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Impact of Mobile Games to the

Academic Performance of

Central Pangasinan Adventist

School Students School Year

2020 – 2021
ABSTRACT
I. INTRODUCTION

BACKGROUND OF THE STUDY

The rise in the use of the internet has led to many changes in our daily life in

particular this rise has also led to the rise of online gaming.

Online gaming can refer to any type of game that someone can play through the

internet or over a computer network. Most of the time, online gaming refers to the video

games played over the internet, where multiple players are in different locations around

the word. In most cases, online games are freeware programs that can be used for an

unlimited time and are available for free. Most percentage of web written in flash,

shockwave and java languages.

Because of that, they feature more primitive game play than downloadable

gaming experience typically requires a high – speed internet connection. Proper

hardware will also be required whether it’s a computer, such as Xbox or Play station

that’s connected to the internet. Some online games require a specific piece of

controlling Hardware game in a virtual Word. Some online games change a monthly fee

for access to the video game software. Today, one can see the impact of computer and

video games in politics, television, popular music and Hollywood.


STATEMENT OF THE PROBLEM

This study aimed to determine the effect of online games to the academic

performance of the Central Pangasinan Adventist School students.

What is the profile of the Central Pangasinan Adventist School high school student

with respect to the following attributes:

a.) Name

b.) Age

c.) Gender

d.) Grade level

1.) What are the reasons why you are playing online games?

2.) What are the effects of playing mobile games?

3.) how much time do you spend playing online games?

SCOPE AND DELIMITATIONS

The study focus about the demographic profile of the respondents, to the

frequency time of playing online games and the grade point average of the Central
Pangasinan Adventist School students. This study was conducted only to all Central

Pangasinan Adventist School students.

CHAPTER II

METHODOLOGY

In this chapter, the research design, subject of the study, the data gathering

instrument as well as its description, data gathering procedure and the methodology

used by the researcher were discussed.

Research Design

The study is a qualitative research designed. It focuses on data processing though

open-ended questionnaires. A qualitative research interview design was also used, it is

to gather ideas or original data for researcher to understand and explore research

subject opinion. The data was gathered throughout the study itself administered

interviewed from the respondents.

Subjects of the Study


The subjects in this study are the high school students enrolled in Central

Pangasinan Adventist School, for the school year 2020-2021.

Data Gathering Instrument

The interview was made using a direct message in the application : messenger, at

a smartphone device.

Sources of Data

The 10 students that was interviewed consists one grade 7, two grade 8, two grade

9 and five grade 10 students. Other data was gathered thru social media platforms :

facebook,messenger

Chapter 3
RESULT AND DISCUSSION

I conducted this research by interviewing some CPAS high school students and these

are their response:

1.)What are the reasons why you are playing online games?
2.)What are the effects of playing mobile games?
3.)how much time do you spend playing online games?
INTERPRETATION
Chapter 4

CONCLUSION AND RECOMMENDATIONS

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