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Bea Thesis Paper
Bea Thesis Paper
CHAPTER 1
Millions of years have passed. The evolution of technologies has been developed
and become advanced. These resulted in different machines, appliances, and gadgets with
unique features. Gadgets, which is the most prominent and popular among millennial
consists of applications and one of these is the mobile games highly played by students
watch, PDA, portable media player or graphing calculator. In 1994, Hagenuk MT-2000
played their earliest known game on a mobile phone which is Tetris Variant. Moreover in
The International Telecommunication Union (ITU) estimated that there were more
than six billion mobile phone subscriptions in the world in 2016. The expansion of
mobile gaming is not worthy also in terms of quality, as mobile games have become a
directly to discuss the implementation of games for mobile phones and other mobile
devices without necessarily clarifying the key concept itself (Hamer, 2007). Despite
societies, it is not necessarily self-evident what exactly constitutes and defines a “mobile
games”.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |2
The early history of mobile games does not start with the introduction of the first
handheld electronic games in the late 1970s; there is continuity from the early simple
electronic gaming devices such as the Merlin by Parker Brothers in 1978 and the
evidences of traveling dice and board games being used by the Roman Emperor Claudius.
Since 1970s and 1980s, there have been many different mobile phone
manufacturers in the market, each regularly releasing phone models that support diverse
feature sets. Such key factors as the screen size, keyboard, memory, processor, operating
system, as well as the wireless capabilities all differ, making game development for
According to Statista, there was an average of 2.8 billion monthly active users of
mobile games worldwide in the end of 2016 and 2.7 billion users in the last quarter of
2015.
Due to the increasing cases of excessive use of mobile games, student who are
prone to mobile game suffer the descend level of academic performance in school.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |3
Theoretical Framework
addiction, or even excessive play on portable systems) has received increased attention
not only from the media, but also from the psychologist, psychiatrists, mental health
addiction like gambling or alcohol addiction. However, some gamers clearly struggle to
keep their playing habits under control and may place more importance on their gaming
addiction. But typically, game addiction can be described as excessive and compulsive
use of games that hinders the daily life of players (Weinstein,2010).Wood (2008),based
on four case studies, puts forward that the reason why people spend too much time on
games is not games’ addictive features but ineffective time management or people’
Ahn,2010).Game addiction, with the behaviour of excessive game playing, may lead to
some social (Sun et al., 2008),familial (Lee et al., 2007) and physical (Porter, Starcevic,
Berle, & Fenech,2010),problems and excessive game playing can be associated with
certain problematic aspects of individuals’ personalities, social live (Festl, Scharkow, &
their lessons because of computer and mobile games. The relationship between different
kinds of computer, video and internet game playing and academic achievement has been
Today, students play games not only in their houses or Internet cafes, but also
CONCEPTUAL FRAMEWORK
II Dependent
Independent Intervening
(Output)
(Input) Students’ Profile
Academic
Excessive Use of Age Performance
Mobile Games In
Gender Quarterly
Exam
Name
Recitation
Social
Economic Quizzes
Status
Projects
Assignments
The illustration shows the relationship between the independent, intervening and
dependent variable in this study. The independent variable is the excessive use of mobile
games that can affect the dependent variable which is the academic performance such as
quarterly exam, recitation, quizzes, projects, and assignments. The intervening of this
study is the Student’s Profile like Age, Gender, Name, and Social Economic Status.
Surveys and questionnaire was used to determine the effect of excessive use of
This study aims to know whether excessive use of mobile games affect students’
a. Gender
b. Age
2. What is the students’ level of academic performance before playing mobile games?
3. What is the students’ level of academic performance during playing mobile games?
4. What is the effect of excessive use of mobile games to the students’ academic
performance?
5. Is there a significant relationship between excessive use of mobile games and students’
academic performance?
NULL HYPOTHESIS
This study is only limited in the Grade 10 students who are excessively using
In this study, 25 respondents from class of Grade 10 students were needed. There
were 15 boys and 10 girls and it was conducted in NNHS. Data that were collected were
mainly the respondents’ perceptions about the effects of excessive use of mobile games,
The result of this study was a great help to both students and teachers, and for the
readers also. For the students, they can gain information about the effects of excessive
use of mobile games so they can give more focus with their study. They may be able to
increase their performance in school and can actively participate in class discussion.
Also, they can be able to lessen the time taken by playing mobile games. For the teachers,
they may be able to coordinate their students regarding with the excessive use of mobile
games and its effect in the academic performance of students. For the readers, they can
have an understanding about the effect of excessive use of mobile games in academic
performance.
DEFINITION OF TERMS
The term used were either defined operationally and conceptually as follows:
Mobile games- video game played on a feature phone, smart phone/tablet, smart watch,
Academic performance- the outcome of education that extend to which a student has
Performance- the action or process of carrying out or accomplishing an action, task, and
function
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |9
CHAPTER II
RELATED LITERATURE
Foreign Literature
The literature on mobile games is often technically focused and generally moves
directly to discuss the implementation of games for mobile phones and other mobile
devices without necessarily clarifying the key concept itself. (Hamer, 2007).
Jane McGonigal, author of the “Reality is Broken: Why Games Make Us Better and
How They Change the World” said in an interview in National Public Radio,2011 “Well,
games seem to tap into the psychological state called eustress or positive stress. You
know, normally we think about stress as very negative. It makes us anxious or frustrated
or burnt out. But it turns out that if we have chosen a goal for ourselves and if we feel in
control of the work that we’re doing, that stress is experienced very positively”. However
McGonigal still encourages everyone to play games due to its convincing benefits but
also insists that people should only play on controlled number of hours.
According Chis Rowan, 2013, Effects of Android Game, Today’s families are
different. Technology’s impact on the 21st century family is fracturing its very foundation
and causing a disintegration of core values that long ago were the fabric that held families
together.
According to Rob Cover who studied Gaming (Ad) diction: Discourse, Identity,
Time and Play in the Production of the Gamer Addiction Myth. He focuses to the
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |10
production of an illusory dichotomy between the real and the virtual and continuing
cultural apprehension for activities and entertainments which are not viewed merely as
Mccarthy, Li, and Tiu (2013) reported a positive impact on maths comprehension
after using a mobile game specifically designed for maths learning. The early mathematic
skills of pre-schoolers were improved after playing the game at home with the support of
their parents.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |11
RELATED STUDIES
In this study, addiction to mobile games was defined as a kind of phenomenon that
users strongly rely on mobile games and cannot help playing mobile games repeatedly in
a comparative long period of time. As such behaviour may cause notable physical, mental
and social damage to individuals, we select the eight criteria for game addiction made by
On one hand, previous studies have demonstrated that flow has a positive impact
upon game addiction. Chou et al.(2003) suggested that flow experience shows a strong
positive impact upon addiction, which means that online game players who have
experienced flow are much more likely to get into addiction. Wan and Chiou (2006)
investigated the relationship between players’ flow state and their online games
addiction. Seah and Cairns (2007) found that the experience of flow and ingame
immersion was associated with addiction. Flow experience has been acknowledgement as
including problematic Internet use (Shapira et al.2000), pathological Internet use (Davis
literature. Even though such media consumption behaviours are termed differently, they
intense societies, it is not necessarily self-evident what exactly constitutes and defines
“mobile games”.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |13
CHAPTER III
METHODOLOGY
In this part, the process used to collect the data and information needed and the
Research Design
Research Method
research in order to know easily the effects and impact of excessively playing mobile
students. Each was given questionnaire wherein they answered the questions
class. The questionnaires are answered in an allotted time. Results are based from the
Research Instrument
The researcher used questionnaire as a means for gathering data needed in this
study. The questionnaire consisted of questions related to the difficult variables used in
the study.
The researcher approached her respondents and requested them to answer the
questions as truthful as possible. The researcher explained well the contents of the
The responses from the respondents are collected and checked well by the
results. Descriptive statistics include the use of computation, percentage, and rank.
Percentage was used to determine the percent (%) of the total observations
P-f/n×100
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |15
Where;
P = sample problem
f = frequency
n = sample space
CHAPTER IV
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |16
This chapter presents, analyzes and interprets the data that was gathered from
the Grade 10 students of Nabuslot National High School in determining the effect of
Table 1.1 Frequency and Percentage Distribution of the Profile of Grade 10 students
according to Gender
Table 1.1 shows the frequency and percentage distribution of Grade 10 students in
relation to their gender wherein 18 out of 25 respondents are under the gender which is
male and 7 out of 25 respondents are under the gender which is female.
The data that were obtained implies that there are more male selected students
who are excessively playing mobile games because its frequency is 18 which are the
highest. On the other hand, female selected students’ who are using mobile games has a
frequency of only 7.
Table 1.2 Frequency and Percentage Distribution of the Profile of Grade 10 students
according to Age
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |17
Table 1.2 shows the frequency and percentage distribution of Grade 10 students in
relation to their age wherein 22 students out of 25 respondents are under the age of 15-
16, 22 students out of 25 respondents are under the age of 17-19 and 1 student out of 25
The data that were obtained implies that there are more selected students who are
using mobile games in the age of 15-16 years old because its frequency is 22 which is the
highest, while in the age of 17-19 years old its frequency is 2 which is second to the
highest and in the age of 12-14 years old its frequency is 1 which is the lowest.
Table 1.3 Frequency and Percentage Distribution of how often the respondents play
mobile games
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |18
Table 1.3 shows the frequency and percentage distribution of how often the
respondents play mobile games. Always playing mobile game has a frequency of 12 and
has a percentage of 48%; sometimes playing mobile game has a frequency of 10 and a
percentage of 40%. Often playing mobile games has a frequency of 2 and has a
percentage of 8%, seldom playing mobile game has a frequency of 1 and a percentage of
4% while never playing mobile games has zero frequency and zero percentage.
The data that were obtained implies that the student is always playing mobile games
because always has the highest frequency which is 12. Also, it has the highest percentage
which is 48%.
Table 1.4 Frequency and Percentage Distribution of how long the respondents
Table 1.4 showed the frequency and percentage distribution of how long the
respondent spend time playing mobile games in a day. 1-3 hours of playing mobile games
has a frequency of 10 and a percentage of 40% while more than 4 hours of playing
mobile games has a frequency of 9 and a percentage of 36%. Moreover, less than 1 hour
of playing mobile game has a frequency of 5 and a percentage of 20% and 2-4 hours of
The data obtained indicates that the student spend 1-3 hours’ time playing mobile
games in a day because it has the highest frequency which is 10 out of 25 respondents
Table 1.5 Frequency and Percentage Distribution of Mobile Games played by the
respondents
Mini Militia 0 0%
Mobile Legends 21 84%
Others 0 0%
Total 25 100%
Table 1.5 shows the frequency and percentage distribution of mobile games played
kind of mobile game has a frequency of 3 out of 25 respondents and has a percentage of
12% while Clash of Clans (COC), another type of mobile game has 1 frequency and a
percentage of 4%. Mini Militia and other type of mobile games have zero frequency and
zero percentage.
The data obtained shows that most students were playing Mobile Legends or ML,
the highest the same with the highest percentage which is 84%.
Table 1.6 Frequency and Percentage Distribution of the respondents if they like to
Not at all 0 0%
Total 25 100%
Table 1.6 shows the frequency and percentage distribution of the respondents if
they like to play mobile games. Very much like when it comes to playing mobile games
respondents and has a percentage of 8% the same with not really, level of interest in
playing mobile games. Not at all, level of interest in playing mobile games has zero
The data obtained implies that students are very much like to play mobile games
because it has the highest frequency of 21 out of 25 selected respondents. Also, it has the
highest percentage of 84 %.
Table 1.7 Frequency and Percentage Distribution of 3 most type of mobile games
played by respondents
Simulation 12 16%
Strategy 18 24%
Others 0 0%
Total 75 100%
Table 1.7 shows the frequency and percentage distribution of three most type of
mobile games played by respondents. Action, as a type of mobile games has a frequency
of 21 and a percentage of 28% while Sports, also a type of mobile games has a frequency
of 18 and a percentage of 24% the same with Strategy, a type of mobile games.
Simulation, another type of mobile games has a frequency of 12 and a percentage of 16%
while Adventure, a type of mobile games has a frequency of 6 and a percentage of 8%.
Other type of mobile games has zero frequency and zero percentage.
The data obtained indicates that the three most type of mobile games played by
respondents is: Action, Strategy and Sports, and Simulation. These three games have the
Table 1.8 Frequency and Percentage Distribution of 3 most reasons to play mobile
games
It improves my hand-eye 5 7%
coordination
It challenges my mind 13 17%
It’s such a great feeling to 18 24%
master or finish a game
I’ll play anything when 20 27%
I’m bored
Others 0 0%
Total 75 100%
Table 1.8 shows the frequency and percentage distribution of the three most
reason why students play mobile games. The first reason which is I’ll play anything when
I’m bored has a frequency of 20 and a percentage of 27%. The second reason, It such a
great feeling to master or finish a game has a frequency of 18 and has a percentage of
17%. The fourth reason, it gives relaxation or recreation has a frequency of 12 and a
percentage of 16%. The fifth reason which is because of the graphics has a frequency of 7
The data obtained implies that the three most reasons why students play mobile
games are: I’ll play anything when I’m bored, it’s such a great feeling to master or finish
a game, and It challenges my mind. The said reason has the highest number of frequency
Table 1.9 Frequency and Percentage Distribution of the respondents 3 most reason
Table 1.9 shows the frequency and percentage distribution of the respondents three
most reason to dislike playing mobile games. The first reason which is cost too much has
a frequency of 18 and a percentage of 24%. The second reason which is it takes up too
much time has a frequency of 16 and a percentage of 21%. The third reason which is too
many rules to learn has a frequency of 12 and a percentage of 16%. The fourth reason is
which is It’s frustrating to has a frequency of 9 and a percentage 12% the same with
reason, Boring. The fifth reason which is its lonely has a frequency of 6 and a percentage
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |25
of 8%. Pointless, the sixth reason has a frequency of 5 and a percentage of 7%. Others
The data obtained implies that the three most reason why students dislike playing
mobile games is: Costs too much, It takes up too much time and Too many rules to learn.
The said reason has the highest number of frequency and highest percentage also.
Table 1.10 Frequency and Percentage Distribution of the respondents in how they
Table 1.10 showed the frequency and percentage distribution of the respondents
in how they consider playing mobile games. Should-do activity to consider mobile games
has a frequency of 7 out of 25 respondents and has a percentage of 28% the same with
games has a frequency of 6 out of 25 respondents and a percentage of 24%. While Must-
percentage of 20%.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |26
The data obtained shows that the students considered playing mobile games as a
should-do activity and not-necessary activity because they have the same frequency
Table 1.11 Frequency and Percentage Distribution of the 2 worst effects of playing
Table 1.11 shows the frequency and percentage distribution of the two worst
effects of playing mobile games that happens to respondents. Not enough sleep, always
feeling tired, as an effect has a frequency of 21 and a percentage of 42%. Another effect,
12 and a percentage of 24%. Lastly, Blurred vision, another effect of playing mobile
The data obtained implies that the two worst effects of playing mobile games
that happens to the respondents are: Not enough sleep, always feeling tired because it has
the highest frequency which is 21 and highest percentage which is 42% the same with
Table 1.12 Frequency and Percentage Distribution of the student quarterly average
Table 1.12 shows the frequency and percentage distribution of the student quarterly
average if they excessively play mobile games. Students who has an average of 81-85
Students who are 80 below have a frequency of 5 out of 25 respondents and a percentage
of 20%. Student who has an average of 90-95 has a frequency 3 out of 25 respondents
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |28
and a percentage of 12%. While students who got an average of 95 below have zero
The data obtained implies that the quarterly average of the student if they
excessively play mobile games is 81-85 because it has the highest frequency which is 9
out of 25 respondents and highest percentage which is 36%. This result implies that the
performance is Unsatisfactory.
Table 1.13 Frequency and Percentage Distribution of the respondent if they feel
Table 1.13 shows the frequency and percentage distribution of the respondents if
they feel relax when they play mobile games. 21 out of 25 respondents agree that they
feel relax when they play mobile games which has 84%. 3 out of 21 respondents Disagree
that they feel relax when they play a mobile game which has 12%. On the other hand, 1
out of 25 respondents Strongly Agree that when they play mobile games, they feel relax
which receive 4%.While 0 out of 25 respondents Strongly Disagree that they feel relax
The data obtained discuss that the students agree that when they play mobile games,
they feel relax because it has the highest frequency which is 21 out of 25 respondents and
a percentage of 84%.
Table 1.14 Frequency and Percentage Distribution of the respondents if they can
Table 1.14 shows the frequency and percentage distribution of the respondents if
they can participate well in class when they play mobile games.12 out of 25 respondents
Disagree that they can participate well in class when they play mobile games which has
48%; 10 out of 25 respondents Agree that they can participate well in class when they
play mobile games which has 40%. Moreover, 2 out of 25 respondents strongly agree that
they can participate well in class discussion which has % while 1 out of 25 respondents
Strongly Disagree that they can participate well in class when they play mobile games
The data obtained suggest that the students disagree that when they play mobile
games, they can participate well in class discussion because it has the highest frequency
Table 1.15 Frequency and Percentage Distribution of the respondents if they feel
Table 1.15 shows the frequency and percentage distribution of the respondents if
they feel the happiness and joy when they play mobile games. It is calculated that 15 out
of 25 students agree that they feel the happiness and joy when they play mobile games
which resulted to 60%. 8 out of 25 respondents strongly agree that playing mobile games
can bring joy and happiness which has 32%. 2 out of 25 respondents Disagree that
playing mobile games can bring happiness and joy which has 8%. Last, 0 out of 25
respondents strongly disagree that they feel the happiness and joy when they play mobile
games.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |31
The data obtained shows that the students agree that when they play mobile
games, they can feel the happiness and joy because overall, it has the highest frequency
Table 1.16 Frequency and Percentage Distribution of the respondents if they can
Table 1.16 shows the frequency and percentage distribution of the respondents if
they can solve their emotional problem when they play mobile games. 17 students agree
that they can solve their emotional problem by the help of mobile games which has
calculated percentage of 68%. 7 out of 25 respondents disagree that they can solve their
emotional problem when they play mobile games and receive a percentage of 28%. On
the other hand, 1 out of 25 respondents strongly agree that by playing mobile games, we
can solve our emotional problem and has a 4%. Lastly, 0 out of 25 respondents strongly
agree that due to mobile games we can solve our emotional problem.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |32
The data obtained shows that the students agree that when they play mobile games,
they can solve their emotional problems because overall, it has the highest frequency
Table 1.17 Frequency and Percentage Distribution of the respondents if they excel
Strongly agree 0 0%
Agree 7 28%
Disagree 16 64%
Strongly disagree 2 8%
Total 25 100%
Table 1.17 shows the frequency and percentage distribution of the respondents if
they excel in class when they play mobile games. 16 students disagree that they excel in
class when they play mobile games and receives 64%. 7 out of 25 respondents agree that
they excel in class when they play mobile games and resulted with a percentage of
28%.Moreover, 2 out of 25 respondents strongly disagree that playing mobile games can
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |33
help to excel in class thus, it gains 8%. 0 out of 25 respondents strongly agree that
The data obtained suggest that students disagree that when they play mobile games,
they excel in class because it has the overall calculated frequency which is 16 out of 25
respondents which is the highest and a percentage of 64% which is also the highest.
Table 1.18 Frequency and Percentage Distribution of the respondents if they can
Strongly agree 2 8%
Agree 11 44%
Disagree 9 36%
Total 25 100%
Table 1.18 shows the frequency and percentage distribution of the respondents if
they can get good grades when they play mobile games. It is calculated that 11 students
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |34
out of 25 Agree that they can get good grades when they play mobile games so it has
44%.9 out of 25 respondents disagree that through playing mobile games we can get
good grades and has 36%. 3 out of 25 respondents strongly disagree that playing mobile
games is a big help to gain good grades and has a computed average of 12%. 2 out of 25
respondents strongly disagree that they can get good grades when they play mobile
The data obtained implies that the students agree that when they play mobile games,
they can get good grades because it has the highest frequency which is 11 out of 25
Table 1.19 Frequency and Percentage Distribution of the respondents if they can
get high score in quizzes and written works when they play mobile games
Agree 9 36%
Disagree 9 36%
Total 25 100%
Table 1.19 shows the frequency and percentage distribution of the respondents if
they can get high score in quizzes and written works when they play mobile games. 9 out
of 25 respondents agree at the same time disagree that playing mobile games is a big help
to get high score in quizzes and written works and receive 36%. 4 out of 25 respondents
strongly disagree that we can get high score in quizzes and written works if we play
mobile games. It has a percentage of 16%. Lastly, 3 out of 25 respondents strongly agree
that playing mobile games can be a useful thing to get high score in quizzes and also in
written works.
The data obtained shows that the students agree either disagree that when they play
mobile games, they can get high score in quizzes and written works because they have
Table 1.20 Frequency and Percentage Distribution of the respondents if they can
relieve their stress in home and school when they play mobile games
Agree 19 76%
Disagree 2 8%
Strongly disagree 0 0%
Total 25 100%
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |36
Table 1.20 shows the frequency and percentage distribution of the respondents if
they can relieve their stress in home and school when they play mobile games. 19
students Agree out of 25 respondents that playing mobile game is a key to relieve stress.
It has 76%.On the other hand,4 out of 25 respondents strongly agree that they can relieve
stress by playing mobile games. 2 out of 25 respondents disagree that relieving stress is
just playing mobile games. And last, 0 out of 25 respondents strongly disagree that
playing mobile games can help to relieve stress in home and in school.
The data obtained shows that the students agree that when they play mobile games,
they can relieve their stress in home and school because it has the highest frequency
Table 1.21 Frequency and Percentage Distribution of the respondents if they feel
refresh and contented with their life when they play mobile games
Agree 11 44%
Disagree 8 32%
Strongly disagree 0 0%
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |37
Total 25 100%
Table 1.21 showed the frequency and percentage distribution of the respondents if
they feel refresh and contented with their life when they play mobile games. It is
tabulated that 11 out of 25 respondents agree that they feel refresh and contented when
they play mobile games which has also a 44%. 8 students where disagree to the said
statement. On the other hand, 6 out of 25 respondents strongly agree that the best way to
refresh and feel contented with life is by playing mobile games while 0 out of 25
The data obtained says that the students agree that when they play mobile games,
they feel refresh and contented with their life because it has the highest frequency which
Table 1.22 Frequency and Percentage Distribution of the respondents if their brain
Strongly agree 0 0%
Agree 9 36%
Disagree 12 48%
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |38
Total 25 100%
Table 1.22 showed the frequency and percentage distribution of the respondents if
their brain works fast in class discussion when they play mobile games.12 out of 25
respondents disagree that their brain works fast in class discussion when they play mobile
games, it has 48%.9 out of 25 respondents where agree that when they play mobile
games, their brain works fast. It has a percentage of 36%.4 out of 25 respondents strongly
disagree to the said statement. Lastly, 0 out of 25 respondents strongly agree to this
statement.
The data obtained suggest that the students disagree that when they play mobile
games, their brain works fast in class discussion because it has the highest frequency
CHAPTER V
SUMMARY
Generally, this study identified that excessive use of mobile games can affect
a. Gender
b. Age
2. What is the students’ level of academic performance before playing mobile games?
3. What is the students’ level of academic performance during playing mobile games?
4. What is the effect of excessive use of mobile games to the students’ academic
performance?
5. Is there a significant relationship between excessive use of mobile games and students’
academic performance?
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |40
FINDINGS
The findings of this study are based on the analysis gathered and the computation of data.
1. Results that were obtained imply that there are more male selected students who
are excessively playing mobile games because its frequency is 18 which are the
highest. On the other hand, female selected students’ who are using mobile games
2. The calculated data suggest that there are more selected students who are using
mobile games in the age of 15-16 years old because its frequency is 22 which are
the highest.
3. Students are always playing mobile games because it has the highest frequency
4. The verified result says that student spend 1-3 hours’ time playing mobile games
in a day because it has the highest frequency which is 10 out of 25 respondents and
5. As a result, most students were playing Mobile Legends or ML, a type of mobile
6. The data obtained implies that students are very much like to play mobile games
7. Results indicate that the three most type of mobile games played by respondents is:
Action, Strategy and Sports, and Simulation. These three games has the highest
8. The results obtained implies that the three most reasons why students play mobile
games are: I’ll play anything when I’m bored, it’s such a great feeling to master or
finish a game, and It challenges my mind. The said reason has the highest number
9. Result implies that the three most reason why students dislike playing mobile
games is: Costs too much, It takes up too much time and Too many rules to learn.
The said reason has the highest number of frequency and highest percentage also.
10. The computed data shows that the students considered playing mobile games as a
should-do activity and not-necessary activity because they have the same
11. It is computed that the two worst effects of playing mobile games that happens to
the respondents are: Not enough sleep, always feeling tired because it has the
highest frequency which is 21 and highest percentage which is 42% the same with
12. Result indicates that the quarterly average of the student if they excessively play
mobile games is 81-85 because it has the highest frequency which is 9 out of 25
respondents and highest percentage which is 36%. This result implies that the
performance is Unsatisfactory.
13. The data obtained discuss that the students agree that when they play mobile
games, they feel relax because it has the highest frequency which is 21 out of 25
14. Results suggest that the students disagree that when they play mobile games, they
can participate well in class discussion because it has the highest frequency which
15. Results shows that the students agree that when they play mobile games, they can
feel the happiness and joy because overall, it has the highest frequency which is 15
16. The tabulated data shows that the students agree that when they play mobile
games, they can solve their emotional problems because overall, it has the highest
17. The data obtained suggest that students disagree that when they play mobile
games, they excel in class because it has the overall calculated frequency which is
18. The data implies that the students agree that when they play mobile games, they
can get good grades because it has the highest frequency which is 11 out of 25
19. Results gathered shows that the students agree either disagree that when they play
mobile games, they can get high score in quizzes and written works because they
36%.
20. It is computed that the students agree that when they play mobile games, they can
relieve their stress in home and school because it has the highest frequency which
21. Data obtained says that the students agree that when they play mobile games, they
feel refresh and contented with their life because it has the highest frequency
22. The data obtained suggest that the students disagree that when they play mobile
games, their brain works fast in class discussion because it has the highest
CONCLUSION
With respect to the relation with the findings that enumerated, the following
1. As a result, there are more male students who are excessively using mobile games
2. Results showed that there are more students at the age of 15-16 who are actively
3. The calculated result implies that students are always playing mobile games with
a frequency of 13 and a percentage of 48%. On the other hand, they consume 1-3
4. Mobile Legends is a kind of mobile games that mostly students’ play. While the
5. The computed result suggest that the most reason while students play mobile
games are: it can be play anything when you are bored, it’s such a great feeling to
6. Students consider playing mobile game as a should-do activity at the same time, a
not-necessary activity.
7. Students are very much like to play mobile games because it has a frequency of
8. It is verified that the worst effects of playing mobile games are: not enough sleep,
9. The computed result implies that the students agree that they can get good grades
when they play mobile games with a frequency of 11 and a percentage of 44%.
10. The quarterly average of the students who are prone to mobile games is 81-85
is unsatisfactory.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |46
RECOMMENDATIONS
1. The students must balance their time on playing mobile games and time for study.
2. This study recommends that teachers must coordinate with their students
3. The future researchers must conduct more study and more improve observations
to solved problems regarding excessive use of mobile games and its effect on the
academic performance.
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |47
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https://www.semanticscholar.org/paper/Understanding-the-Antecedents-of-Mobile-
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https://www.researchgate.net/publication/235265707_Effects_of_mobile_gaming_patt
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AND_STUDIES
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |48
Appendix
QUESTIONNAIRE
2. How long do you spend your time playing mobile games in a day?
Ο Less than 1 hour Ο 1-3 hours
Ο 2-4 hours Ο More than 4 hours
7. What don’t you like about playing mobile game? (Choose at most 3)
Ο It takes up too much time Ο It’s lonely Ο Costs too much
Ο Pointless Ο It’s frustrating Ο Too many rules to learn
Ο Boring
Other/s:________________________
10. What is the student quarterly average if they excessively play mobile games?
Ο 80 below Ο 86-90 Ο 95 below
Excessive Use of Mobile Games and Academic Performance of Grade 10 Students |50
Ο 81-85 Ο 90-95
II.
Direction: Indicate how true the statement is for you. Put a check () in your chosen
box.