The player
is required to read or listen to the instructions which might only be provided at the
beginning of the game, thus the need to remember them throughout the entire game.
Mastery of the keys on your keyboard helps you easily move your characters in the game.
This helps improve your memory, whether short- term or long-term. (4) Improves
attention and concentration. Mobile-online games especially action games, have proven
to be able to capture the player's attention for the entire period of the game. This is
brought about by the player's need to achieve certain objectives within the game, and be
able to progress to the next level. (5) It is a great source of learning. Mobile-online
gaming is not only beneficial to adults and teenagers, but to children as well. Many
methodology. This helps these children improve their academic skills by providing
games that are specifically aimed at enhancing their cognitive and creative skills.
(6) Improves the brain's speed. While gaming, the brain receives multiple stimulations,
both visual and audial. According to research, individuals who play video games
frequently can process these stimulators faster than others. These stimulators ensure that
the brain is continuously working to interpret them. (7) Enhances multitasking skills. An
action game, for example, may require you to be very observant. It requires you to be
able to move your joystick or keys while looking at the various features on your screen
such as energy levels, oncoming adversaries, ammunitions left, available time among
other factors, all which are vital to winning. This ensures that the player can observe and
react accordingly to all requirements of that particular game. (8) Mobile-online games
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particular game simultaneously. As such, there is constant communication between the
relationships among them. This helps players meet new friends while also strengthening
Academic Performance
to this, many people are concerned with the ways they can enhance their academic
has encouraged many studies about the conditions promoting it. The role of academic
achievement as one of the predictors of one’s life success and also in the aspect of
Likewise, academic performance refers to the ability to study and remember facts,
being able to study effectively and see how facts fit together and form larger patterns of
knowledge, and being able to think for self in relation to facts and being able to
communicate your knowledge verbally or down on paper. There are several factors
affecting student’s academic performance. Some are home, school, teacher, and student
factors. Most of the factors are home related: family size, financial burden, work at home,
parental attitude through education and parenting style. The academic performance of the
learners must therefore be viewed on the four mentioned factors and may this article
provide some ideas for some corrective and tangible measure that would lead to the
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Related Studies
Foreign
impacts). A mixed methods approach was employed to explore the research problem.
Quantitative data was collected through questionnaires (18 closed and 02 open ended
results shows that Teenagers’ possessing mobile phones 96.5 % (n=111). The overall
findings from this study reveal that parents (caregivers’ perceptions of teenagers’ mobile
phone usage are not satisfactory. Although a mixed opinion, they lean towards negative
impacts.
According to previous study of Kuss & Fernandez (2016) that aimed to maximize the
interest, game addiction is the ultimate goal rather than intention, which means attractive
products will enable users to play games frequently and even become loyal user. Since
the study confirmed the vital role of perceived visibility in forming addiction, game
developers should realized the vital role of social function of mobile games and put
Another study from Goel, Subramanyan, Kamath (2015), the prevalence of internet
sectional study sample comprising of 987 students of various faculties across the city of
andpermission from the concerned college. There has been an excessive use not only in
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India but also worldwide in the last decade. There is a growing concern about whether
this is excessive use and if so, whether it amounts to an addiction. The results indicated
those with excessive use internet had high scores on anxiety, depression and anxiety
depression.
The study of Peter (2015) shows a direct relationship exists between social media
usage and the academic performance of students in universities. To achieve this, the
descriptive survey research design was adopted. The study focused on University of
Lagos hence, population consists of all the 24,661 full-time undergraduate students. The
simple random sampling technique was used to select a sample of 378 students.
Research findings showed that a great number of students in University of Lagos, are
addicted to social media. To this end, the researcher recommended that social media
should be used for educational purposes as well; Social Networking Sites should be
expanded and new pages should be created to enhance academic activities and avoid
teachers and parents on how they use these sites This is to create a balance between social
media and academic activities of students to avoid setbacks in the academic performance
of the students.
This study of Sa’ad, Adamu, and Abdullah investigated the causes of poor
metropolis of Bauchi state, Nigeria. The study sample was 361 in which 300 were
students and 61 teachers which were selected from the population of 5,545. The
descriptive survey design was used and questionnaire was used in the collection of data.
Frequency and simple percentage were used in the analysis of the data. The findings of
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the study led to the conclusion that students’ negative attitude toward mathematics,
anxiety and fear of mathematics, inadequate qualified teachers, poor teaching methods,
inadequate teaching materials, overcrowded classes were some of the causes of poor
performance in mathematics in the study area. The study also found out that developing
positive attitude, motivation and proper guidance toward mathematics, using proper
classrooms and furniture, provision of libraries and mathematical laboratories were some
of the ways of improving performance in mathematics in the study area. Finally, the study
Local
Amabao (2011) conducted a study to explore the use of social networking sites and
how it affects the communication aspects of every individual. It shows the reason why
they use social network sites as a way of communication and building relationship with
the other person, and also would like to present the possible problem that a user might
encounter using social networking sites. This study used a descriptive- survey method
involved the use of questionnaires. Social networkers in the Philippines also showed the
highest level of engagement on social networking sites averaged of 5.5 hours per visitor
22
A qualitative study of Bernardo (2010), research has shown that a critical variable in
approaches to learning. In this study, the author sought to determine whether this variable
influences academic achievement among Filipino college students. The learning process
questionnaire (LPQ) has been the source of intensive cross-cultural study. The results
indicated that: (a) the Learning Process Questionnaire (LPQ) was a valid instrument to
assess the learning approaches of non-low-achieving Filipino college students; (b) the
Deep and Achieving subscale scores of the Learning Process Questionnaire (LPQ) were
positively related to academic achievement even when the effects of school ability and
prior academic achievement were controlled; and (c) with some slight exceptions, the
relationship between the Learning Process Questionnaire (LPQ) scale scores and
academic achievement were generally similar between male and female Filipino students.
Implications for the study of student approaches to learning in different cultures and
Synthesis
The research cited 4 foreign related literature and 3 local related literature, 4 foreign
related studies and 2 local related studies. Three related study and related literature are
similar to the present study which says that social networking or the use of social media
23
can affect the student’s academic performances. These are the studies of Banquil, Chua &
Rivero (2009), Peter (2015) and Jimenez (2018). There is a significant relationship
between the use of social networking sites and students academic performances (Peter,
2015) and Banquil, Chua & Rivero (2009). Most of the studies cited are quantitative and
a correlation research design, are similar to the present study to conduct information to
the chosen topic. There are three quantitative studies used to know the percentages of the
respondents such as: Ravichandran (2009), Garcia (2012), and Peter (2015).While
Bernardo (2010) and Kyoshaba (2009) are quantitative research design that aims to show
design of Sa’ad, Adamu, and Abdullah investigated the causes of poor performance in
internet addiction and game addiction worldwide, these are the studies of Kuss &
Conceptual Framework
assumed to be related to the independent variables, which are social networking and
mobile-online games. The paradigm presents the variables that considered in the research.
The arrow lines that connect the dependent variable to independent variable indicates the
Research Hypothesis
The following null hypothesis are used in the study and tested at 0.05 level of
significance.
Definition of Terms
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As words may mean differently in different contexts, the following conceptual and
operational definitions are given as the words used as intended to be understood for the
General Mathematics.
General Academic Strand: This refers to the respondents of the study that will help us
gather information and answers the given questionnaires. In the study it refers to
that requires online. These are commonly Rules of Survival, Arena of Valor,
Social Networking: The use of internet to make information about yourself available to
other people especially people you share an interest with to send messages to
Social Networking Sites: A website where people put information about them and can
particular subject. In the study it refers to those students who are using social
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Chapter 3
METHODOLOGY
This chapter includes the research design, the sample, the instruments, the data
Research Design
The Sample
The study population includes respondents in the Grade 11 General Academic Strand
in MNHS-Main of the academic year 2018-2019. The sample size is selected by multiple
steps of stratified sampling method. The total number of samples is computed based on
Slovin’s Formula.
It shows that the sample size (n), there are 229 total number of respondents who
answered the survey questionnaire in the study. The table 1 shows the respondents
distribution into 10 sections of Grade 11 General Academic Strand, the total population
(N) is 539 students, and the total number of respondents in each section (n). The study
used multiple steps stratified sampling method to get the sample size (n) on each section
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Table 1. The Number of Respondents in the study
Section N n
1101 60 25
1102 56 24
1103 56 24
1104 48 20
1105 50 21
1106 48 20
1107 52 22
1108 55 23
1109 55 23
1110 59 25
The Instruments
To collect necessary data that used on answering the problems stated in this research,
networking and mobile-online games of senior high school students in MNHS-Main. The
survey instruments includes the direction and short discussion/information to the study
about this study. The questionnaire was composed 10 questions, it was constructed on the
form of gathering relevant information that it includes question related to address the
describe the students use of social networking and mobile-online games in terms
frequency and types of applications. Moreover, items 9 and 10 show how social
networking and mobile-online games helps them to think critically and study.
28
Validity of the questionnaire was obtained by presenting it to three professional
people, they check the grammar and content of the survey questionnaire.
The process for gathering the needed data in study is described in the following steps.
1. The researchers seek permission to obtain the list of students in Grade 11 General
Academic Strand of the academic year 2018-2019 from which samples will be
selected.
3. The researchers distributed the questionnaires to the selected samples during their
4. There were 100% retrieved rate that the researchers collected the same day as they
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Data Analysis
To answer the questions presented under the Statement of the Problem, the following
1. Responses from the questionnaire were analyzed using the descriptive statistics of
frequency counts, percentage, mean, and standard deviation. Mean and standard
Mathematics. The below interpretation was used to interpret the students’ academic
performance.
Range Interpretation
2. The use of frequency counts and percentage, Rank to describe the use of Social
Networking and Mobile-Online Games. The number of hours that the students spend
interpretation below.
Range Interpretation
0-8 hours High
9-16 hours Moderate
17-24 hours Low
3. The R-value and p-value in Pearson Coefficient Correlation was calculated to test the
hypothesis set in the study at 0.05 level of significance. Data was encoded to
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CHAPTER 4
The chapter presents the findings of the study. It includes the analysis of the results of
the statistical treatment employed as well as the interpretation of the results of the study.
Table 2. The Use of Social Networking in Terms of Frequency Measuring by Hours per
Day.
Frequency Rank
Respondents Percentage (%) Interpretation
(hours/day)
0-8 hours 201 87.77% Low 1
9-16 hours 25 10.92% Moderate 2
16-24 hours 3 1.31% High 3
The table 2 shows that two-hundred one of the respondents with the percentage of
87.77% percent who participated in the survey answers 0-8 hours which is considered
low. Twenty-five of two-hundred twenty nine (229) senior high school students answered
9-16 hours with the percentage of 10.92 percent which is considered moderate. Only
three respondents with the percentage of 1.31% answered 16-24 hours which is
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considered high. The result is in-line to Amabao (2011) study, social networkers in the
Philippines have highest level of engagement with an average of 5.5 hours per visit.
Facebook; 70.93%
Daily; 70.74%
Figure 2.
Frequently Use of Social Networking of the Students in a Week.
Figure 2 exhibit the number of days the students visit their social media account per
week. Seventy-one percent of the 229 senior high school students participated in the
survey use their social media account daily. Eleven percent of the 229 senior high school
students participated in the survey use their social media account 5-6 days per week.
Likewise the 10%, 4%, and 2% of the respondents use social media sites of every 3 to 4
32
days, 2 days and 1 day, respectively. And 2% of the respondents never use social media
sites.
The Use
of Mobile-Online Games
of the respondents who participated in the survey never played mobile-online games in
their smartphones. Twenty-one of 229 respondents answered Mobile Legends, while the
12%, 7%, and 3% of the respondents played Rules of Legends, Clash of Clans, and Arena
of Valor, respectively. Moreover, the 7% of the respondents play all the mentioned games.
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The table 3 shows the importance of mobile-online games according to the students.
There are 46.72% out of 229 respondents who participated in the survey considered
playing mobile-online games a not-necessary activity.
The
table 4 indicates the number of hours spend in Mobile-Online Games in General
Mathematics. One-hundred eighty eight of the respondents with the percentage of
82.10% percent who participated in the survey answered 0 to 8 hours which is
considered low in playing Rules of Survival, Clash of Clans, and Arena of Valor.
Participation in playing Mobile Legends and Rules of Survival by twenty seven of 229
senior high school students answered 9-16 hours with the percentage of 11.27% percent
which is considered moderate. Only fourteen respondents with the percentage of 6.11%
answered 16-24 hours which is considered high in playing Mobile Legends.
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The figure 4 shows the frequently use of mobile-online games of the students in a
week. Thirty- seven percent of the 229 senior high school students participated in the
survey never played mobile-online games in a week. While 17%, 8%, 13% and 13% of
the 229 senior high school students participated in the survey play mobile-online games
daily, 5 to 6 days, twice a week and once in a week.
Table 5. The Students Response on Social Networking Helps them in their Studies.
Table 6. The students response on Mobile-Online Games gives them opportunity to think
critically .
The table indicates the students response on Mobile-online Games gives them
opportunity to think critically . One-hundred four of the respondents with the percentage
of 45.41 % percent who participated in the survey answered sometimes.
35
Relationship Between Academic Performance in General Mathematics and Social
Networking
Table 7. The Result of Pearson Coefficient Correlation
in social networking and grades in general mathematics. The computed R-value is 0.0111.
Since the P-value is 0.867323 which greater than the level of significance of 0.05, then
the result indicates that is not significant. Although technically a positive correlation, the
relationship between variables is very weak because the nearer the value is to zero, the
Online Games
36
Number of Hours Spend in
Mobile-Online Games and Grades
-0.046 0.488521 No Significant
in General
Mathematics
The table 8 shows the result of Pearson Correlation between the number of hours
spend in mobile-online games and grades in General Mathematics. The computed value
variables is only weak because the nearer the value is to zero, the weaker the relationship.
CHAPTER 5
This chapter presents the conclusion that were drawn based on the findings, and the
corresponding recommendations.
Conclusion
Based on the finding of the study the following conclusion are drawn;
b. They spend most 0 to 8 hours in a day and visit daily on their social
media account.
37
mobile-online games such as Mobile Legends, Clash of Clans, Arena of
3. Majority of the students considered that social media helps their studies sometimes
sometimes.
Mathematics and mobile-online games. It shows that some students spent more on
Recommendations
On the basis on the findings and conclusions derived, the following are hereby
recommended:
1. The student’s use of social networking should be under moderation and they must be
responsible.
2. The parents must be aware of the possible effects to their children, so they can give
3. The guidance teachers should know the common reason why students have low
38
4. The school should conduct seminars and activities that gives awareness to the
students about ways to improve academic performance in school, the proper use of
5. Other researchers should replicate this study in different setting, more samples and to
other related subjects area. They may consider positive effect of mobile-online games
REFERENCES
Banquil, Burce, Chua, et.al. (2009). Social Networking Sites Affect One’s Academic
Performance. Retrieved September 7, 2018 from
http:www.scrib.com/socialnetworking
39
_on_the_prevalence_of_Internet_addiction_and_its_association_wi
th_psychopathology_in_Indian_adolescentsLucido, P. (2012).
Educational Technology 2. Cubao, Quezon City: Lorimar
Publishing Inc.
Kuss, D & Fernandez, O. (2016). Internet Addiction and Problematic Internet use: A
Systematic Review of Clinical Research. Nottingham Trent
University, Burton St. Nottingham NGI HBU, United Kingdom:
Baishideng Publishing Group Inc.
Shijia, Ouyang. (2018). Mobile game makers head abroad. Retrieved August 3, 2018
fromhttp://www.chinadaily.com.cn/a/201807/31/WS5b5f9c48a31031a351e910ec.
html
Tata Umar Sa’ad; Abba Adamu; Abdullahi M. Sadiq (2014). The Causes of Poor
Performance in Mathematics among Public Senior Secondary School Students in
Azare. Metropolis of Bauchi State, Nigeria. e-ISSN: 2320–7388,p-ISSN: 2320–
737X Volume 4, Issue 6 Ver. III (Nov - Dec. 2014), PP 32-40.
www.iosrjournals.org
40
APPENDIX
QUESTIONNAIRE
Dear Respondent,
We, Grade 12 students from General Academic Strand, are conducting a research
Please feel free to answer the survey form. The information given by you will be kept
confidential and will be used for research purposes only. Thank you!
Researchers
41
_______________________________________________________________________
Demographic Profile
3. How many hours per day do you spend using your social media account?_____
4. How often do you use your social media account within a week?
A.Daily B.5-6 days C.3-4 days D. Twice a week E. Once a week F.Never
7. How many hours per day do you spend time playing mobile-online games?____
42
A. Always C. Sometimes E. Never
B. Often D. Seldom
B. Often D. Seldom
N
n= 2
1+ N e
539
n= 2
1+ ( 539 ) ( .05 )
539
n=
1+(539)(.0025)❑
539 539
n= n=
1+1.35 2.35
n=229.36
43
229
= ×100
539
Madam:
Good Day!
We are in the process of collecting data through survey that will be used in our study.
Regarding this issue, we would like to ask your permission to allow us to administer our
44
survey questionnaires to the selected Grade 11 students from General Academic Strand
(GAS).
We would greatly appreciate your consent at our request. Thank you for your time and
God bless.
Respectfully yours,
________________________
Cermino, Diane May B.
Research Leader (GAS 1206)
Members:
Millares, Maria Angelica
Palima, Andro
Fortaleza, Philvialyn
Navarez, Jhoven
Ramirez, Joshua
Clacio, Danica
Andaya, Zhariz
Maniwang, Airha
Villagen, Hadji
Vebora, Angelo
Prajele, Maverick
Navarez, Wency
Tabernero, Junjie
Buenavidez, Catherine
Noted by:
________________________
Mrs. Hazel Jhoy Del Mundo
Research Teacher
September 13, 2018
To the Evaluator:
Good day!
The researchers are currently conducting a study entitled, “Social Networking and
Mobile-Online Games: Their Relationship to the Academic Performance of SHS Students
in MNHS-Main.”
In this regard, may we respectfully request for your expert opinion about the validity
of our self-made survey questionnaire designed to answer the stated problem in our
research. We believe that your knowledge and insights will be valuable and will greatly
enrich our study.
45
Thank you for your consideration and we hope you will able to fulfill our request.
Respectfully yours,
________________________
Cermino, Diane May B.
Research Leader (GAS1206)
Members:
Millares, Maria Angelica
Palima, Andro
Fortaleza, Philvialyn
Navarez, Jhoven
Ramirez, Joshua
Clacio, Danica
Andaya, Zhariz
Maniwang, Airha
Villagen, Hadji
Vebora, Angelo
Prajele, Maverick
Navarez, Wency
Tabernero, Junjie
Buenavidez, Catherine
Noted by:
________________________
Mrs. Hazel Jhoy Del Mundo
Research Teacher
VALIDATION FORM FOR SOCIAL NETWORKING AND MOBILE-ONLINE
GAMES SURVEY QUESTIONNAIRE
VERY NOT
EVIDEN SUGGESTION
CONTENT EVIDEN EVIDEN
T S
T T
46
2.Instructions are clear
and easy to follow.
3.The questionnaire is
very appropriate in
collecting the necessary
data from respondents.
Name of Evaluator:
Signature: ____________________________________
To the Evaluator:
Good day!
The researchers are currently conducting a study entitled, “Social Networking and
Mobile-Online Games: Their Relationship to the Academic Performance of SHS Students
in MNHS-Main.”
47
In this regard, may we respectfully request for your expert opinion about the validity
of our self-made survey questionnaire designed to answer the stated problem in our
research. We believe that your knowledge and insights will be valuable and will greatly
enrich our study.
Thank you for your consideration and we hope you will able to fulfill our request.
Respectfully yours,
________________________
Cermino, Diane May B.
Research Leader (GAS1206)
Members:
Millares, Maria Angelica
Palima, Andro
Fortaleza, Philvialyn
Navarez, Jhoven
Ramirez, Joshua
Clacio, Danica
Andaya, Zhariz
Maniwang, Airha
Villagen, Hadji
Vebora, Angelo
Prajele, Maverick
Navarez, Wency
Tabernero, Junjie
Buenavidez, Catherine
Noted by:
________________________
Mrs. Hazel Jhoy Del Mundo
Research Teacher
September 13, 2018
To the Evaluator:
Good day!
The researchers are currently conducting a study entitled, “Social Networking and
Mobile-Online Games: Their Relationship to the Academic Performance of SHS Students
in MNHS-Main.”
48
In this regard, may we respectfully request for your expert opinion about the validity
of our self-made survey questionnaire designed to answer the stated problem in our
research. We believe that your knowledge and insights will be valuable and will greatly
enrich our study.
Thank you for your consideration and we hope you will able to fulfill our request.
Respectfully yours,
________________________
Cermino, Diane May B.
Research Leader (GAS1206)
Members:
Millares, Maria Angelica
Palima, Andro
Fortaleza, Philvialyn
Navarez, Jhoven
Ramirez, Joshua
Clacio, Danica
Andaya, Zhariz
Maniwang, Airha
Villagen, Hadji
Vebora, Angelo
Prajele, Maverick
Navarez, Wency
Tabernero, Junjie
Buenavidez, Catherine
Noted by:
________________________
Mrs. Hazel Jhoy Del Mundo
Research Teacher
DOCUMENTATION
49
Before
During
50
After
51
The Second Day Of Defence
52
During The Research Survey
REVISIONS
53
FINAL DEFENCE
Age: 17
Age: 18
Muntinlupa City
Age: 18.
Signature Over
Address: Printed
Purok Namecomp. Putatan,
1 Marquez
Name: Maverick Parajele
Age: 18.
Name:
Age:18Fortaleza Philvialyn
Age:19
Address: Blk 17 Excess lot Shv Putatan Muntinlupa
Address:
City Phase 4 Blk26 Lot 14 lot SV3 Poblacion,
Name: Junjie Tabernero
Muntinlupa
Contact No.:City
09300322589
Age:19
Contact No.: 09184242693
Address: Phase 4 Blk26 Lot 14 lot SV3 Poblacion,
Signature Over Printed Name
Muntinlupa City
Signature Over Printed Name
Contact No.: 09568435888
55
Age:19
Age: 17
Contact No.:
Age:19
Muntinlupa City
Age:18
Muntinlupa City
Age: 18
Muntinlupa City
57