Chapter 1 All Research

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CHAPTER 1

BACKGROUND OF THE STUDY

A mobile game is a game played on a feature phone ,smart phone, tablet


,smart watch,PDH, portable media player or graphing calculator. The earliest
known game on a mobile phone was a tents variant on the hugenuk mt-2000
device from 1994.
Today ,mobile are usually down loaded from app stores as well as from mobile
operator portals ,but in some cases are also preloaded in the handheld device by
the vim or by the mobile games you tend to think about the negatively effects
,first like the facts ,they are causing addition ,in behavior ,and their health .We are
surrounded by people who prefer to spent time alone with their mobile phones
instead of starting conversation with a random strangers or having a quality time
to their friends and families .And mobile games consume more time each day .But
think of it ,playing mobile games have a positive effects to the player of it.
Especially in mobile legend players .So the researchers come up to this study to
show that there is also a effect in Mobile games (mobile legend) to the behavior
and health of a senior high school students .
STATEMENT OF THE PROBLEM

In this study ,the researchers aim to know the effects of mobile games (mobile
legend ) to the behavior and health of senior high school students. Specially ,this
study seeks to answer the following sub question.

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


A. Name
B. Gender
C. Stand
2. How long the respondents use to play mobile games ( mobile legend)
3. . What are the possible effects of playing mobile games (Mobile legend) to
the senior high school students in term of:
A. Behavior
B. Health
CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES

This chapter high lights same related literature and studies that are relevant to
understanding the different aspects of research. It contain conglomeration of the
researchers gains from books, magazine, journals ,internet and other electronic
sources.
RRL
INTRODUCTION
A mobile games is a game played on a featured phone, smart phone ,tablet
,smart watch ,PhD , portable media player or grapping calculator .The earliest
known game on a Mobile phone was a tents variant on the nugehuk MT -2000
device from 1994
In this research conducted by Chris Davis Falco (2017) . They were able to
discover that the first negative effects of mobile game (mobile legend) is a
potential for distraction when performing another more important activity, such
as driving : some mobile games use the internet and have the ability to push
information and notification to a player even when the player in not activity
playing.
According to Jessica oaks (2016), Its easy to write off mobile gaming as a waste
of time .After all , people do seem to spend an inordinate amount of time on their
mobile devices these days. And yet , mobile gaming can’t be easily summed up or
so quickly rejected out of hand- it is many things to many people. Where one my
see nothing but frivolous game play, someone else see an entertainment
,connecting to strangers . It is important to realized that not all mobile games don
in facts provide real benefits.
Both Chris David Falco and Jessica Oaks suggested some factors of students
behavior and effects toward playing mobile games ( mobile legend). However ,
the two approaches didn’t perfectly coordinates with each other . The two
theories aim also be simplified as the right side vs left side factors contributing to
the main problem .The right side factors is started in Chris Davis approach playing
mobile games (Mobile legend) to their behavior and health, and also it affects the
potential of performing another more important activity, Than playing mobile
games (Mobile legend ) .The left side factors is started with Jessica Oaks that
mobile games (mobile legend ), in first place you may see nothing but frivolous
game play, someone else see an entertainment ,connecting to strangers ,good
earning money.
This study can also look into that perception as one of the factors of students
behavior and an impact to their health in playing mobile games (mobile legend).
With this approach we can trace down why students get addicted in mobile
games (mobile legend).
CONCEPTUAL FRAMEWORK

A paradigm below was prepared to show the variables and processes that
were used in study .The paradigm shows the materials used in the study.
The effects of mobile games (mobile legend ) to the behavior and health of
senior high school students for the descriptive output.

INPUT

INTERVIEW

QUESTIONNAIRE

PROCESS

THE RESEARCHERS CONDUCT AN


INTERVIEW ,THE RESEARCHERS SORT
AND GATHERED DATA BY MEANS OF
QUESTIONNAIRE.

OUT PUT

Effects of mobile games (mobile legend) to the


behavior and health of senior high school
students
SIGNIFICANCE OF THE STUDY
In this section ,the researchers expressed the value or importance of the
research study and this is where the significant contributions of the result was
enumerated .This research study will beneficial to the following:
Mobile legend player. The reason of this study will help the ml player to know
that there is an effect of playing mobile games (mobile legend) in their health and
behavior.

STUDENTS .The result of this study can give them an ideas and information
about the effect of mobile games (mobile legend ) to the behavior and health
aside from negative effects
FUTURE RESEARCH. The result of this study will be securing as a guide of other
researchers who would embark conduct of study of similar nature.

SCOPE AND DELIMITATION


This study aims to know the effect of mobile games (mobile legend) to the
behavior and health of senior high school students. This study is limited only to
the player of mobile games (mobile legend) in senior high school department. The
respondents well be Senior high school students (male)
DEFINITION OF TERMS
Mobile games are games designed for Mobile devices ,such as smart phones,
featured phone ,pocket PCs, personal digital assistant (PDA) ,tablets PCs and
portable media players.

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