The Relationship Between The Number of Years Playing Dota 2 and The Algebraic Skills of Senior High School Students in La Salle College Antipolo

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 124

APPROVAL SHEET

La Salle College Antipolo

We hereby Approve the Thesis

Submitted by:
Jeanne Paulo Pascual De Jesus
Corrine Francesca Isabelle Tadit Doblado
Joshua James Guevarra Ferreras
Joaquin Alfonso Caro Garcia
Nathan Jahziel Hugo Muncal

Entitled

The Relationship between the Number of Years Playing Dota 2 and the Algebraic Skills
of Senior High School Students in La Salle College Antipolo

As Partial Fulfillment of the Requirements for


The Completion of
Research Project

___________________________ ______ ___________________________ ______


Thesis Adviser Date HUMMSS Coordinator Date

___________________________ ______ ___________________________ ______

SHS Coordinator Date Principal Date


THE RELATIONSHIP BETWEEN THE NUMBER OF YEARS PLAYING DOTA 2

AND THE ALGEBRAIC SKILLS OF SENIOR HIGH SCHOOL STEM

STUDENTS IN LA SALLE COLLEGE ANTIPOLO

_________________________

A RESEARCH PAPER

IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR

RESEARCH PROJECT

________________________

SUBMITTED BY

JEANNE PAULO PASCUAL DE JESUS

CORRINE FRANCESCA ISABELLE TADIT DOBLADO

JOSHUA JAME GUEVARRA FERRERAS

JOAQUIN ALFONSO CARO GARCIA

NATHAN JAHZIEL HUGO MUNCAL


ACKNOWLEDGEMENT

The researchers gladly express their gratitude to their thesis adviser, Ms. Moira

Vargas. Guiding them into the right path in writing this thesis, answering their every

questions and providing suggestions to solve their problems, and teaching them how to

be an outstanding and independent researchers. Without her, they would not reach this far

and would not make this paper fully accomplished.

They would also like to acknowledge their respondents, the Senior High School

STEM students, their parents, and the STEM department teachers: Ms. Gooc, Mr.

Cambelisa, Mr. Pedragoza, and Mr. Roxas. For without their willingness in participating

to answer the test questionnaires, survey questionnaires, and sharing their opinions in the

interview, the data that they have which is the vital part of their research would not exist

and they would not be able to have the conclusion that the researchers have concluded.

A great appreciation to Dr. Arlyn Tumala, La Salle College Antipolo’s school

principal, for the approval of this research paper making their thesis existent today.

The researchers of this study would like to thank their family, friends, and

classmates for supporting and encouraging them nonstop through the years of their study

and through the progress of researching and constructing this thesis paper.

Mr. Nathan Muncal, one of the researchers, would like to especially thank Ms.

Anjella Mae Matullano for giving him motivation and being an inspiration, and providing

help to complete this paper. Similarly, Mr. Jeanne Paulo De Jesus, leader of the research

group, would like to express his deep gratitude to his special someone. For without that
person existing to be part of his life, he would not have the motivation the inspiration, the

courage, and the perseverance to be the leader of this research group.

Of course, last but definitely not the least, the researchers of this study would gladly

thank Him, the Lord of the lords, the God above all gods, the only One true living God,

for the overflowing love for them, giving them never ending blessings, and wisdom and

knowledge throughout the process of this paper. He constantly used the persons above in

order to help them finishing this research, this paper would not be possible without Him.

This thesis paper is all His.


TABLE OF CONTENTS

ABSTRACT

CHAPTER ONE: THE PROBLEM AND ITS SETTING

Introduction ----------------------------------------------------------------------------- 1

Statement of the Problem -------------------------------------------------------------- 3

Hypotheses ------------------------------------------------------------------------------ 4

Conceptual Framework ---------------------------------------------------------------- 5

Scope and Delimitations of the Study ----------------------------------------------- 6

Significance of the Study -------------------------------------------------------------- 7

Definition of Terms -------------------------------------------------------------------- 8

CHAPTER TWO: REVIEW OF RELATED LITERATURE AND STUDIES -------- 10

CHAPTER THREE: RESEARCH METHODOLOGY

Sampling Procedure ------------------------------------------------------------------ 37

Criteria of Respondents -------------------------------------------------------------- 39

Research Instrument ------------------------------------------------------------------ 40

Research Locale ----------------------------------------------------------------------- 42

Data Analysis -------------------------------------------------------------------------- 42


CHAPTER FOUR: PRESENTATION, ANALYIS, AND INTERPRETATION OF

DATA --------------------------------------------------------------------------------------------- 43

CHAPTER FIVE: SUMMARY, CONCLUSIONS, REJECTION AND ACCEPTANCE

OF HYPOTHESES, AND RECOMMENDATIONS

Summary ------------------------------------------------------------------------------- 75

Conclusions ---------------------------------------------------------------------------- 70

Rejection and Acceptance of Hypotheses ----------------------------------------- 80

Recommendations -------------------------------------------------------------------- 83

REFERENCES

APPENDICES
Abstract

This study aimed to determine the relationship between the number of years

playing Dota 2 and the algebraic skills of senior high school STEM students in La

Salle College Antipolo. This study was conducted to further investigate the

relationship between the number of years playing Dota 2 and the algebraic skills.

The study of the research was administered in La Salle College Antipolo where

the survey also took place. In order to determine the total number of students

from Senior High School, the researchers conducted a preliminary survey first

that falls under criterion sampling before proceeding to the actual survey by using

a simple random sampling. The total number of respondents is 44 from the

population of 80 Dota 2 players in the Senior High School STEM strand was

computed by the use of Slovin’s Formula. Using the Pearson Correlation formula,

the researchers of this study had found that results show that there is a positive

relationship between the variables leading into accepting most of their

hypotheses, stating their conclusions, and recommending it to students, parents,

teachers, future researchers, and to the researchers of this study as well.


CHAPTER ONE

THE PROBLEM AND ITS SETTING

Introduction

As the gradual development of technology continues to climb on its peak, people

were able to create things with a unique purpose. Humans benefited from it in terms of

education, research, communication, health, transportation, and entertainment as well.

Movies, TV series, and new musical styles arose all from the technological advancement

through the years; and of course, the digital games became popular to the youngsters.

The modified map of the game StarCraft named as the Aeon of Strife was the known

as the birth of the new genre in the gaming industry. This became the first Multiplayer

Online Battle Arena or MOBA created, wherein the game is divided into two opposing

teams, each player is controlling a single and powerful hero unit, and each team have to

win to the match by destroying the base of the opposing team that is being defended by

the towers. When Warcraft 3 was released in 2003, a modder known as Eul began to

develop the similar map that would be played by 10 players, which was entitled as

Defense of the Ancients (DotA). After it was released, Eul stopped working on DotA then

other modders started trying to create versions of their own until the version of Steve Feak

named as DotA: Allstars became popular to the players (Dean, 2014).

On the month of July 2013, the Valve Corporation developed the game Dota 2, and

was released as a Free-to-Play game for Windows, Mac OS, and Linux. The game
2

is a successor of the popular game Warcraft 3 mod, Defense of the Ancients (DotA), which

was based on the Aeon of Strife, a customized map for StarCraft. The game Dota 2

became a popular Multiplayer Online Battle Arena alongside with League of Legends, a

MOBA as well. In addition, these popular MOBA games also have an international

competitive league and its professional players came from different countries including

the Philippines.

In these days, numbers of parents claim that playing such video games like Dota 2

badly affects the intellectual skills of a student and it became a prejudice or stigma. That

parents perceive Dota 2 causes a decline to their child’s academic performance in

Mathematics, and that it could not boost their algebraic skills. According to the fourth

paragraph from the House Bill No. 4740 (Gatchalian, 2015) of the Sixteenth Congress of

the House of Representatives here in the Philippines:

House Bill No. 4740 or the “Internet Café Regulation Act of 2015” by Sherwin
Gatchalian
Being that minors have an impressionable mind, these games occupy their mind that is has
become prevalent that minor students became addicted to these games and their school work
suffers from too much preoccupation with video games. Instead of using the internet positively
for research or school work, most minors go to the computer shops to play games instead.
Alarmingly, these establishments are located near schools and are regularly visited by minor
students even during regular class hours and visits often last late into the night, exposing them to
danger during store hours. Unscrupulous and computer shop owners have allowed and tolerated
minors to avail of their services even during class hours and even allow them to play into the late
hours of night in exchange for a quick profit without thought to the negative effects of excessive
gaming to the welfare and safety to the minors.
It is stated by the house bill that the students who are addicted to playing video

games that it affects the academic performance of the students. Hence, the researchers of

this study aim to determine the relationship between the number of years playing Dota 2

and the algebraic skills of Senior High School STEM students in La Salle College

Antipolo.
3

Statement of the Problem

This study was conducted to further investigate the relationship between the number

of years playing Dota 2 and the algebraic skills. It aims to provide answers for the

following questions:

a) What is the profile of the respondents?

1. Number of years playing Dota 2.

2. Recent average grade in Pre-Calculus and General Mathematics subjects in

the first (1st) semester of grade 11 (for the grade 11 respondents only).

3. Recent average grade in Physics 1 and Chemistry 2 subjects in the first (1st)

semester of grade 12 (for the grade 12 respondents only).

b) What are the raw scores of each respondent after taking the test conducted by the

researchers?

c) Is there a significant relationship between the number of years playing Dota 2 and

the algebraic skills of the Senior High School STEM students in La Salle College

Antipolo?

d) Are there any similarities between the opinions of grade 11 and grade 12 math

teachers?

1. Would the teachers recommend playing Dota 2 to learn mathematics?

2. Are the teachers going to consider Dota 2 as another strategy to improve the

algebraic skills of the students?


4

Hypotheses

The researchers of this study hypothesized that there is a significant relationship

between the number of years playing Dota 2 and the algebraic skills of the Senior High

School STEM students. The following statements are the hypotheses that will be attained

after analyzing the data gathered from the respondents:

 The higher the number of years playing Dota 2, the higher the algebraic skills of

a student and vice versa.

1. Most of the respondents have 4 years of experience.

2. Most of the respondents have a grade of 80-94 in Pre-Calculus, General

Mathematics, Physics, and Chemistry.

3. Most of the raw scores meet the most years of experience of the

respondents.

4. There is a positive relationship between the number of years playing Dota

2 and the algebraic skills of the Senior High School STEM students in La

Salle College Antipolo.


5

Conceptual Framework

Dota 2 & Arithmetic


Skills

Positive Relationship

Higher number of years


playing = Higher
arithmetic skills

Students tend to do better Dota 2 and high IQ


in academic behave similar to chess.
performances.

SHS STEM Students

Figure 1

The figure one above is the conceptual framework done by the researchers, wherein

their hypothesis and their related literature were connected. The figure above shows that

the Dota 2 and the algebraic skills have a positive relationship between each other, the

researchers of this study hypothesized that the higher number of years playing Dota 2, the

higher algebraic skills will be. To apply support to the said hypothesis, the researchers

were able to connect the related literature they have collected. The first one is from the

work of Samuel Gibbs (2016), stating that children who are playing video games tend do

better in academic performance. This literature supports the hypothesis because Dota 2
6

requires an internet access before it can be played making it an online game and in

addition, academic performances including mathematics certainly require an arithmetic

skill. Then the second is from the study in University of York (2017) said that the ability

to play MOBAs (like Dota 2) and the level of intelligence behave in a similar way in

playing chess. This also supports the hypothesis constructed by the researchers for it is

mentioned Dota 2 to their study and the IQ includes the arithmetic ability of a person.

Scope and Delimitations of the Study

The researchers of this study will only focuses to one topic only, and that is the

relationship between the number of years playing Dota 2 and the algebraic skills of the

Senior High School STEM students. This study will only determine the relationship

between the number of years playing Dota 2 and the algebraic skills. The researchers of

this study will only gather the Senior High School STEM students in La Salle College

Antipolo as their respondents.

Nevertheless, this study will not be including other MOBA games like: League of

Legends and Mobile Legends for the researchers of this study will be only focusing to

one MOBA game only, and that is Dota 2. This study will also not be gathering data

outside the grounds of La Salle College Antipolo; the researchers will only gather data

from the Senior High School students and teachers, and parents of La Salle Collage

Antipolo for the sake of their convenience and safety.


7

Significance of the Study

This study will be significant to the following:

To the students, this can be an additional option of strategy in improving the

algebraic skills if the relationship is positive. Nevertheless, this will help the students to

lessen the frequency of playing Dota 2 if the relationship is negative.

To the parents, this study will help them eliminate the prejudice on playing the

game Dota 2 if the relationship is positive. To guide their children who are playing the

game in controlling the frequency of playing Dota 2 if the relationship is negative.

To the teachers, especially for those who are teaching math-related subject, to adapt

the concept of the game Dota 2 in their lessons that are possibly hard to understand for a

student if and only if the relationship is positive. On the other hand, this will also help

them in guiding the students who are playing the game in balancing the frequency of

playing Dota 2 if the relationship is negative.

To the researchers of this study, to help them gain satisfaction for knowing the

answers about the given problem, to develop research skills, and to be more productive

in any fields they had chosen to be in the near future.

Lastly, to the future researchers, to use this study as an additional source for their

study that is related to this paper.


8

Definition of Terms

The following terms are defined based on how they will be used in the study:

1. Relationship – is a way in which two or more people or things are connected, or

a state of being connected.

2. Dota 2 – is a free-to-play mobile online battle arena or MOBA video game

developed by the Valve Corporation.

3. Experience - the process of doing and seeing things and of having things happen
to an individual

- it can be measured by how long or number of years of a person

he/she does things.

4. Multiplayer Online Battle Arena (MOBA) – is a strategy genre wherein the

gameplay is characterized by single unit hero strategic combat between two small

teams of players, each trying to destroy the opponent’s base.

5. Algebra – the part of mathematics in which letters and other general symbols are
used to represent numbers and quantities in formulae and equations.

6. Skill – is the ability to do something well; expertise.

7. Algebraic skills – is the ability of a person to manipulate variables well.

- it can be measured by how efficient and quick a person is in

solving any arithmetic problem.

8. Senior High School – a secondary school that compromising two (2) highest

grades including eleventh (11th) and twelfth (12) grades.


9

9. Science, Technology, Engineering, and Mathematics (STEM) Strand – is an

educational program developed to prepare primary and secondary students for

college and graduate study in the fields of science, technology, engineering, and

mathematics.
CHAPTER TWO

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter contains selected literature and studies published and uploaded by the

writers in which the researchers are able to link their study: the relationship between the

number of years playing Dota 2 and the algebraic skills of the senior high school STEM

students in La Salle College Antipolo. This study was conducted to determine the

relationship between the two variables.

I. Dota 2

According to the work of Winn (2015) entitled The Well-Played MOBA:

How DotA 2 and League of Legends use Dramatic Dynamics, he stated that

Within the discussion and examples above we have considered the various ways

in which the two most popular games within the MOBA genre encourage dramatic

tension through creating feelings of uncertainty and inevitability within

spectators. In doing this they analyzed the ways in which these games could be

considered performativity and also identified and applied an aesthetic model of

dramatic dynamics. Very little theoretical work has been done on the culture of

digital game spectating or the design of games which take advantage of it and,

though this paper has focused on the structure of MOBAs, by positing and

expanding upon the idea of games as performance there is hope that future studies

will have a starting point to build from in analysis of other e-Sports games or

genres. The increasing diversity in available viewing platforms


11

present opportunities for the attraction of increasingly large audiences and plays a

role in the continued growth of e-Sports.

Computer games are big business, which is also reflected in the growing

interest in competitive gaming, the so-called electronic sports. Multi-player

online battle arena games are among the most successful games in this regard.

In order to execute complex team-based strategies, players take on very specific

roles within a team (Eggert, Marc , Jan , & Rainer , 2015).

Miko Recare (2018) said that as a gamer of Dota for 8 years, there are

positive and negative effects.

On the positive side:

1. You will be able to exercise your mind and think faster.

2. A good stress reliever after a whole in school.

3. You can find lots of friends in school or outside the school.

4. You will become a team player.

On the negative side:

1. Addiction.

2. Failing Grades.

3. Play DotA instead of going to school.

4. You may become a trash talker.


12

This research paper actually shows how DOTA influenced the

Filipino people – not only the gamers but also the people interacting with

them. In the arguments presented, they can conclude that the culture of

DOTA in the Philippines is rich, because it affects their daily lives and serves

as a connection between the gamers. In the first place, there are no other

games which have the same gameplay of DOTA; its origin, StarCraft, has

never been popular in the country. People continue to embrace its influence

and apply it to their everyday lives. It covers vast array of topics, which every

people should know such as its origin and its concept. Every people should

also know how gamers behave when they are playing informally and

formally. People should also know that there is no gender exclusivity in

playing DOTA. People should also know how DOTA invades the country,

and its effects to them. Everyone can establish a clear understanding

regarding the topic. He can clear things out, and know people’s opinions

about it. He can also help educate people of what is the game all about. The

main purpose of this paper is to inform and remove negative thoughts about

DOTA to the reader. Everyone must not be alarmed, but rather be informed

(Rayo, 2012).

Sicart (2013) said in his book Beyond Choices: The Design of Ethical

Gameplay that Ethical gameplay is the result of the ways in which different

choices, dilemmas, situations, and contexts are created by the interrelation

between the procedural and the semiotic in the context of play. Ethical gameplay

is a function of the design of systems, metaphors, and in the case of multiplayer


13

games, player interrelations. Ethical gameplay is a consequence of the tension

between the suspensions of disbelief and what Frank Lantz (Personal

Communication, 2011) calls the “ludic contract”. It tells us to pretend this story is

real and they will have an interesting experience.

When players encounter the being if the game, they participate in a complex

interrelation of the rules and worlds in which they live. Sometimes, whether on

purpose or by chance, that participation requires players to be more than just

observers. The being of a game might allow players to pass through those worlds

of rules and fictions, and this passage can deeply affect them.

According to Pervasive Games: Theory and Design (Montola, Stenros, &

Waern, 2009), role-playing games mostly take place in the imaginations of

players. Pen papers, dice, maps, and miniatures are often used to keep track of the

game state, but the most important part of the gameplay unfolds in the discussion

between players and the game master; make-believe, performance, pretense, and

acting are central elements of play. Role-playing as a gaming attitude, be it

minimalist or full-blown immersion, has found its way to both digital and analog

games.

As increasingly appealing visual interfaces were added to MUDs, they

evolved into huge massively multiplayer, online, role-playing games. Through

milestones such as Meridian 59, Ultima Online, Everquest, World of Warcraft,

and Lineage II: The Chaotic Throne, the genre has accumulated millions of

players worldwide. The growth of MMORPGs has also spawned a number of


14

paideic, noncompetitive virtual worlds, such as Habbo Hotel and Second Life.

Social Networking sites also inhabit a kind of persistent virtual worlds and the

influence of MMORPGs has been felt there as well.

Persistent worlds allow for the growth of long-lasting communities and

accumulation of in-world wealth and power. As players advance slowly in World

of Warcraft through gathering treasures and experience points, they also form

social connections, join guilds, and build communities. In order for this to happen,

the virtual world must be sustained at least for weeks or months.

Based on van der Zwaan, Dignum, Jonker, and van der Hof (2014) in their

conclusion on their paper Minding Minors Wandering the Web: Regulating Online

Child Safety, it states that the results of review of existing technologies indicate

that prevention and detection of cyberbullying do not suffice. Five online safety

task forces agree and conclude that empowerment, i.e., education and awareness,

is a primary solution strategy to protect children and adolescents against online

risks. Technology can be used to supplement education and awareness. However,

it is important to emphasize that technology alone can never solve a complex

problem such as cyberbullying. A combination of social, legal, and technological

measures is required for best results.

Technology does not have to be restrictive to influence behavior.

Persuasive technology steers behavior by exerting social influence. In previous

work, we presented a design for a virtual empathic buddy that provides emotional

support.
15

Cogburn and Silcox (2009) stated on their Philosophy through Video

Games, that different sorts of online and tabletop role-playing games actually

provoke very different types of psychological involvement from their players,

depending on the rules that each one uses, and also the different social conventions

that they reinforce. At one end of the scale, there are traditional high fantasy games

like D & D and World of Warcraft. In these sorts of games, the roles that the player

takes on are wildly fantastical; the traits of her character are determined by die

rolls or an online “character generation” engine, and the motivation that keeps

most people playing can be described without too much oversimplification as

being fundamentally escapist in the nature.

Referring to the book The Art of Video Games written by Tavinor in 2009,

he stated that videogames are clearly morally worrying to a great many people,

including many gamers. The most common attempt to explain the justification of

this moral worry – a consequential survey of the negative effects that videogames

have on players and wider society - cannot be used to establish that games or

gaming are immoral activities. There are worries with the consequentialist claims,

but more importantly with their application to the moral issue. Even if true, they

would not be sufficient to support the intuitions that video gaming is morally

suspect, because some people might still want to claim that videogames are

morally dubious even in the majority of cases where there are no obvious morally

significant consequences. To meet these intuitions, we can direct our attention to

the genuinely offensive content and images depicted in very many videogames:

even if fictional, these things are clearly offensive to some people. But this opens
16

up a partial moral defense of gaming: the possibility for normal transgression can

be excused in the case that games also have significant artistic merit. Indeed, such

moral transgression might be precondition of videogames becoming serious – and

hence potentially challenging – art.

According to Video Games and Anti-intellectualism: Higher Education in

Modern Video Games written by Lozano in 2017, Video games have been apt to

maintain entertainment stereotypes. Morally dubious, socially awkward, and self-

important characters are hallmarks of representations of higher education in video

games. Players potentially take away the message that educational attainment is

responsible for people who possess negative characteristics (e.g., lack of social

skills, lack of concern for world beyond own work) and that these people populate

higher education. These messages appear to be relatively consistent across video

genre regardless of where a game was developed.

Further, based upon how institutions are portrayed, game developers are

sending a message that institutions of higher education exist in a morally gray area

at times. Although many of the games promoted anti-intellectualism by

marginalizing higher education and higher education characters, several of these

games included characters who played key roles in the protagonist’s mission,

which does suggest a positive regard for higher education, in general. Further,

through the game-playing format, players get to be in higher education or interact

with characters of higher education, which could make an even stronger

connection between player and game. Yet, despite the potential to convey positive

depictions, the importance of educational attainment in the selected games is


17

muddled due to the prevalence of anti-intellectual messaging, particularly

concerning the utility of higher education and the moral relativism of those

bearing it. The inconsistent depiction of higher education in video games shows

some progress in terms of positive portrayals in relation to other media. Therefore,

higher education representations in video gaming may become more frequent and

more complete in the future.

II. Algebraic Skills

According to Dual Language Fluency and Math Word Problem

Performance of Selected Students (Cruz & Bullecer , 2016), language plays a

factor in mathematical problem solving tests, when a student takes a test that

opposes the language he/she is fluent at, most of the students will fail to reach the

average mark of the test, however through a mixed-language test it can help

improve the student’s math problem solving tests, and lastly there is no significant

difference between the performance of the fluent-Filipino participants and the

fluent-English participants on the mixed language type of test. As a form of

intervention, if anyone desires to improve his/her problem-solving skills,

language plays a big factor as presented in the study, and in order to be better in

whatever language used in a problem-solving test, it is still necessary for everyone

to know the basics of the English and Filipino language and read books so that

vocabulary can increase in order to understand every single word in the written

problem. For the practicing Mathematics instructors, may try to be clear in

expressing in dual language, especially in mathematical terminologies that each


18

students cannot understand. As for further studies an attempt to analyse how

fluency and mathematical performance can be correlated with one another and

also through a factorial study in order to determine what kind of interaction is

present between fluency and mathematical performance.

Mathematics education is an ever-changing, ever-expanding field of

knowledge. Mathematics education is more than “learning the steps” for working

problems; rather, it means understanding mathematical concepts as “packages of

knowledge” that support the ways children naturally approach learning and doing

mathematics.

Mathematics educators today recognize that students learn best when they

are actively engaged in the experience. To promote active learning, curricula and

teachers should respond to children’s different learning styles and their pre-

existing mathematical knowledge. Children’s literature can be a good connection

for active learning.

Technology should be used to enhance mathematics learning, including

technologies such as interactive multimedia, the Internet and World Wide Web,

and mathematics-related programming, as well as calculators of all types

(Hatfield, Edwards, Bitter, & Morrow, 2008).

According to Effects of Reading Skills on Students’ Performance in Science

and Mathematics in Public and Private Secondary Schools by Ombra Inam

(2016), based on the findings, reading predictors of Mathematics and Science

performance of students in public schools were different from those in the private
19

schools. Although previous studies have established significant relationship

between reading and Mathematics and reading and Science, not all reading skills

which were correlated to Mathematics and Science performance could predict

performance in the same way that not all uncorrelated reading skills were invalid

predictors. Although reading comprehension skills had some degree of influence

on students’ mathematics and Science, but such influence may not suffice to

improve their performance in both subjects. Generally, the poor performance of

students in Mathematics and Science can hardly be attributed to reading

comprehension skills variable.

Referring to the work of Isabelo Silao Jr. (n.d.) on his work Factors

Affecting the Mathematics Problem Solving Skills of Filipino Pupils, he stated that

on the light of the findings established, the following are the conclusions

formulated:

1. The proficiency level of the pupils in terms mastery of basic skills was on

the Nearly-Mastered Level.

2. The attitude level of the pupils towards mathematics was Fair.

3. The parents' profile in terms or parental involvement was Fair.

4. The pupils' problem solving skills was on the Nearly-Mastered Level.

5. There was a significant relationship between the pupils' mastery of basic

skills and their problem solving skills.

6. There was a significant relationship between the pupils' attitude towards

mathematics and their problem solving skills.


20

7. There was a significant relationship between parental involvement and

the pupils' problem solving skills.

Nancy Tan (2010) stated in her work Arithmetic Process Skills of Selected

Juvenile Delinquents in a Correctional Center that the present has enumerated the

following conclusions based on the results and finding of the study and

considering its limitations.

1. The juveniles’ strength in numerical sense is the operations in whole

numbers, and their weaknesses are the operations of decimals, fraction, and

percentage.

2. After analyzing the pre-test and the post-test result, it showed that the

intervention program was effective in improving the algebraic skills of the 13

juvenile delinquents who attended the program.

3. The researcher found out that by connecting school mathematics, intuitive

knowledge, informal procedures, by using a variety of techniques and

manipulatives for modelling the mathematical ideas, students will not only

develop skills and concepts, but will be able to use those skills and concepts to

solve problems.

4. The students who attended the program were satisfied with the lecturer,

the workload, aspects and to the contribution of learning.

In 2009, Denis Tan has said on her Using Metacognitive Skills in the

Mathematical Problem Solving Heuristics among Senior High School Students


21

that the theory of "using metacognitive skills in mathematical problem solving

heuristics" therefore provided heuristic perspective or frame of reference in which

human being (not only student) can better understand their problem solving

process. For students, it can certainly give them an idea to develop their

metacognitive skills to improve their problem solving experience from not good

to better ones.

The findings of this present study could also be generalizable in all other

contexts which entail problem solving task completion. Moreover, the findings

of this study can also be used as basis for curriculum makers, administrators, and

teachers in constructing a good mathematics problem solving curriculum. In

some, the findings can be generalizable for those readers who have problems to

be solved may it be mathematical or not, and for those who judge that this theory

has an implication for their own life problem solving process.

According to Exploring the Problem Solving Skills of Pre-service

Mathematics Teachers through a Problem Solving Course by Olivia Buzon

(2008), the problem solving skills of the pre-service math teachers in terms of

problem understanding, use of problem solving strategies, computations and

execution, and mathematical insights vary depending on the group they belonged.

Three out of the nine pre-service math teachers who were able to manifest

proficient levels in five or six of the nine problems with respect to the four problem

solving skills explored in the study. Two belong to high mathematical aptitude

group and one from the average ability group. For the other six (67%) pre-service
22

math teachers, the proficient levels were seen in less than 50% of the problems

and all four aspects of problem solving skills investigated in this study.

Finally, results of the study seemed to indicate that mathematical aptitudes

and attitudes can moderate or mediate and even affect the pre-service math

teachers' problem solving skills. In the study, the pre-service teachers who were

able to manifest proficient levels in all of the traits explored in the study belonged

to either high mathematical aptitudes or positive attitudes categories. Moreover,

most of the pre-service math teachers who belong to high aptitude or positive

attitude group have shown capability to develop their own solution strategies to

some of the problems.

Referring to the Reasons why Massive Multiplayer Online Role Playing

Games Continue to Play Excessively by Sarah Arboleda, Ness Custodio, Julienne

Santiago in 2012, the results of the study support the previous studies by Loton

(2007) and Skoric and Kwan (2011) that social capital and self-esteem or

insignificant factors for continued playing by gamers. The researchers can

conclude that having normal self-esteem or moderately low social capital do not

predict a player's gaming frequency. There are other factors that may influence

gaming frequencies but normal self-esteem and moderately low social capital can

be ruled out. One of these factors may possibly be age. As in an alternative as

analysis, results show that age is a significant predictor for gaming frequency. The

younger the player, gaming frequency is higher.


23

Based on Voyer’s (2010) Performance in Mathematical Problem Solving

as a Function of Comprehension and Arithmetic Skills, The results obtained for

explanation information reveal differences with situational information. They

suggest that pupils who take explanation information into consideration to

understand a problem have greater difficulty in solving it. At first sight, these

results are surprising, and results from past studies must be taken into

consideration in order to interpret them properly. In order to analyse the negative

impact of constructing a situation model based on explanation information, it is

important to remember that pupils with weak arithmetic skills are those who give

the greatest importance to explanatory information to understand a problem.

Pupils with weak skills retain 81.3% of the explanation information, whereas

pupils with strong arithmetic skills only retain47.2% of the same information.

Pupils who took the most explanatory information into consideration while

constructing representations are those with the weakest arithmetic skills. One must

also consider that students with weaker arithmetic skills performed better when

given problems with explanation information, compared to situational

information. The combination of these results tells us that pupils who construct a

situation model based on explanation information are primarily pupils who would

have the most difficulty solving arithmetic word problems. Moreover, the fact that

these students had better performance rates when given problems with explanation

information, as opposed to situational information, suggests that pupils who

construct situation models based one explanation information may improve their

performance in problem solving, even if they do not succeed as well as other


24

students. This will have to be validated by other studies, but it provides a new

avenue to explore for teachers working with students with weaker word problem

solving skills.

III. Dota 2 and Algebraic Skills

Clark Kent Magdua (2016) stated on his study entitled The Effects of Dota

2 to Student’ Academic Performance in Ubay National Science High School that

the effects of video games towards the students, Excessive amounts of time spent

on playing online video games can be severely disruptive to school, it also effects

the overall academic performance of a student. It seems that online games,

especially multiplayer online role playing games such as Dota 2, are more often

associated with video game addiction. Drawing parallels to other industries–such

as gambling–which are heavily regulated, the issue of social responsibility of the

video game industry is explored. Presently, online video game publishers provide

neither referral services nor customer care with regards to video game addiction

and these can trigger violence and disruption in the academic performance of the

gamers. Disruption in the academic performance of students can cause chaos

towards their future. This study aims to help the individuals manage their time in

video games to overcome their encountered problems regarding to their academic

performance because of addiction to Dota 2.

According to the article entitled Positive Link between Video Games and

Academic Performance, Study Suggests written by Samuel Gibbs in 2016,


25

children who play online video games tend to do better in academic science, maths

and reading tests, according to an analysis of data from over 12,000 high school

students in Australia. The study found that students who played online games

almost every day scored 15 points above average in maths and reading tests and

17 points above average in science. Alberto Posso (2016), from the Royal

Melbourne Institute of Technology, analysed data from high school students

across Australia taking the 2012 Program for International Student Assessment

(PISA) - internationally recognised tests that are administered by the Organisation

for Economic Cooperation and Development (OECD). The study looked at the

correlation between academic scores and the children’s personal interests and

activities outside of school, including internet usage.

Posso (2016), who published the research in the International Journal of

Communication, said: “The analysis shows that those students who play online

video games obtain higher scores on Pisa tests, all other things being equal.

“When you play online games you’re solving puzzles to move to the next

level and that involves using some of the general knowledge and skills in maths,

reading and science that you’ve been taught during the day,” said Posso.

Other studies into the effects of video games on academic performance

have shown similar results, either displaying no negative impact or positive

effects associated with complex tasks, reasoning and dexterity, as well as

reinforcing failure as a learning device. A recent study from Columbia University

in 2016 showed that high video game usage by children aged 6 to 11 was
26

associated with a greatly increased chance of high intellectual functioning and

overall school competence.

In 2014, Drummond and Saucer said in their Video-Games Do Not

Negatively Impact Adolescent Academic Performance in Science, Mathematics or

Reading that an advantage of using multilevel modelling analyses is that the

relationship between academic performance and video-gaming is allowed to

statistically vary across school sites and countries. Within the present data, there

was relatively little variance in the relationship between videogame use and

academic performance across countries and schools. However, the fact that some

variance occurred, particularly at the school level, suggests that increased video-

gaming was associated with reductions in academic performance in some schools,

but increased performance in others. Thus, with a view to future research, focusing

upon any one school is unlikely to provide a good understanding of video-gaming

effects on academic achievement. Our results support the need for psychological

and educational researchers to examine effects across appropriately large and

diverse datasets to ensure their validity.

In sum, across more than 192,000 students in 22 countries, video-gaming

behavior had little effect on psychometrically valid assessments of academic

performance in science, mathematics, or reading. The results suggest that the

impact of video-gaming on academic performance is too small to be considered

problematic.
27

According to the article of American Psychological Association (2013)

entitled Video Games Play May Provide Learning, Health, Social Benefits,

Review Finds, while one widely held view maintains playing video games is

intellectually lazy, such play actually may strengthen a range of cognitive skills

such as spatial navigation, reasoning, memory and perception, according to

several studies reviewed in the article. This is particularly true for shooter video

games that are often violent, the authors said. A 2013 meta-analysis found that

playing shooter video games improved a player’s capacity to think about objects

in three dimensions, just as well as academic courses to enhance these same skills,

according to the study. “This has critical implications for education and career

development, as previous research has established the power of spatial skills for

achievement in science, technology, engineering and mathematics,” Granic said.

This enhanced thinking was not found with playing other types of video games,

such as puzzles or role-playing games.

Playing video games may also help children develop problem-solving

skills, the authors said. The more adolescents reported playing strategic video

games, such as role-playing games, the more they improved in problem solving

and school grades the following year, according to a long-term study published in

2013. Children’s creativity was also enhanced by playing any kind of video game,

including violent games, but not when the children used other forms of

technology, such as a computer or cell phone, other research revealed.

An article The Effects of DotA to the Students (2012) states that there are

many students and even some young professional are addicted to Defense of the
28

Ancients or DotA. This is a kind of computer games that can be played by many

players and is one of the most popular games to young students. Many students

get addicted to this game and they even long hours inside the computer shop just

playing this kind of game. There are studies that getting addicted to playing

computer games affects their studies and this is the cause why they are lying to

their parents that they need extra money for their school project but the truth is

they are just using the money to rent a computer where they can play DotA with

their classmates. Sometimes in order to make the game exciting, they have a deal

to pay those who won the game so it becomes already a form of gambling.

When time spent on the computer, playing DotA games or cruising the internet

reaches a point that it harms a child’s or adult’s family and social relationships, or

disrupts school or work life, that person maybe caught in a cycle of addiction.

Like other addictions, DotA game has replaced friends and family as the source

of a person, emotional life. Increasingly, to feel good, the addicted person spends

more time playing video games or searching the internet.

Referring to Gwen Dewar (2018), in her article entitled The Effects of

Video Games on School Achievement, stating that on the one hand, playing video

games probably does not harm school performance -- not as long as kids do not

play so much that they neglect school-related activities, like reading, or skimp on

sleep. And not as long as the games they play are age-appropriate, and do not

cause emotional troubles.

On the other hand, video games are not a magical pill for boosting IQ, or

transforming poor students into excellent ones, but it appears that kids who play
29

games with moderate frequency -- a few hours a week -- tend to have better

academic skills than kids who do not play video games at all. In addition, there is

evidence that certain types of games can enhance spatial skills, and possibly help

children with dyslexia learn to read.

Referring to How Strategy Video Games affect one’s Evaluation of

Arguments Skills in Critical Thinking (De los Santos, Rigor, & Tanyag, 2013),

results have shown that playing strategy video games did not affect a person’s

critical thinking in regards to evaluation of arguments on a short term basis but it

is plausible that it can affect critical thinking in which the results state that the

participants who played strategy video games received the highest average in

comparison to others but it cannot be reproduced on a large scale basis which is

why it did not yield a significant effect which is due to a number of factors. In this

experiment however, it had noted probable reasons on why it did not yield a

significant effect and those two are the possibility of additional variables in the

calculation, gaming time and the possibility that the effect was shown in another

aspect of critical thinking which the researchers believe it to be deduction.

In 2011, Keith Devlin mention in his book Mathematics Education for a

New Era: Video Games as a Medium of Learning, that having a conceptual

understanding of numerical procedures such as addition (the most basic arithmetic

operation) is quite another. This latter development came much later, when people

first began to carry out intellectual investigations of the kind that we would know

now classify as mathematics.


30

As an illustration of the distinction between the use of a mathematical device

and the explicit recognition of the entities involved in that device, take the familiar

observation that order is not important when a pair of counting numbers (natural

numbers) is added or multiplied.

According to On Line and Other Game-Based Learning for Mathematics

(Pappas & Drigas, 2015), the purpose of this study was to examine the most

representative studies over the last decade, which investigated the contribution of

video games or educational video games in mathematics education. Video game-

based learning seems to have positive effect on students’ mathematical skills, as

well on students’ cognitive and mental skills. At the same time, educational math

video games could motivate students’ towards the course of mathematics. As

revealed by surveys, video games could constitute useful auxiliary learning tools,

in order to build an innovative teaching model. However, further investigation is

required on the educational content that video games afford, as well as the

feasibility on their utilization in the classroom.

In 2017, Del Pozo stated on her research article A Quantitative Approach

to Pre-service Primary School Teachers’ Attitudes towards Collaborative

Learning with Video Games: Previous Experience with Video Games can make

the Difference, this study explored pre-service primary teachers’ attitudes towards

collaborative learning with video games to examine whether they have a positive

attitude when they start their university studies, which can affect their training

about this topic. The results obtained provide information about one of the main

factors that influences the integration of video games in education. We obtained a


31

large sample size (193 primary pre-service teachers), which includes almost all

the students who were studying in the first year at this university during the 2014–

2015 academic year. In conclusion, the male students and students who play video

games for more years and who play more frequently have more positive attitudes

towards collaborative learning with video games, and then the results confirm our

hypotheses.

In the article of Smith and Chan (2017) with the title Collaborative and

Competitive Video Games for Teaching Computing in Higher Education, it stated

there that this paper has explored the effectiveness of a collaborative and

competitive video game in improving student understanding of basic

programming. Based on the results of this study, game-based learning can

effectively be used to teach basic computer programming concepts to students in

higher education. In particular, cooperation within a game world can be used

effectively to encourage students to teach one another. Also, in some cases, the

knowledge learned in the game can be transferred to a non-gaming context and

retained by the student. As proposed in the “Introduction” section, the

combination of pedagogical idea and technology used in this study were

successful in motivating students and improving their performance. The specific

ideas that are supported by the findings include the following: (i) educational

computer games can be used as motivational learning tools; (ii) a tablet platform

can be used effectively for educational games in higher education; (iii) social

competition can contribute to the enjoyment and motivation felt by computer


32

game players; and (iv) a collaborative component, through multiplayer teams, can

be added to motivate those students not influenced by competition.

According to More than Just Fun and Games: The Longitudinal

Relationships between Strategic Video Games, Self-Reported Problem Solving

Skills, and Academic Grades by Adachi and Willoughby (2013), this was the first

study to demonstrate a cognitive training effect of strategic video games on self-

reported problem solving skills, in that playing strategic video games predicted

higher self-reported problem solving skills across the four high school years.

Furthermore, we found evidence for an indirect positive relationship between

strategic video game play and academic grades. These results, and the fact that

millions of adolescents enjoy playing strategic video games for several hours

every day (e.g., Lenhart et al. 2008), underscores the need for psychologists to

continue to investigate the relationship between strategic video game play and

problem solving skills.

Referring to Lang’s Maintaining Online Engagement in e-Learning

through Games Based Learning and Gamification Techniques in 2015, the

inclusion of games for learning, and incorporating the thinking associated with

gamification in designing online learning course may not be universal panaceas

for educators, nor a sure-fire means of attracting a loyal customer base for

retailers, and in political spheres a means for reaching out to communities and

voters. Neither can games nor gamification claim to be the solution to motivating

and re-engaging bored students, undergraduates or reaching disaffected adults

across the European Union. There is a possibility that the results of research
33

derived from studies undertaken with school children in Scotland discussed earlier

in this paper, along with the increasing application of games based learning in the

United States point to a possible powerful alternative approach to increasing

personal motivation particularly when applied to learning, specifically by utilizing

some of the elements associated with gaming in non-game contexts.

Zhang and Shang (2015) stated in their work entitled, The Strategies to

Cultivate the Creative Thinking based on the Game Based Learning, that First of

all, the expanding of the scope of literacy has a perfect echo to the new ways of

learning in the era of Internet, which has brought huge change to all the aspects of

our life, including learning. There are more and more videos that own the

educational significance. In the new era, the reading of books is not the only

source of knowledge gaining. Instead, the media of Internet provides different

patterns of knowledge expression. People could know and think through listening

speeches, sharing others’ stories in Facebook, as well as playing a video game.

We also have many ways to express ourselves, such as blog, Weixin, and virtual

communities. Gee’s opinions about literacy and semiotic domain help us to realize

that we are gaining knowledge through various approaches and experiences, and

make us know that playing video games or surfing the internet is not a waste of

time. At this point, the expansion of the concept of literacy definitely contributes

to the understanding of knowledge in the new era.

Gee’s perspective of understanding of video games from the analysis of

the learning theories is also thought-provoking. The discussion of the learning

theories of video games provides powerful evidences for the educational


34

significance of video games. Gee has clearly presented the relationship of the

gaining of knowledge and video games. When the learning theories of video

games are acknowledged, the importance of video games will catch more and

more attention. However, with regard to Gee’s opinions about the limitations of

school education, I could not totally agree with him. First of all, the academic

language and complicated understanding are necessary for learning. Although,

school education does not value the tacit knowledge, but considering the content

design of the classes, certain processes, such as assessments and

conceptualization, are necessary. What’s more, the teaching strategies have been

improved a lot, such as the cooperative and exploratory learning. Gee talks about

the limitation of school education and the strength of video games, but he does not

point of how to apply the video games in classrooms. Scholars in the field of

educational games have paid lots of attention upon the significance of educational

games, but the approaches to apply the video games in classrooms needs further

exploration. When we find that there is no conflict between video games and

learning, we should talk about how to make use of video games in classroom to

enhance learning.

Tassel, Novak, and Wu (2018) said in their Creativity and Technology in

Mathematics Education, Spatial skills, or visuospatial ability, refers to skills in

representing, transforming, generating, and recalling symbolic, nonlinguistic

information (Halpern & LaMay, 2000; Linn & Petersen, 1985). Mathematics

skills, coupled with spatial skills, are critical to success in the areas of STEM

including professions, such as architecture, medicine, chemistry, and engineering


35

(Ceci & Williams, 2007). Cohen and Hegarty (2007) attributed such

disadvantages to the difficulties of understanding and using the intensely-spatial

information. More emphasis was put on the effect of spatial abilities on

achievement in mathematics, and specifically geometry (Holzinger & Swineford,

1946). Spatial abilities have been successfully used to predict STEM achievement

with mathematics and verbal skills controlled: lower spatial abilities are likely to

result in lower STEM performances (Lubinski & Benbow, 2006; Shea, Lubinski,

& Benbow, 2001). Visual perception and spatial ability are connected to

mathematical thinking, and important for mathematical problem solving (Hegarty

& Waller, 2005). For students to be successful in 3D geometry thinking, strong

predictors are spatial visualization, spatial orientation, and spatial relations factors

(Pittalis & Christou, 2010). The interest in research on spatial abilities is attributed

to its impact on mathematics performance. In a meta-analysis of 75 studies,

Friedman (1995) found a substantial relationship between mathematical and

spatial abilities, ranging from 0.3 to 0.45. A more recent meta-analysis by Mix

and Cheng (2011) further confirmed the positive correlation between these two

constructs across ages and tasks. The results indicated that the students with higher

spatial skills tend to achieve better in mathematics. Empirical evidence has shown

that geometry education can improve students’ spatial abilities. For instance, high

school students that received Descriptive Geometry instruction outperformed their

peers from a control group on spatial ability tasks (Gittler & Gluck, 1998). Further

demonstrating a connection between geometry reasoning and spatial abilities,

Pittalis and Cristou (2010) revealed the relationships a student performance


36

predictor in the four types of reasoning in 3D geometry. Their study leads to an

assumption that students can improve on 3D geometry tasks with spatial reasoning

practice.

IV. Summary

Most of the gathered related literature and studies by the researchers, having

15 internet sources and 20 published books have been pointing to one thing only,

video games, especially multiplayer games (MOBAs, MMORPG, etc.), can affect

the academic performance of the students specifically Science, English, and

Mathematics. However, some of the collected sources suggest that it could not be

determined if it (video games) were the main cause of the improvement.

Nevertheless, other sources suggested that there will be neither effects nor

relationship between the video games and academic performance as long as the

student will not get addicted to it.


CHAPTER THREE

RESEARCH METHODS AND PROCEDURES

This section of the study shows the tools and methodologies to be used in solving

problems and questions about the topic. It entails the criteria of respondents, sampling

procedure, research instrument, research locale, and data analysis.

Sampling Procedure

In order to determine the total number of STEM students from the senior high

school, the researchers will use first with the criterion sampling which they conducted a

preliminary survey first before proceeding to the actual survey. After conducting the

preliminary survey, the researchers found that there are 80 students from the senior high

school STEM students who are playing Dota 2 for about one year and above. Then, by

using the Slovin’s formula to get the total number of respondents that will be surveyed

from the population of 80 students, the researchers have computed 44 students that will

be the respondents for this study having a 90% of confidence level wherein there is 10%

margin of error. The equation below is the computation for the n where n is equals to the

total number of respondents with a 10% margin of error using the Slovin’s formula.

𝑛 = 44.4 𝑜𝑟 44 𝑟𝑒𝑠𝑝𝑜𝑛𝑑𝑒𝑛𝑡𝑠
38

Next, the researchers of this study will be using the second technique which is the

simple random which it is a very basic type of method and can easily be a component of

a more complex sampling method. The main attribute of this sampling method is that

every sample has the same probability of being chosen, giving an even chance and

likelihood of being selected in the sample (Bhat, 2018). The researchers have randomly

selected 44 respondents from the whole population of 80 students despite of their grade

levels and sections.

This study is both quantitative and qualitative research. Thus, it follows the

triangulation method, wherein the paper will be having three different research

instruments from three different perspectives: the senior high school STEM students, the

parents, and the teachers. First, senior high school STEM students Dota 2 players’

records, specifically the raw scores resulted from their exam that will be conducted by the

researcher and their number of years playing the said video game. Second, there are 50

random parents that will be surveyed, since the students are not the subject and the

population of parents cannot be determined so, the Slovin’s formula cannot be applied.

The researchers only chose the number of parents that will suffice the data which is 50.

Then third, there will be four selected STEM mathematics teachers who teaches from

grade 11 and grade 12 levels to gain, and to determine if their opinions are contradicting

or they are similar.


39

Criteria of Respondents

Before the researchers gather the senior high school STEM students as their

respondents and conduct the survey on them, each student must meet with the following

criteria:

a) The respondent must be a student from SHS STEM of La Salle College Antipolo.

b) The respondent must be a player of Dota 2.

c) The respondent must have at least 1 year of experience in playing Dota 2.

d) The respondent must be willing to answer the survey questions.

In order for the parents to be considered as respondents for the study, each one of

them must meet the following:

a) The respondent’s child must be a student and currently studying at La Salle

College Antipolo.

b) The parent must be willing to participate as a respondent for the study and to

answer the survey.

As for the teachers, the researchers must consider the following given criteria below

before proceeding to the interview:

a) The respondent must be currently teaching at La Salle College Antipolo.

b) The respondent must be from Senior High School STEM Department.

c) The respondent must be a teacher of General Mathematics, Calculus, Chemistry,

and Physics.

d) The respondent must be willing to answer the interview questions.


40

Research Instrument

The researchers of this study will construct first a survey on the first part to

determine their recent grades in Pre-Calculus, General Mathematics, Physics I, and

Chemistry II. Then on the second part, the researchers will be providing a test

questionnaire retrieved from AnalyzeMath.com enough measure the algebraic skills of the

respondents. Second, a survey sheet composed in Likert scale to determine parents’

perceptions. Then third, interview questions to know the comparison between the

teachers’ opinion who teaches in grades 11 and 12. The researchers will also collect the

recent grades of each respondent in their first quarter grading period that involves

algebraic skills such as Pre-Calculus and General Mathematics for the grade 11

respondents, and Physics and Chemistry for the grade 12 respondents. Then, they had it

approved by their thesis adviser, Ms. Moira Vargas. Once edited for minor revisions and

approved by their thesis adviser, they had submitted it to Ms. Tesalonica S. M. Espiritu

Santo (first semester, A.Y. 2018-2019) and Ms. Nimfa O. Lauresta (second semester,

A.Y. 2018-2019), the HUMMS coordinators, then to Ms. Paulette H. Dela Cruz, the

Senior High School coordinator, and lastly, to Ms. Jimelo S. Tipay, the school principal

together with the consent letter. Then, the researchers will conduct the revised test

questionnaire to the 44 randomly selected students, survey sheet to 50 random parents,

and interview questions to four selected teachers.

The test questionnaire for the students contains questions about the respondents’

personal information for the part A, and questions in line with the researchers’ research

questions for the part B. The questions are 10 questions in total that is aimed to be

answered; the questions are all about Intermediate Algebra collected from the website of
41

AnalyzeMath. Each respondent will only have to fill out the personal information that is

being asked of them and check the boxes that correspond to their answer for the second

part. Then, the survey sheet for the parents is composed of questions about the parents’

personal information in part A, together with statement constructed by the researchers of

this study in part B. The statements are five in total that is expected to be answered; the

statements in the survey sheet are about the video games being involved in the studies.

Lastly, the interview questions for the teachers are only composed by five questions; all

of the questions are in relation toward considering playing Dota 2 as an alternative way

to improve student’s algebraic skills. In addition, to be able to identify if the data from

conducted survey to the parents is reliable, the researchers used the formula for

Coefficient Alpha since one of their instrument is in Likert scale. The equation presented

below, is the computation for this paper’s Coefficient Alpha:

𝐶𝐴 ≈ 0.8; 𝑔𝑜𝑜𝑑 𝑟𝑒𝑙𝑖𝑎𝑏𝑖𝑙𝑖𝑡𝑦

In addition, this study is a quantitative type of research which emphasizes objective

measurements and the statistical, mathematical, or numerical analysis of data collected

through polls, questionnaires, and surveys, or by manipulating pre-existing statistical data

using computational techniques. Quantitative research focuses on gathering numerical

data and generalizing it across groups of people or to explain a particular phenomenon

(University of Southern California, 2018). In the same case, it is also a qualitative research

that consists of open-ended information that the researcher usually gathers through

interviews, focus groups and observations. The analysis of the qualitative data (words,

text or behaviors) typically follows the path of aggregating it into categories of

information and presenting the diversity of ideas gathered during data collection. Hence,
42

by mixing both quantitative and qualitative research and data, the researcher gains in

breadth and depth of understanding and corroboration, while offsetting the weaknesses

inherent to using each approach by itself (FoodRisc Resource Centre, 2016).

Research Locale

The researchers conducted this study here in La Salle College Antipolo for the sake

of the security of their safety. In addition, conducting this thesis paper in La Salle College

Antipolo gives the researchers convenience in gathering the respondents and the data.

Data Analysis

The data will be analyzed through the following sequence:

1. Data Preparation – It contains Data Coding, Data Entry, Data

Transformation, and Data Cleansing.

2. Data Presentation – The data gathered from the survey will be tabulated

analysed. Also, tables and figures will be used on these data.

3. Data Interpretation – All the data collected from the survey will be
interpreted by the researchers. Interpreting the data will be done in order to

provide answers for the research questions; it will be based on what will be

the result from the computation using the Pearson Correlation formula to

determine if their hypotheses are correct. Also, in order to determine the

reliability of the data, the researchers will be using the Coefficient Alpha

formula for the survey.


CHAPTER FOUR

PRESENTATION, ANALYSES, AND INTERPRETATION OF DATA

The results of the test questionnaire gathered from the respondents, the main source

of the data, will be presented in this chapter. The analyses and interpretation of the data

will follow after the presentation.

This chapter provides answer on what is the relationship of the number of years

playing Dota 2 and the algebraic skills of the grade 12 STEM students who were currently

studying in La Salle College Antipolo.

A. Results from the Interview

I. Analysis of Interview on Ms. Cielo Gooc

Ms. Cielo Gooc, Grade 12 Physics Teacher, states that the possible factors

that affect a student’s knowledge in Mathematics are on how the students will

recognize what kind of operation he/she will be applying and of course, what type

of steps to undertake in order to take the final answer. Although she did not

answered the question directly, she implies is that it is up to the student on what

they can recall from their past lectures and what they are going to choose to answer

a certain problem quickly without losing its efficiency.

Then, on the second question, she mentioned that even though she does not

play Dota 2, she played other online games such as Red Alert and Counter Strike.

In that case, she still considered that they all requires an individual’s

comprehensive ability into to assess damage and what appropriate strategy to

consider. According to her, it somehow relevant when it comes to choosing on


44

what operation that the student will be using in solving a problem. Moreover, she

also said that in online games, one’s network signal flow in the brain should be

fast enough to think what kind of strategy to take, because when a player is a

second or minute later, it could cause a major effect on the match results and as

well as on their performance. Based on her response, she emphasizes speed on

choosing a certain strategy, it could mean that she thinks that Dota 2 can help

students’ learning in arithmetic problem in a way that the brain is being trained to

be fast enough to solve an arithmetic problem.

On the third aspect, if would they recommend playing Dota 2 in learning

mathematics, her response is she cannot comprehensively recommend it since she

was not able to play it. However, she has some friends and classmates from

different science in her college who plays Dota 2, and by observing, she was able

to notice that they are fast in solving, and also, she was told by her friends and

classmates that the connectivity signal flow in their brains are being exercised.

Ms. Gooc added that in studying mathematics by just reading a book, the flow of

the brain is passive, unlike in Dota 2 and other online games alike, the person is

being immersed to a field giving the brain some sort of simulation program to be

trained or exercised.

Fourth, Ms. Cielo believes that it is better to adopt the concept of online

video games such as Dota 2 to learn math instead of just being dormant in class

basing on the given generation today. According to her, students will be enticed

to be active in class resulting in having interest to the lesson. Even though not all
45

of the lessons can simply be added by the concept of it easily, the teacher can still

be creative enough if they have the eagerness to gain their attention and interest.

Based on Ms. Gooc, La Salle College Antipolo is currently working on

applying video games to serve as an alternative way of improving the students’

algebraic skills. However, due to difficulties when it comes to internet

connectivity, the project was not totally pursued. She added that basing on the

math score’s data, the application of video games did a great improvement on the

students’ performance in mathematics.

II. Analysis of Interview on Mr. JR Cambelisa

First, Mr. JR Cambelisa, Grade 12 Physics Teacher, says that there are

various things that could affect learning mathematics. But he enumerated some

factors that is commonly identified in a student: the environment, the readiness,

the skills, the teacher/s and facilitator, and the availability of materials or

information. It can be noted that by having various factors that could affect a

student’s capability to learn mathematics subjects, leading some students are not

proficient in the said field subject.

On the second aspect, he stated that he is aware of Dota 2 is a strategic game

but, he was not sure if Dota 2 can help the student’s learning in some way.

However, he believes that if it really associated with arithmetic processes, it has

something to do with their strategy on how to use their Mana appropriately, how

to manage their HP (Health Points) in a certain situation of the game, and the value

of items that they will be needing to use. Additionally, he even gave an example
46

of a boy who plays baseball well because he knew the right timing on hitting the

with the millisecond of time given for him which actually applies to physics, but

when it comes to lectures, he finds it hard to cope with the lesson. He clearly states

that there are different cases where mathematics is applied that some people does

neither realized nor noticed. Meaning he implies that though he was not sure that

Dota 2 can help to learn in math-related subjects, there is still some concept of

mathematics that are being associated to the game that makes it can help in a way.

Moving on the third aspect, Mr. Cambelisa directly said that he would not

recommend playing Dota 2 for the reason of not knowing how to control the usage

of their gadgets. According to him, instead of listening and paying attention to the

lecture, the student will most likely get distracted by thinking in advance on what

strategy he/she will be using for their next match. Based on his response, it is clear

that Dota 2 itself is not the main reason why he would not recommend it but

because of the student’s behavior in time management.

For the fourth aspect, he said the analyzing skills, the anticipation of the

problem, the growth of the brain are possible effects in learning mathematics

whenever a student plays MOBA especially Dota 2. However, he added that if the

student is distracted to it, then he/she will be having a hard time learning the

concepts. In here, he knew that there is some good effects or benefits in a manner

but, he still mentioned about the distraction which means there are proper

behaviors in managing the playing time of students that should be considered.

Then, according to Mr. Cambelisa, the research finding of this paper can be

considered as an alternative way in order to improve one’s algebraic skills by


47

undergoing curriculum assessment so that they could prepare on what they could

gamify the assessment wherein the concepts are obviously applied. With this, the

curriculum can create a MOBA inspired video game which involves arithmetic

processes so that the chance of the student to gain interest in learning the lesson

will increase.

III. Analysis of Interview on Mr. Pedragoza

Based on Mr. Pedragoza, Grade 11 General Mathematics Teacher, he thinks

that one of the possible factors that may affect the students’ knowledge in

mathematics is the interest of the student towards the lesson. He stated that a

teacher cannot get the attention of the students if there are not interested to the

topic. It can be noted that if the students’ interest, there must be action or new way

that could gain their interest so that they will pay more attention in class.

Next, he said that Dota 2 helps students learn especially in arithmetic

processes in a way of estimation or prediction. He stated a player must predict or

estimate at which blind spot to take on in order to track their opponent. It is clear

that the estimation of what angle, distance, the timing are the main factors that

could help in learning arithmetic processes. Because there some certain hero’s

skill that has delay time before it will be casted, so the player must consider it

together with the angle, direction, and timing in his/her calculation or estimation

perhaps in a matter of milliseconds in result of having their enemy damaged or

executed.
48

As for him, he would not recommend playing Dota 2 because it is an

addicting game. According to him, he himself became addicted to playing it back

when he was in college. He also said that it may enhance one’s algebraic skills

but, it could also have a bad effect in the students’ studies. It is clearly stated that

it may have a positive effect on the other hand, it could turn out as negative as

well.

For the fourth aspect, Mr. Pedragoza agreed that it really helped students

who play the game upon knowing the research finding of the researchers. He

thinks that the possible effects is the estimation of value of money and buying the

certain items that should have in mind depending on what case of game is. He

implies here is that a player must think wisely on what item should be bought that

could help him/her whether in farming, attacking, or defending. Because one

underestimation could affect the whole game performance. Hence, the player must

also consider their critical thinking skills in deciding quickly and effectively.

Then on the fifth aspect, he considers the research finding as an alternative

way in improving the students’ algebraic skills as long as there will be a limitation

to time since he mentioned that it is an addicting game. According to him, the

student may play at least two to three hours a day. It is transparent that with proper

regulation and control to the time management of a person, it will not cause any

negative effects or hindrance on the students’ learning.


49

IV. Analysis of Interview on Mr. Roxas

Mr. Roxas, Grade 11 Calculus Teacher, stated that there are two possible

factors that affect the students’ knowledge in mathematics. The first one is the

intelligence, because based on his stand, not all students are very good when it

comes to math, because some students are somewhat called as Math Wizard or

being talented in algebraic skills. Then second are the interest and the

preparedness in every stage of the students. In his statement, he suggested that

there are really some students who are gifted with high algebraic skills and some

who are not as good as the gifted ones but have interest in math that enhanced

their skills.

Second, he stated that in somewhat Dota 2 helps the students in arithmetic

problems is more on the strategy, the critical thinking skills, and the estimation.

Additionally, aside from arithmetic, the other application he had seen in the game

is geometry because of the calculations for angles, and positions. It is crystal clear

that there are really have some hidden application of mathematics in Dota 2 that

could be the reason behind why it could boost or enhance one’s algebraic skills

over a period of time.

Third, he responded that he would not recommend to play Dota 2 to learn

mathematics because it is an addicting game. Also, he added that if a student really

wanted to learn mathematics, they should practice the discipline of it. According

to him, although there might be some positive improvements as mentioned on his

response to the second question as they play the game, but the discipline itself is

not.
50

Fourth, Mr. Roxas agreed that playing Dota 2 do really help in some way

because it is about on the critical thinking skills. He said that, being a MOBA

player, the way the player thinks should always be up ahead in order to analyze

the situation on what will be the different effects of each strategies, and in

mathematics, there is a lot of different strategies and critical thinking skills that

must be considered to solve an arithmetic problem in a quick pace without losing

its efficiency. He added by clearing that it is the attitude of eagerness, critical

thinking skills, dedication, and commitment are being enhanced in this game.

However, not the discipline; according to his stand, the discipline is the knowledge

in mathematics. Furthermore, there are some emphasis about the attitude and the

discipline. That the attitude of the students are the only thing that is being

enhanced by the game but not the discipline of mathematics itself.

Fifth, Mr. Roxas responded by agreeing that the game, Dota 2, could be

considered as an alternative way in improving the students’ algebraic skills. He

stated that playing Dota 2 is good for he himself do have experience in playing

the said video game, he frankly mentioned that he also became an addict of Dota

2. He suggested that the player must know their limitations and should always

consider their priorities first. Mr. Roxas added that many people are playing the

game, Dota 2, just to release their stress from other things, and there is a large

group people or community who plays the said game for a living where a team

could win a prize tournament that is worth millions of dollars.


51

V. Analysis of the Four Interviews

On the first aspect, the possible factors that affect a student’s knowledge in

mathematics, the researchers have noticed that the three interviewees: Mr.

Cambelisa, Mr. Pedragoza, and Mr. Roxas do have the same opinion on the first

question of the interview. The three of them mentioned “interest” and the

“preparedness” as the possible factors, the interest of a student toward the certain

topic and the preparedness of their brain to absorb and comprehend the

information given. On the other hand, Ms. Gooc’s stand is about the decision and

strategy of a student in order to solve arithmetic problems quickly and efficiently.

Second, the interviewees’ thoughts on Dota 2 can help students’ learning

arithmetic problems, the researchers of this study have found out that the four

interviewees share on the same state of ideology. They are all pointing out on the

strategy of the student will be using in a short amount of time. On what strategy

they are going to consider to be ahead or in advantage against the opposing team.

Because a little miscalculation, underestimation of the battle situation, or late

decisions may lead the team into defeat.

However, on the third aspect which is about the recommendation of playing

MOBA games specifically Dota 2 in learning mathematics, all of the interviewees

except Ms. Cielo Gooc, strongly do not recommend it. As they describe it, the

game is addicting, even the two interviewees became addicted to it. Unlike, Ms.

Gooc, though she cannot comprehensively recommend it but, she has some friends

in other fields of science, and classmates in physics who plays Dota when she was

in college years. It turns out that their brain is being exercised to function quickly
52

while maintaining efficiency in solving arithmetic problems. It simply means that

Dota 2 itself is not the reason behind why the interviewees do not recommend

playing the game, but the sense of responsibility of the student in playing Dota 2.

The research finding of this study was introduced to the interviewees before

they proceeded to the fourth question of the interview, the possible effects playing

Dota 2 in learning mathematics and if they really help, the researchers of this study

noted that there are different opinions given by the four interviewees: adaptation,

strategy, estimation, and critical thinking. But, all of their responses do correlate

with each other since they are all associated in cognitive in the brain.

Furthermore, the researchers found that Ms. Gooc, Mr. Cambelisa, Mr.

Pedragoza, and Mr. Roxas all agrees that Dota 2 can be considered as an

alternative way of improving the algebraic skills of a student. Since it is an

addicting game that some of the students cannot control the usage of it, it becomes

a hindrance to the student. Hence, the frequency on the playing time of the player

per day must be regulated or controlled. As all of the interviewee agreed that it

still needs to be regulated, one of the interviewees, Mr. Pedragoza, suggested that

the student or player from one to two hours per day only.
53

B. Results from the Test

I. Years of experience playing Dota 2

Years Frequency Percentage

1 10 22.73%

2 11 25%

3 7 15.91%

4 7 15.91%

5 9 20.45%

Total 44 100%

Table 1. The respondents’ experience to play Dota 2 in terms of years

Years of Experience

20% 23%

16%
25%
16%

1 year 2 years 3 years 4 years 5 years

Figure 1. The experience of the respondents' in playing Dota 2 in terms of


years.
54

Table 1 show that the 10 of the respondents for this study has only one year of

experience in playing the game Dota 2, then 11 of the respondents have two years of

experience of playing, and then, seven of the respondents have three years of experience,

and also there are seven out of the 44 respondents having a four year experience, and

lastly, there are nine respondents who have five years of experience.

Based on Figure 1, the largest frequency on the years of experience on playing Dota

2 gaining a percentage of 25% are the respondents who have two years of experience.

Second to the largest are the respondents who are having only one year of experience that

has 23% of the sample. The third one has 20% of the sample of having five years of

experience of playing the MOBA game, the longest year possible. The least frequency of

year experience which only gained 16% of the sample each, are the respondents who have

three and four years of experience.

The researchers have interpreted why having a two year experience is the largest

percentage on the sample size is that most of the respondents started playing Dota 2 last

2016 for the reason of being curious of the respondents to the 7.00 update The New

Journey, releasing its newest Dota 2 hero at that time, the Monkey King. Also the said

update introduced its new feature: Hero Talent Trees which allows the player to argument

his/her hero’s capabilities with powerful new innate Talent choices, a redesigned in-game

interface, extensive map changes, and more, this update launches Dota into the next stage

of its constant evolution (Dota Team, 2016) that might be a trigger to the respondents to

play Dota 2. In addition, the possible reason of the respondents who have only one year

experience that resulted in gaining twenty-three percent of the sample size has a possible

relative reason as the reason on the two years of experience. It is possible that the new
55

update of the game, 7.07 The Dueling Fates, introducing two new characters at that time

and also, it features a new ranked game season for MMR (Match Making Rating); and an

entirely new game mode (Dota Team, 2017) encourage the respondent to play the game

Dota 2.

II. Pre-Calculus Grades of Grade 11 STEM

Grade Frequency Percentage

74 Below 1 3.45%

75-79 2 6.90%

15 51.72%
80-84

7 24.14%
85-89

4 13.79%
90-94

0 0%
95-100

Total 29 100%

Table 2. The grades of Grade 11 STEM in Pre-Calculus subject.


56

Grades in Pre-Calculus (Grade 11)


0%
3%
14% 7%

24%

52%

74-Below 75-79 80-84 85-89 90-94 95-100

Figure 2. The grades of Grade 11 STEM in Pre-Calculus subject.


The Table 2 that the grades of the grade 11 STEM in Pre-Calculus subject is that

one of the grade 11 eleven STEM respondents received a mark of 74 below. Next, two

grade 11 STEM respondents have the mark of 75-79. Then, 15 grade 11 STEM

respondents received a grade of 80-84 in the said subject. And then, there are seven

respondents from grade 11 STEM whose marks were 85-89. Also, there are four grade 11

STEM respondents who received 90-94 in Pre-Calculus subject, while there are no

respondents who got 95-100 as their grade in the subject.

The researchers have analyzed that 52% of the sample size in grade 11 have the

mark of 80-84 in Pre-Calculus subject. It was followed by the grades 85-89 that gained a

24% of the sample size in grade 11 STEM respondents. Next, the grade 11 STEM

respondents whose grades are 90-94 gained 14% of sample size in the grade 11, while

three percent (3%) of the sample size have the mark of 74 below.
57

The researchers of this study, interpreted that the mark of 80-84 has 52% of the

grade 11 STEM respondents in their Pre-Calculus subject is caused by adjustment period

of the respondents from their junior year shifting to their senior year. Also, most of the

grade 11 respondents who are currently in the STEM strand had the difficulty to

comprehend most of the lessons in Pre-Calculus, this has the possibility of being one of

the reasons why 52% of the 29 grade 11 STEM respondents of this study has the grade of

80-84. This might the possible cause of having 7% of the grade 11 STEM respondents

who received 75-79 grades and having 3% of the sample size in grade 11 who got 74

below.

III. General Mathematics Grades of Grade 11 STEM

Grade Frequency Percentage

74 Below 0 0

75-79 5 17.24%

80-84 8 27.59%

85-89 8 27.59%

90-94 8 27.59%

95-100 0 0

Total 29 100%

Table 3. Grades of Grade 11 STEM in General Mathematics subject.


58

Grades in General Mathematics (Grade 11)


0% 0%

17%
28%

27%

28%

74-Below 75-79 80-84 85-89 90-94 95-100

Figure 3. Grades of Grade 11 STEM in General Mathematics subject.

The data shows on Table 3 that there are five respondents who are in grade 11

STEM who received 75-79 as their grades. The data also show that the marks 80-84, 85-

89, and 90-94 have the frequency of having eight grade 11 STEM respondents. On the

other hand, there is no respondent that got 74 below as their marks.

Upon looking at the second figure, the researchers of this study analyzed that the

grades 85-89 and 90-94 share the same percentage which is both 28% of the sample size,

while the mark of 80-84 shares almost the same as the first grades. It was followed by the

grade of 75-79 which has the percentage of 17% on the grade 11 STEM included in the

sample size.

The data was interpreted that the reason of the marks 85-89 and 90-94 share the

same percentage of 28%. It is possible that it has the same reason just like in their Pre-

Calculus subject that it is caused by the adjustment period of the respondents. In addition,

General Mathematics isn’t as complicated subject as Pre-Calculus that the grades 80-84,
59

85-89, and 90-94 resulted in the same frequency as shown in Table 3. However, even

though General Mathematics dwells with more simple operations than the Pre-Calculus,

it also involves long mathematical equations that resulted with 17% of the grade 11 STEM

respondents to get a grade of 75-79.

IV. Physics Grades of Grade 12 STEM

Grade Frequency Percentage

74 Below 0 0

75-79 0 0

80-84 2 13.33%

85-89 8 53.33%

90-94 5 33.33%

95-100 0 0

Total 15 100%

Table 4. Grades of Grade 12 STEM in Physics Subject.


60

Grades in Physics (Grade 12)


0% 0%

13%

33%

54%

74-Below 75-79 80-84 85-89 90-94 95-100

Figure 4. Grades of Grade 12 STEM in Physics Subject.


Based on Table 4, it shows that the mark of 80-84 has the frequency of two

respondents from grade 12 STEM, while there are eight grade 12 STEM respondents as

the frequency of having a grade of 85-89. Nevertheless, there are five respondents of the

grade 12 STEM who have marks of 90-94 in Physics. In addition, none from the

respondents of grade 12 STEM received 75-79 and 74 below as their grades in the subject.

The researchers have analyzed the data that 54% of the grade 12 respondents have

the grade of 85-89. It was followed by the 90-94 which has 33% of the sample size in

grade 12 STEM. Lastly, the 80-84 has a frequency percentage of 13%, leaving the 95-

100, 75-79, and 75 below at 0%.

The data was interpreted that 54% of the grade 12 respondents have the mark of 85-

89 is because most of the students are experiencing difficulty in coping with the lessons

even though the respondents have already a foundation on Pre-Calculus and Basic

Calculus subjects on their last academic year for it is a pre-requisite to Physics. This is
61

also the possible reason for having 80-84 as their grade of the 13% respondents in grade

12 STEM. However, 33% of the grade 12 STEM respondents got 90-94 as their grade

that they might have a strong foundation on their pre-requisite subjects on last academic

year.

V. Chemistry Grades of Grade 12 STEM

Grade Frequency Percentage

74 Below 0 0

75-79 0 0

80-84 1 6.67%

85-89 2 13.33%

90-94 12 80%

95-100 0 0

Total 15 100%

Table 5. Grades of Grade 12 STEM in Chemistry subject.


62

Grades in Chemistry (Grade 12)


0% 0%

7%

13%

80%

74-Below 75 80-84 85-89 90-94 95-100

Figure 5. Grades of Grade 12 STEM in Chemistry subject.


The data shown in Table 5 is that only one respondent of the grade 12 STEM who

received 80-84 mark for the Chemistry subject. Then two of the grade 12 STEM

respondents have the grade of 85-89. And 12 respondents from the grade 12 STEM

achieved 90-94 as their mark for the subject.

The data was analyzed by basing on Figure 5 that 80% of the grade 12 STEM

respondents received 90-94 as their mark in Chemistry subject. It was followed by 85-89

grade which it has a frequency percentage at 13%, and then by 80-84 mark gaining only

at 7%.

The data was interpreted by the researchers that the reason of having an 80% of the

respondents from grade 12 STEM is that the Chemistry subject were understood by the

respondents with ease. Since Chemistry only requires basic mathematical operations such

as addition, subtraction, multiplication, and division to come up with the solution than in

Physics which it has to use angles and trigonometry (Henry, 2015). Also, it is possible for
63

the understanding of the respondents with ease to the subject is that they have already a

strong foundation in Chemistry for it is already discussed during their junior high years.

VI. Raw Scores of the Respondents

Score Frequency Percentage

0 1 2.27%

1 1 2.27%

2 10 22.73%

3 7 15.91%

4 7 15.91%

5 8 18.18%

6 2 4.55%

7 4 9.09%

8 4 9.09%

9 0 0%

10 0 0%

Total 44 100%

Table 6. Raw Scores of the Respondents after conducting the Test Survey.
64

Raw Scores
0% 0% 2% 2%

9%

9%
23%
5%

18%
16%

16%

0 1 2 3 4 5 6 7 8 9 10

Figure 6. Raw Scores of the Respondents after conducting the Test Survey.

Table 6 data shows that only one of the respondents got zero score in the test same

as the score of one. However, there are 10 respondents who only got two scores after

conducting the test questionnaire. Then, seven respondents got a score of three. Next,

seven also of the respondents scored four in the said test, and then eight of the

respondents scored five points. On the other hand, the respondents who got six in the

test questionnaire have only two students, then there are four respondents who scored a

seven same as well to the respondents who score an eight. There is no respondent to able

to achieve of having nine and 10 of raw scores.

The data was analyzed based on Figure 6 that 23% of the respondents who scored

two points after conducting the test survey. The second is the respondents who scored

five points in the test, having 18% of frequency percentage. Then, the respondents who

got three and four have the same frequency percentage at 16%. There is only 9% of the
65

sample size who got an eight, same percentage of the respondents who had a seven.

Only 6% of the sample has the score of six. Lastly, there is only 2% of the respondents

who got a zero and one score.

The researchers of this study interpreted the data shown in Figure 6 that 23% of

the respondents had a score of two is that the majority of the respondents of this study

in terms of years of experience playing Dota 2 are the respondents who have two of

experience that the percentage frequency at 25% dominating the other years of

experience. This supports the hypothesis of the researchers that the higher number of

years playing Dota 2, the higher the algebraic skills will be (and vice versa). However,

there are some possible factors that must be taken into account on the results of the test

questionnaires answered by the randomly selected senior high school STEM students in

La Salle College Antipolo. One of the common possible factors on the results of the data

is that the respondents did not answer the test questionnaire seriously. The reasons for

this possible factor is that the researchers of the study conducted the survey on the week

when all of the senior high school students are currently busy working and preparing for

their Performance Tasks. In addition, some of the respondents did not take the

questionnaire to answer seriously. Because the test questionnaire is composed of

arithmetic problems, the respondents lost their interest to answer that resulted into

guessing of answers by checking the boxes randomly. This kind of situation can be

avoided by constructing a simpler questionnaire but will remain under the current level

of the respondents.
66

C. Results from the Survey

I. Likert Item on Each Statement

Strongly Strongly Interpre


Disagree Agree Mean
Disagree Agree tation

F % F % F % F %

Video games like Dota 2 do 15. 41. 35. 7.6


not cause a decline to 6 16 14 3 2.36 Disagree
students’ academic 38 03 90 9
performance.

5.1 53. 38. 2.5


Video games like Dota 2
2 21 15 1 2.38 Disagree
could boost the students’
3 85 46 6
algebraic skills (math skills).

53. 43. 2.5


The concept of Dota 2 could
0 0 21 17 1 2.49 Disagree
be adaptive to lessons in
85 59 6
math-related subjects.

The findings of this study 10. 51. 35. 2.5


show that the higher number 4 20 14 1 2.31 Disagree
of years playing Dota 2, the 26 28 90 6
higher the algebraic skills .
7.6 56. 35.
Dota 2 is one of the platforms 3 22 14 0 0 2.28 Disagree
of mathematics. 9 41 90

Table 7. Likert Item on Each Statement.


67

Scale Interpretation

1.00 – 1.74 Strongly Disagree

1.75 – 2.49 Disagree

2.5 – 3.24 Agree

3.25 – 4.00 Strongly Agree

Table 7. 1. Scales for Interpretation in Likert Item.

Dota 2 Do Not Cause a Decline to Students’ Academic


Performance

7.69%
15.38%

35.90%

41.03%

Strongly Disagree Disagree Agree Strongly Agree

Figure 7. 1. Dota 2 Do Not Cause Decline to Students’ Academic Performance.


68

Dota 2 Could Boost the Students’ Arithmetic Skills


2.56%
5.13%

38.46%

53.85%

Strongly Disagree Disagree Agree Strongly Agree

Figure 7. 2. Dota 2 Could Boost the Students’ Algebraic Skills.

Dota 2 Could be Adaptive to Lessons in Math-Related


Subjects
2.56% 0.00%

43.59%
53.85%

Strongly Disagree Disagree Agree Strongly Agree

Figure 7. 3. Dota 2 Could be Adaptive to Lessons in Math-Related Subjects.


69

The Higher Number of Years Playing Dota 2, the Higher


the Arithmetic Skills
2.56%

10.26%

35.90%

51.28%

Strongly Disagree Disagree Agree Strongly Agree

Figure 7. 4. The Higher Number of Years Playing Dota 2, the Higher the Algebraic

Skills.

Dota 2 is One of the Platforms of Mathematics


0.00%

7.69%

35.90%

56.41%

Strongly Disagree Disagree Agree Strongly Agree

Figure 7. 5. Dota 2 is one of the Platforms of Mathematics.


70

Table 7. 1 shows that the mean on the first statement is 2.36. On the second

statement, it gained a mean of 2.38. Then, 2.49 on the third statement. Next, the fourth

statement has the mean of 2.31, being the second to the lowest mean gained. Nevertheless,

the fifth statement being the lowest mean having only 2.28. Basing on Table 7. 2, all of

the mean computed by the researchers of the study fall under the interpretation that the

respondents disagree to the statements.

Based on Figures 7. 1, 7. 2, 7. 3, 7. 4, and 7.5 the researchers of the study had been

able to analyze that 15.38% of the respondents strongly disagreed that Dota 2 does not

cause decline to the students’ academic performance, 41.03% disagreed, 35.90% of them

agreed, and only 7.69% strongly agree to the statement. It also shows that 5.13% strongly

disagreed that Dota 2 could boost the students’ algebraic skills, 53.85% disagreed on the

statement, 38.46% agreed to it, while only 2.56% of the respondents who strongly agreed.

As for the third statement, 53.85% of the 39 respondents disagreed that the concept of

Dota 2 could be adaptive to lessons in math-related subjects, there is 43.59% however

agreed upon the statement, and only 2.56% strongly agreed to it. Moving on to the fourth

statement, 10.26% who strongly disagree to the research finding of this paper that the

higher years of experience playing Dota 2, the higher the algebraic skills; then, 51.28%

of the respondents disagreed to it, while 35.90% agreed to the research finding, and only

2.56% who strongly agreed. Finally, there are 7.69% of them who strongly disagreed that

Dota 2 is one of the platforms mathematics, 56.41% disagreed to it, and 35.90% agreed

upon the statement.

It is crystal clear that majority of the parents disagreed to every statement on the

survey sheets. Simply means that they do not want to involve the concept of video games
71

on the academics of their child. Additionally, the parents does not want believe or

somehow accept that there is really a positive relationship between playing video games,

specifically Dota 2 and the algebraic skills of their child. Also, the researchers noticed

that there is already a stigma on the parents that whenever they hear the word Dota or

video game, they will already consider that it is useless or a bad thing for their child. Not

really knowing that it is not the game itself why the student are getting addicted but the

irresponsibility of the student to manage his/her time. That is why the results on each

statement are all in disagree.

II. Overall Scores

Score Frequency Percentage

5 – 10 16 41.02%

11 – 15 21 53.85%

16 – 20 2 5.13%

Total 39 100%

Table 8. 1. Overall Scores of the Respondents.


72

Score Frequency Interpretation

5 – 10 16 Negative Effect

11 – 15 21 Neutral

16 – 20 2 Positive Effect

Total 39

Table 8. 2. Scales for Interpretation on Overall Scores

Overall Scores
5 ~ 10 11 ~ 15 16 ~ 20

5%

41%

54%

Figure 8. Overall Scores of the Respondents.

According to Table 8.1, the data shows that 16 parent respondents that scored in the

range of 5 – 10, while there are 21 respondents who got their score under the range of 11

– 15, and there two parents who scored in the survey ranging from 16 – 20.
73

The researchers of this study analyzed the data based on Figure 8 is that the

respondents who scored from 5 – 10 having the percentage value of 41%, the scores

ranging from 11 – 15 have 54% gaining the highest percentage while the range score of

16 – 20 receiving the lowest percentage of only 5%.

The data was interpreted by basing on Table 8. 2, being score that ranges from 11

– 15 have the highest percentage value. Hence, the interpretation of the data is neutral.

Meaning in the majority of the parent respondents, it is either positive or negative in the

effects of playing video games to their child depending on how the child is being affected.

The reason why it is neutral, is that there are some benefits that could their child in

learning however, if misused, the benefits may turn into some sort of potential danger that

could harm their child. In addition, it is really based on a certain person on how they are

going to do or what purpose on what they are about to do.


CHAPTER FIVE

SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS

The gathered respondents to participate in this study as the main source of the data,

provided answers to the problem of this research which is:

a) What is the profile of the respondents?

1. Number of years playing Dota 2.

2. Recent average grade in Pre-Calculus and General Mathematics

subjects in the first semester of grade 11 (for the grade 11

respondents only).

3. Recent average grade in Physics 1 and Chemistry 2 subjects in the

first semester of grade 12 (for the grade 12 respondents only).

b) What are the raw scores of each respondent after taking the test conducted

by the researchers?

c) Is there a significant relationship between the number of years playing

Dota 2 and the algebraic skills of the Senior High School STEM students

in La Salle College Antipolo?

d) Are there any similarities between the opinions of grade 11 and grade 12

math teachers?

1. Would the teachers recommend playing Dota 2 to learn

mathematics?
75

2. Are the teachers going to consider Dota 2 as another strategy to

improve the algebraic skills of the students?

Summary

A. What is the profile of the respondents?

1. Number of Years playing Dota 2

The results have shown that 25% of the Dota 2 player of Senior High

School students have two years of experience. 23% has one year of

experience. 20% have five years of experience, and both only 16%

have three and four years of experience.

2. Recent average grade in Pre-Calculus subject in the first semester of

grade 11 (for the grade 11 respondents only).

Results show that 52% of the Dota 2 players Grade 11 STEM got

80-84. 24% achieved 85-89. 14% got 90-84, only 3% got 74 below.

3. Recent average grade in General Mathematics subject in the first

(1st) semester of grade 11 (for the grade 11 respondents only).

The results stated that 28% of the Dota 2 players of Grade 11 STEM

got 85-89 and 90-94. 27% achieved 80-84. Then only 17% got 75-

89.

4. Recent average grade in Physics 1 subject in the first (1st) semester

of grade 12 (for the grade 12 respondents only).


76

Results show that that 54% of the Grade 12 STEM Dota 2 players

got 85-89. 33% got 90-94. 13% achieved 80-84, and 0% on 95-100,

75-79, and 75 below.

5. Recent average grade in Chemistry 2 subjects in the first semester of

grade 12 (for the grade 12 respondents only).

The have resulted that 80% of the Grade 12 STEM Dota 2 players

got 90-94. 13% achieved 85-89. Then, 7% got 80-84.

B. What are the raw scores of each respondent after taking the test conducted

by the researchers?

The results have shown that 23% of the respondents who scored two points.

18% scored five points. Both have 16% in getting scores of three and four

points. Both 9% scored eight and seven. 6% got six points. Only 2% got a

score of zero and one point. This might be the cause of losing interest of the

respondents to answer the questionnaire, leading them into guessing and

picking random answers on each item.

C. Is there a significant relationship between the number of years playing Dota

2 and the algebraic skills of the Senior High School STEM students in La

Salle College Antipolo?

There is a significant relationship between the number of years playing Dota

2 and the algebraic skills of the Senior High School STEM Students in La

Salle College Antipolo.

The results using the Pr formula is 0.5, thus it has a positive relationship.
77

D. Are there any similarities between the opinions of grade 11 and grade 12

math teachers?

1. Interviewee 2, 3, and 4 all mentioned the preparedness and the

interest of a student that may affect the student’s knowledge in

mathematics. While interviewee 1 said that the decision and strategy

of the student that affects.

2. All of the interviewees answered that the strategy itself that actually

help students’ learning arithmetic problems.

3. Most of the interviewees do not recommend playing Dota 2 for it is

addicting for the youth. Interviewee 1 however, is unsure because

the interviewee 1 had witnessed her friends and classmates and knew

that it has potential benefits to human’s cognitive brain.

4. Although the four interviewees responded with four different

statements but still correlates under the cognitive part of the human

brain,

5. All of the interviewees agreed that Dota 2 can be considered as an

alternative way to improve algebraic skills as long as the time

management would not be compromised.


78

E. Survey

1. Video games like Dota 2 do not cause a decline to students’ academic

performance.

Data shows that 43.03% responded by disagreeing to the statement,

given that 43.03% is the highest percentage value.

2. Video games like Dota 2 could boost the students’ arithmetic skills

(math skills).

It show that 5.13% strongly disagreed, 53.85% disagreed, 38.46%

agreed, and 2.56% strongly agreed.

3. The concept of Dota 2 could be adaptive to lessons in math-related

subjects.

The data tells that 53.85% disagreed. 43.59% agreed, and 2.56%

strongly agreed.

4. The findings of this study show that the higher number of years playing

Dota 2, the higher the arithmetic skills.

It clearly states that 51.28% disagreed, 35.90% strongly disagreed, and

2.85% who strongly agreed.

5. Dota 2 is one of the platforms of mathematics.

The data show that 7.69% strongly disagreed, then 56.41%

disagreed.
79

F. Reliability

The data gathered from the conducted survey is reliable.

The results by computed data show that the value is CA≈0.8, which

means a good reliability

Conclusions

Based on the data gathered by the researchers of this study from the test survey,

survey, and interview they had conducted, the researchers, therefore conclude that there

is a positive relationship between the number of years playing Dota 2 and the algebraic

skills of the Senior High School STEM Students in La Salle College Antipolo.

With regards to the profile of the respondents in terms of years of experience of the

players, the grades in Pre-Calculus and General Mathematics of the Grade 11, and the

grades in Physics and Chemistry. Most of the Senior High School STEM students who

are Dota 2 players have two (2) years of experience; the grades of grade 11 in Pre-

Calculus are mostly 80-84, and in General Mathematics are mostly 85-94; the grades of

grade 12 in Physics are primarily 85-89, and Chemistry are mainly 90-94.

As for the raw scores resulted from the conducted survey, most of the Senior High

School STEM students who are playing Dota 2 got a score of two (2) points as the most

year of experience of the students who are players of Dota 2 are two (2) years.

Regarding the relationship between the number of years playing Dota 2 and the

algebraic skills of the Senior High School STEM Students, the researchers have
80

concluded that there is a positive relationship between the two variables – the number of

years playing Dota 2 and the algebraic skills.

In terms of the survey on parent, majority of them disagreed on every positive

statements on the survey. Despite of that, the researchers concluded that it has only neutral

effect on them, means that it is still based on the behavior of the student. In other words,

a lot of things are good but they become bad when it is too much. The researchers of this

study concluded that the data gathered, and analyzed by the researchers is in a good

reliability. Not just by being valid, but also being reliable to other paper works.

In addition, the researchers of this study also concluded that playing Dota 2 could

improve one’s algebraic skills. However, proper time management of the student must be

considered.

Nevertheless, the researchers of this study have also concluded that this study

considered by the Senior High School STEM students as an additional strategy in

improving their algebraic skills as long as the student manages his/her time well.

Rejection and Acceptance of Hypotheses

In order to determine what hypotheses to be rejected or accepted, the researchers of

the study used the Pearson correlation formula first to know if one of their hypothesis: the

higher the number of years playing Dota 2, the higher the algebraic skills of the students

will be. The solutions below are the computations for Pr between the number of years

playing the game and the respondents’ scores, P r between the number of years playing
81

Dota 2 and the grades of grades 11 and 12 respondents, then lastly, the Pr between the

grades of 11th and 12th grade respondents and their raw scores:

A. Pr between the number of years playing Dota 2 and the raw scores of the

respondents:

𝑃𝑟 ≈ 0.5; 𝑃𝑜𝑠𝑖𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑆𝑡𝑟𝑜𝑛𝑔 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝

B. Pr between the number of years playing Dota 2 and the grades of grade 11

respondents:

𝑃𝑟 ≈ 0.2; 𝑃𝑜𝑠𝑖𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑊𝑒𝑎𝑘 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝

C. Pr between the number of years playing Dota 2 and the grades of grade 12

respondents:

𝑃𝑟 ≈ −0.1; 𝑁𝑒𝑔𝑎𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑊𝑒𝑎𝑘 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝

D. Pr between the grades of 11th grade respondents and their raw scores:

𝑃𝑟 ≈ 0.1; 𝑃𝑜𝑠𝑖𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑊𝑒𝑎𝑘 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝

E. Pr between the grades of 12th grade respondents and their raw scores:

𝑃𝑟 ≈ 0.2; 𝑃𝑜𝑠𝑖𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑊𝑒𝑎𝑘 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝

Based on the computed Pr above, the majority of the solutions have come up with

answers of Pr = 0.5 between the number of years playing Dota 2 and the raw scores of

the respondents, Pr = 0.2 between the number of years playing Dota 2 and the grades of

grade 11 respondents, Pr = -0.1 between the number of years playing Dota 2 and the grades
82

of grade 12 respondents, Pr = 0.1 between the grades of 11th grade respondents and their

raw scores, and Pr = 0.2 between the grades of 12th grade respondents and their raw

scores. Although one of the Pr is negative, the researchers still considered that there is a

positive relationship between the two variables, number of years playing Dota 2, and the

algebraic skills. Hence, the researchers of the study have been able to reject and accept

the following hypotheses presented in this study:

 The higher the number of years playing Dota 2, the higher the algebraic skills of

a student and vice versa; accepted.

1. Most of the respondents will have 4 years of experience; rejected.

2. Most of the respondents will have a grade of 80-94 in Pre-Calculus,

General Mathematics, Physics, and Chemistry; accepted.

3. Most of the raw scores will meet the most years of experience of the

respondents; accepted.

4. There is a positive relationship between the number of years playing Dota

2 and the algebraic skills of the Senior High School STEM students in La

Salle College Antipolo; accepted.

5. The Senior High School STEM Students may consider this study as an

additional strategy in improving their algebraic skills; accepted.


83

Recommendations

The researchers of this study recommend this study to the following:

To the students, this can be an additional option of strategy in improving the

algebraic skills since the relationship had resulted as positive. But, proper time

management and control must still be considered.

To the parents, this study may help them eliminate the prejudice on playing the

game Dota 2. However, a proper control and guidance from them is still a must in order

to not draw their focus to play it too frequently.

To the teachers, especially for those who are teaching math-related subject, to adapt

the concept of the game Dota 2 in their lessons that are possibly hard to understand for a

student. This will help the students who are having a difficulty to cope with lessons,

especially when they are complicated.

To the researchers of this study, to help them gain satisfaction for knowing the answers

about the given problem, to develop research skills, and to be more productive in any

fields they had chosen to be in the near future.

Lastly, to the future researchers, to use this study as an additional source for their

study that is related to this paper.


REFERENCES

Books

Arboleda, S. G., Custodio, N. C., & Santiago, J. V. (2012). Reasons why Massive

Multiplayer Online Role Playing Games continue to Play excessivly. Taft, Manila:

De La Salle University - Manila.

Buzon, O. N. (2008). Exploring the Problem Solving Skills of Pre-service Mathematics

Teachers through a Problem Solving Course. Taft, Manila: De La Salle

University - Manila.

Cogburn, J., & Silcox, M. (2009). Philosophy through Video Games. New York, NY:

Routledge.

Cruz, V., & Bullecer , M. (2016). Dual Language Fluency and Math Word Problem

Performance of Selected Students. Alabang, Muntinlupa: The Bedan Journal of

Psychology.

De los Santos, K., Rigor, Y., & Tanyag, B. (2013). How Strategy Video Games affect

One's Evaluation of Argument Skills in Critical Thinking. Taft, Manila: De La

Salle University - Manila.

Devlin, K. (2011). Mathematics Education for a New Era: Video Games as a Medium of

Learning. Natick, Massachusetts: A K Peters.

Hatfield, M. M., Edwards, N., Bitter, G. G., & Morrow, J. (2008). Mathematics Methods

for Elementary and Middle School Teachers - Sixth Edition. NY, USA: John

Wiley & Sons Inc.


Imam, O. A. (2016). Effects of Reading Skills on Students’ Performance in Science and

Mathematics in Public and Private Secondary Schools. Cotobato: Journal of

Education and Learning.

Isabelo V. Silao, J. (n.d.). Factors Affecting the Mathematics Problem Solving Skills of

Filipino Pupils. Kiamba, Sarangani: International Journal of Scientific and

Research Publications.

Lang, G. (2015). Smart Education and Smart e-Learning, Smart Innovation, Systems and

Technologies 41. Chester, UK: Springer International Publishing .

Lozano, J. (2017). Anti-Intellectual Representations of American Colleges and

Universities. Indiana, USA: The Author(s).

Montola, M., Stenros, J., & Waern, A. (2009). Pervasive Games: Theory and Design.

USA: Morgan Kaufmann Publisher.

Pappas , M. A., & Drigas, A. S. (2015). On Line and Other Game-Based Learning for

Mathematics. Athens, Greece: Institute of Informatics and Telecommunications.

Shang, J. (2015). The Strategies to Cultivate the Creative Thinking based on the Game

Based Learning. Switzerland: Springer International Publishing .

Sicart, M. (2013). Beyond Choices: The Design of Ethical Gameplay. Cambridge

Massachusetts: The MIT Press.

Tan, D. (2009). Using Metacognitive Skills in the Mathematical Problem Solving

Heuristics among Senior High School Students. Taft, Manila: De La Salle

University - Manila.
Tan, N. L. (2010). Arithmetic Process Skills of Selected Juvenile Delinquents in a

Correctional Center. Taft, Manila: De La Salle University - Manila.

Tassel, J., Novak, E., & Wu, M. (2018). Creativity and Technology in Mathematics

Education,. OH, USA: Springer International Publishing.

Travinor, G. (2009). The Art of Video Games. United Kingdom: Wiley-Blackwell.

van der Zwaan, J., Dignum, V., Jonker, C., & van der Hof, S. (2014). Minding Minors

Wandering the Web: Regulating Online Child Safety. Leiden, Netherlands:

T.M.C. Asser Press.

Online Sources

American Psychological Association. (2013). Video Games Play May Provide Learning,

Health, Social Benefits, Review Finds. Retrieved from American Psychological

Association: https://www.apa.org/news/press/releases/2013/11/video-games.aspx

Bhat, A. (2018). Simple Random Sampling: Definition and Examples. Retrieved from

QuestionPro : https://www.questionpro.com/blog/simple-random-sampling/

Dean, P. (2014). The Story of DOTA. Retrieved from Eurogamer:

https://www.eurogamer.net/articles/2011-08-16-the-story-of-dota-article

Del Pozo, M., Gome-Pablos, V., & Munoz-Repiso, A. (2017 ). A Quantitative Approach

to Pre-service Primary School Teachers’ Attitudes towards Collaborative

Learning with Video Games: Previous Experience with Video Games can make
the Difference. Retrieved from SpringerLink:

https://link.springer.com/article/10.1186/s41239-017-0050-5#aboutcontent

Dewar, G. (2018). The Effects of Video Games on School Achievement. Retrieved from

Parenting Science: https://www.parentingscience.com/Effects-of-video-games-

on-school.html

Dota Team. (2016, December 12). 7.00 Update – The New Journey Begins. Retrieved

from Dota 2: http://blog.dota2.com/2016/12/7-00-update-the-new-journey-

begins/

Dota Team. (2017, October 30). 7.07 Update — The Dueling Fates. Retrieved from Dota

2: http://blog.dota2.com/2017/10/7-07-update-the-dueling-fates/

Drummond, A., & Saucer, J. (2014, April 3). Video-Games Do Not Negatively Impact

Adolescent Academic Performance in Science, Mathematics or Reading.

Retrieved from NCBI: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3974676/

Eggert, C., Marc , H., Jan , S., & Rainer , M. (2015, December 01). Classification of

Player Roles in the Team-Based Multi-player Game Dota 2. Retrieved from

Springer Link: https://link.springer.com/chapter/10.1007/978-3-319-24589-8_9

FoodRisc Resource Centre (2016). Mixed methods research. Retrieved from FoodRisc

Resource Centre: http://resourcecentre.foodrisc.org/mixed-methods-

research_185.html

Gibbs, S. (2016). Positive Link between Video Games and Academic Performance, Study

Suggests. Retrieved from The Guardian: https://amp-theguardian-


com.cdn.ampproject.org/v/s/amp.theguardian.com/technology/2016/aug/08/posit

ive-link-between-video-games-and-academic-performance-study-

suggests?usqp=mq331AQCCAE%3D&amp_js_v=0.1#referrer=https%3A%2F%

2Fwww.google.com&amp_tf=From%20%2

Henry, D. (2015). Which is harder: physics or chemistry? Retrieved from Quora:

https://www.quora.com/Which-is-harder-physics-or-chemistry

Rayo, J. F. (2012, May 14). The Culture of DOTA in the Philippines (revised). Retrieved

from Academia:

https://www.academia.edu/22222828/The_Culture_of_DOTA_in_the_Philippine

s_revised_

Recare, M. (2018, Febuary 28). What are the Effects of Dota in Students? Retrieved from

Quora: https://www.quora.com/What-are-the-effects-of-Dota-in-students

Smith, S., & Chan, S. (2017). Collaborative and Competitive Video Games for Teaching

Computing in Higher Education. Retrieved from SpringerLink:

https://link.springer.com/article/10.1007/s10956-017-9690-4

The Effects of DotA to the Students. (2012, September 27). Retrieved from

personsaddictedbycomputergames:

https://personsaddictedbycomputergames.wordpress.com/2012/09/27/the-

effects-of-dota-to-the-students/

University of Southern California. (2018, October 4). Research Guides. Retrieved from

USC Libraries: https://libguides.usc.edu/writingguide/quantitative


University of York. (2017, November 15). Multiplayer Video Games: Skill at Game and

Intelligence Linked. Retrieved from Science Daily:

https://www.sciencedaily.com/releases/2017/11/171115153631.htm

Voyer, D. (2010). ) Performance in Mathematical Problem Solving as a Function of

Comprehension and Arithmetic Skills. Retrieved from SpringerLink:

https://link.springer.com/article/10.1007/s10763-010-9239-y

Winn, C. (2015). The Well-Played MOBA: How DotA 2 and League of Legends use

Dramatic Dynamics. Retrieved from E-channel: https://e-

channel.med.utah.edu/wp-content/uploads/2016/04/digra2015_WINN.pdf

Case Law

Gatchalian, S. (2015). House Bill No. 4740: Internet Cafe Regulation Act. Quezon City:

House of Representatives.
APPENDIX A: Preliminary Survey

Name (required): ___________________________

Grade and Section: ___________

1. Do you play Dota 2? (If your answer is no, do not answer number 2.)

 Yes

 No

2. Years of Experience playing Dota 2.

 1

 2

 3

 4

 5
APPENDIX B: Test Questionnaire

Dear Respondent,

We, Jeanne Paulo P. De Jesus, Corrine Francesca Isabelle T. Doblado, Joshua James G. Ferreras,
Joaquin Alfonso C. Garcia, and Nathan Jahziel H. Muncal, are conducting a research entitled The
Relationship between the Number of Years Playing Dota 2 and the Arithmetic Skills of Senior High School
STEM Students in La Salle College Antipolo. In order to address our research problems, we would like to
ask you to provide answers for the following questions with utmost honesty. All answers will be kept in
strict confidentiality.

Thank you very much for taking part in our research.

_____________________________________________________________________________________

A. PERSONAL INFORMATION. Indicate the information asked on the lines provided.

Name (optional):_________________________ Grade Level: ______

Years of Experience playing Dota 2: ____

For Grade 11 only:


Average Grade on Pre-Calculus: _____. General Mathematics: _____.

For Grade 12 only:


Average Grade on Physics 1: _____. Chemistry 2: _____.

B. INTERMEDIATE ALGEBRA. Answer the following questions below; put a check in the box
provided for your answer.

1. If f(x) = 4x3 - 4x2 + 10, then f(-2) =


 26
 -38
 10
 38
2. Which of these values of x satisfies the inequality -7x + 6 ≤ -8:
 -2
 0
 -7
 2
3. The domain of the function f(x) = √(6 - 2x) is given by
 x>0
 x≥6
 x≤3
 x≤6

4. The equation |-2x - 5| - 3 = k has no solution if k =


 -5
 -3
 7
 0
5. The inequality corresponding to the statement: “the price is no less than 100 Dollars" is:
 x < 100
 x ≥ 100
 x ≤ 100
 x > 100
6. What is the slope of the line perpendicular to the line y = -5x + 9?
 5
 -5
 1/5
 -1/5
7. The equation mx - 8 = 6 - 7(x + 3) DOES NOT have any solution if m =
 3
 7
 -7
 0
8. The equation -mx + 1 = 13 - 4(x + 3) is an identity if m =
 4
 -4
 1
 -1
9. The value of 2-|-2| is:
 4
 0.25
 -4
 -0.25
10. If a and b are positive real numbers, then (a0 - 3b0)5=
 0
 1
 -32
 32

- End of Questionnaire –

Source:

Analyzemath. (n.d.). Intermediate Algebra Questions with Answers Sample 5. Retrieved from Free Mathematics
Tutorials: http://www.analyzemath.com/intermediate_algebra/questions_5.html
APPENDIX C: Consent for Authority (Quantitative)

Block 2, Lot 2, H. R. C. Street,


Steelhomes subdivision,
Barangay San Luis, Antipolo City
Rizal, 1870
No.: 09567917447
E-mail: djeannepaulo123@gmail.com

22 September 2018

Ms. Jimelo S. Tipay, M.S.


Principal, La Salle College Antipolo
1985 La Salle Ave., Town and Country Heights
Brgy. San Luis, Antipolo City, Rizal 1870

Dear Ms. Tipay:

We, Jeanne Paulo P. De Jesus, Corrine Francesca Isabelle T. Doblado, Joshua James G. Ferreras, Joaquin
Alfonso C. Garcia, and Nathan Jahziel H. Muncal, Grade 12-E students of La Salle College Antipolo, would
like to conduct a written mathematical test as part of our requirement in ASRES2: Quantitative Research.
We are working on a research project entitled The Relationship between the Number of Years Playing Dota
2 and the Arithmetic Skills of Senior High School STEM Students in La Salle College Antipolo and would
like to discover if there is a relationship between the two variables and determine whether it will be
beneficial for the students to play games like Dota 2 or not.

We would like to survey from September 24-28 and from October 1-5, 2018.

If there are any questions or concerns, please contact us through the details specified above or through our
thesis adviser, Ms. Moira Vargas. Attached here is the test questionnaire.

We are hoping for your positive response. Thank you very much.

Sincerely,

Jeanne Paulo P. De Jesus Corrine Francesca Isabelle T. Doblado Joshua James G. Ferreras
Student Student Student

Joaquin Alfonso C. Garcia Nathan Jahziel H. Muncal


Student Student
Noted by:

Ms. Moira D. Vargas Ms. Tesalonica S. M. Espiritu Santo Ms. Paulette H. Dela Cruz
Thesis Adviser HUMSS Coordinator SHS Coordinator
APPENDIX D: Consent for Authority (Mixed)

Block 2, Lot 2, H. R. C. Street, Steelhomes subdivision,


Barangay San Luis, Antipolo City, Rizal, 1870
No.: 09567917447
E-mail: djeannepaulo123@gmail.com

7 January 2019

Ms. Jimelo S. Tipay, M.S.


Principal, La Salle College Antipolo
1985 La Salle Ave., Town and Country Heights
Brgy. San Luis, Antipolo City, Rizal 1870

Dear Ms. Tipay:

We, Jeanne Paulo P. De Jesus, Corrine Francesca Isabelle T. Doblado, Joshua James G. Ferreras, Joaquin
Alfonso C. Garcia, and Nathan Jahziel H. Muncal, Grade 12-E students of La Salle College Antipolo, would
like to conduct an interview with selected teachers and a survey to the parents as part of our requirement in
ASRES3: Research Project. We are working on a study entitled The Relationship between the Number of
Years Playing Dota 2 and the Arithmetic Skills of Senior High School STEM Students in La Salle College
Antipolo and would like to determine and understand their opinions and perceptions about the findings of
our study. We would also like to know their recommendations to further improve the students’ arithmetic
skills.

We would like to survey from the interview together with the survey from January 21 onwards, wherever
convenient for the interviewee.

If there are any questions or concerns, please contact us through the details specified above or through our
thesis adviser, Ms. Moira Vargas. Attached herewith are the interview questions.

We are hoping for your positive response. Thank you very much.

Sincerely,

Jeanne Paulo P. De Jesus Corrine Francesca Isabelle T. Doblado Joshua James G. Ferreras
Student Student Student

Joaquin Alfonso C. Garcia Nathan Jahziel H. Muncal


Student Student
Noted by:

Ms. Moira D. Vargas Ms. Nimfa O. Lauresta Ms. Paulette H. Dela Cruz
Thesis Adviser HUMSS Coordinator SHS Coordinator
APPENDIX E: Survey Questionnaire for Parents

Dear Respondent,

We, Jeanne Paulo P. De Jesus, Corrine Francesca Isabelle T. Doblado, Joshua James G. Ferreras, Joaquin
Alfonso C. Garcia, and Nathan Jahziel H. Muncal, are conducting a research entitled The Relationship between the
Number of Years Playing Dota 2 and the Arithmetic Skills of Senior High School STEM Students in La Salle College
Antipolo. In order to address our research problems, we would like to ask you to provide answers for the following
questions with utmost honesty. Rest assured, all answers will be kept in strict confidentiality.

Thank you very much for taking part in our research.

_____________________________________________________________________________________________

C. PERSONAL INFORMATION. Indicate the information asked on the line provided. Also, put a check in the box
corresponding to your answer.

Name (optional):____________________________

Do you have son/s or daughter/s who play video games?


 Yes
 None

D. SURVEY. Answer the following questions below with utmost honesty; put a check in the box provided for your
answer.

Strongly Disagree Agree Strongly


Disagree Agree

1. Video games like Dota 2 do not cause


a decline to students’ academic
performance.

2. Video games like Dota 2 could boost


the students’ arithmetic skills (math
skills).

3. The concept of Dota 2 could be


adaptive to lessons in math-related
subjects.

4. The findings of this study show that


the higher number of years playing
Dota 2, the higher the arithmetic
skills.
5. Dota 2 is one of the platforms of
mathemtatics.

- End of Questionnaire -
APPECDIX F: Transcript of Interview – Ms. Cielo Gooc

JP De Jesus: Good afternoon Miss... We, Jeanne Paulo P. De Jesus, Corrine Francesca

Isabelle T. Doblado, Joshua James G. Ferreras, Joaquin Alfonso C. Garcia, and Nathan

Jahziel H. Muncal, are conducting a research entitled The Relationship between the

Number of Years Playing Dota 2 and the Arithmetic Skills of Senior High School STEM

Students in La Salle College Antipolo. In order to address our research problems, we

would like to ask you to provide answers for the following questions with utmost honesty.

Rest assured, all answers will be kept in strict confidentiality. Uhm... In your own opinion,

what could be the factors that affect a students’ knowledge in Mathematics?

Ms. Gooc: Every first is to… recognize what kind operation we’ll be applying in a certain

Mathematical problem... and what type of steps you’re going to undertake to get the final

answer...

JP De Jesus: Second, in what way do you think DOTA 2 can students’ learning especially

in arithmetic... arithmetic... problems?

Ms. Gooc: Although hindi ako naglaro ng DOTA before but I’ve played ‘Red Alert’ dati

tsaka ‘Counterstrike’. I think uhhh... in playing online games, you have this

comprehensive ability to assess damage and asses what type of strategy you are going to

undertake. Yung pag change nggg…amination, pag change ng... gagamitin mong... uhm...

weapon to a certain situation parang ano din siya counterpart niya yung uhm, pag pili mo

ng operation na gagamitin sa pag solve ng problem. Mas mabilisan kasi yung sa ano eh...

sa online game kasi, if you’re a minute later in deciding what type of strategy will you
use, baka ikaw na yung back clash dun sa enemy mo. Kaya mas mabilis, mas mabilis

yung... yung flow ng network sa... sa brain, network signal.

JP De Jesus: Interesting, thank you. Uh, what... would you recommend playing MOBA

games like DOTA 2 in learning mathematics why or...?

Ms. Gooc: since hindi ako naglalaro ng DOTA 2 hindi ko masasa... comprehensively

masasabi na marerecommend ko siya, but as far as... I’m concerned, I saw... I...I have

friends na engineering sa iba’t ibang uhmm... specialization in mech eng., electrical

engineering pati physics na classmates ko, naglalaro sila ng DOTA eh mas magaling sila

mag kapag mabilisang solve mas mabilis sila, as in real talk... sabi ko, “oh, ang angas”...

tas ano magaling din sila mag trashtalk *laughs* pero magaling sila tas sabi nila in a way

mas naaa... na eexercise nila yung connectivity ng sig—ahh yung flow ng signal sa brain

kasi kung magbabasa lang passive yung flow, kasi babasahin mo titignan mo tas wala ka

masyadong iniisip, although nag iisip kung ano yung itsura ng scenario, pero hindi katulad

sa paglaro ng online game, gumagawa kasi ng strategy tas alam mo kung anong gagawin

mo sa area mo kasi kailangan madefend mo siya bago ka umattack tas anong gagawin ng

strategies mo sa pag attack, connection mo sa friends, connection mo sa... mga characters

na meron ka, pero magaling din siya mas mabilisan, mas mabilis mong ma fufunction...

JP: timing?

Ms.: hmm, hmmm


JP: Next is, what could be the possible effects, playing MOBA games in learning math?

Does it really help?

Ms.: I think for the generation today mas maganda i-adopt instead na turuan sila ng

conventional math na passive lang dormat nakaupo lang, siguro if si teacher gagawan

niya ng scenario ng naglalaro edi mas maeentise yung bata na mag aral, although hindi

naman lahat ng skills... uh... pwede nating ilaro example magkahoot, kasi example

calculus di mo naman pwedeng ilaro unless napaka creative ni teacher na maitransform

siya to ah... in an online game na setting or... yung parang mas ma, mas mamotivate yung

bata na “osige kasi may kailangan ‘kong iachive na... number of coins or...

JP: para mas maging interesting

Ms: Oo, mas mainteresting compared sa pen and paper lang.

JP: For the last question Ms, kasi ang sabi sa research findings namin sa last quantitative

research is… the, yung relationship ng paglalaro ng DOTA 2 and sa arithmetic skills ng

mga, ng mga bata o ng mga, mga students is the higher na years na paglalaro...

Ms: paglalaro bumababa?

JP: Mas mataas yung arithmetic skills

Ms: oh I see, so sakto siya sa idea ko *laughs*

JP: so... so what would you think about considering this research findings as an alternative

way of improving one’s arithmetic skills?


Ms.: Actually inaapply na siya ng La Salle Antipolo ngayon, if you... sina Nate, sina

Nathan dati nag math score tas meron silang edu fighter, so naglalaro sila tas math yung...

math yung ginagawa nilang process tas mabilisang isip din yon, tas may mga, may math

score challenges sila na ginagawa pero siguro hindi---dahil sa ang hirap ng connection

dati requirement nila yon sa ano... every year dapat, may tinatarget silang points kaya

parang nagka—dati 10 thousand yung target tas binaba ng 2 thousand kasi ang hirap din

eh hindi naman, actually hindi naman lahat may internet sa bahay pero pag dating dito at

least kahit papaano naglalaro sila for... with the math, tapos sabi naman ni math score

maganda yung ano niya... yunggg... if makuha niyo yung data ni math score tsaka yung

math department maganda yung improvement ng grades tas proof non yung performance

ng math department in terms of contests outside nag pplace tayo kahit mga 3 rd, 4th pero

nagustuhan ko naman yung finding kapag math score contests.

JP: thank you Ms.


APPENDIX G: Transcript of Interview – Ms. J.R. Cambelisa

JP De Jesus: Good morning sir, We, Jeanne Paulo P. De Jesus, Corrine Francesca Isabelle

T. Doblado, Joshua James G. Ferreras, Joaquin Alfonso C. Garcia, and Nathan Jahziel H.

Muncal, are conducting a research entitled The Relationship between the Number of

Years Playing Dota 2 and the Arithmetic Skills of Senior High School STEM Students in

La Salle College Antipolo. In order to address our research problems, we would like to

ask you to provide answers for the following questions with utmost honesty. Rest assured,

all answers will be kept in strict confidentiality. uhm yung first question po is, in your

opinion po what could be the factors that affect a students’ knowledge in mathematics?

Sir Cambelisa: Ahhh factors ano? When you say factors that could be broad ano, there

are... various uhh... uhh... things that may affect learning mathematics. Uhh, basically the

environment, the readiness of the learner to learn the concept, the skill and the... the...

teachers also, facilitator and availability of uhh... materials or information. So, so far those

are some of the factors that I can identify.

JP: next question po is, in what way do you think DOTA 2 can help students’ learning

especially in arithmetic problems?

Sir: Arithmetic problems, I...am aware that DOTA 2 is a strategic game which entails

uhh... skills in uh... uhh... motor like uh... uhmm... what do you call this? Uhh……... yung

hand and uh... mind coordination uh... I’m not pretty sure if that really helps to learning

mathematics but uh... I believe that anything associated to something would be of help to

learning a concept so if a... for example uh... students uhm… know how to play DOTA

and they can see numbers there like the amount of uh... the value of MANA... the value
of items they are buying and the... the amount of a HP they are gaining every time they

uh... kill a monster or a... a hero. Uhh. If the person know how to uh... associate that to

mathematics then most probably it could help. Let me give you an example, uh... there

was uh... this uh... boy, whooo is not good in uh... math, but when... he’s an athlete, a

baseball player but uh... he knows how to calculate the innings and uh... can uh... even

predict uh, probabilities when it comes to baseball, so that’s the same thing, math but then

if uh... uh... when faced with concepts at—in the classroom they find it hard... to uh... find

meaning...

JP: Third question po is... would you recommend playing MOBA or multiplayer online

battle arena games like DOTA 2 in learning mathematics why or why not?

Sir: For me, I wouldn’t recommend uh... MOBA games because uhm... the given

generation that we have uh... they do not know how to control their usage of uh... gadgets

instead of the—learning the concepts uh... theyyy... are being distracted of the game.

Soo... usually when you try to listen to the concept in a classroom, what students are

actually excited to doing have their minds absent in the classroom is because they are

actually preparing us to what strategy they are going to make in the next time they will

play MOBA games.

JP: For the next question sir is, yung sa research findings po kasi ng research group po

namin is... based on the gathered data and based on the analysis of the data is the higher

they playing or yung pag—kung gaano kataas yung years ng experience ng paglalaro ng

DOTA is tumataas din yung arithmetic skills ng students so... parang we, the research

group concluded that it somehow helps the—yung MOBA sa arithmetic skills especially
dun sa--what could be the possible effects, playing MOBA games in learning math? Does

it really help?

Sir: Okay, uhh... there could be a possible effect like uh... again the analysis skills, the...

uh... anticipation of a problem, your... the growth of a brain since it is a stimulated every

now and then when you play uh... MOBA games uh... somehow it is uh... uhh... of good

effect in that manner, but uh... when it comes to learning the concept paper uh... most

probably uhmm... students would have a... would find time learning the concept if they

are distracted.

JP: For the last question sir, what would you think about considering this research finding

as an alternative way of improving one’s arithmetic skills?

Sir: uhh... maybe uh... it could be helpful in deciding in the curriculum for the... course

when uh... preparing an assessment, we could uh... gamify the assessment in a way that

students are uh... uh... involve and uh... are practicing the skill at the same time so, it could

be another... game so instead of MOBA it could another uh... game wherein the concepts

are really applied... you can really see and measure uh... assess uh... arithmetic skills, uh...

you can have it like uh... you also have a game meron ding badge uh... yung level up as

you solve arithmetic problems and mathematic problems. Okay?

JP: Okay po, thank you sir.


APPENDIX H: Transcript of Interview – Mr. Pedragoza

JP: Good morning po sir, We, Jeanne Paulo P. De Jesus, Corrine Francesca Isabelle T.

Doblado, Joshua James G. Ferreras, Joaquin Alfonso C. Garcia, and Nathan Jahziel H.

Muncal, are conducting a research entitled The Relationship between the Number of

Years Playing Dota 2 and the Arithmetic Skills of Senior High School STEM Students in

La Salle College Antipolo. In order to address our research problems, we would like to

ask you to provide answers for the following questions with utmost honesty. Rest assured,

all answers will be kept in strict confidentiality. So for our first question. In your opinion,

what could be the factors that affect a students’ knowledge in mathematics?

Sir Pedragoza: One of the factors that may affect the students’ knowledge in mathematics,

I think is their interest especially in interest in the topic. Uhmm... you cannot uhh...you

cannot get the attention of the students if they’re not interested in the topic.

JP: Second question is, in what way do you think DOTA 2 can help students learn

especially in arithmetic problems or processes?

Sir: ahh... DOTA 2 I think in the est—estimation. Kasi in DOTA 2 I think DOTA 2 is

about uhmm... predicting, for example in jungle, you’re predicting that someone’s

farming there so what you need to do is you need, to roam round in that jungle for you to

hunt ahmm... opponents or heroes.

JP: Next question is, would you recommend playing multiplayer online battle arena

games or MOBA games like DOTA 2 in learning mathematics why or why not?
Sir: For me… I would not recommend it. Why? Because DOTA 2 is a game or any

MOBA games, these are the game where the students can be addicted to. Ah for example

DOTA 2, some of the students uhmm, me personally, honestly, I’m addicted to DOTA 2

when I was in college so every time after school until late at night I play DOTA 2. Yes it

may enhance your arithmetic skills in a way that you can easily solve arithmetic problems

or you mental some... answer mentally some problems, but... it can also—or it has a bad

effect in your studying—for your studying.

JP: So, based on our research findings po kase, na...na cinonduct ng research group po

namin is... based on the data ga—that gathered to the students na naglalaro ng DOTA 2

and based on the analysis...data analysis that we conducted, the higher the years of

experience playing DOTA 2 is the higher the arithmetic skills so, what could be the

possible effects of playing MOBA games in learning math? Does it really help?

Sir: So the longer the playing time or the longer—the year

JP: the longer the experience

Sir: experience?

JP: opo, years of experience lang naman po sir so hindi naman po siya means ng parang

lag—yung frequency is lagi or daily.

Sir: basta yung years ang tinutukoy?

JP: opo, the higher the arithmetic skills

Sir: by the way, in your research ano yung arithmetic or nagpasagot ba kayo ng survey?
JP: yes po

Sir: ano yung problem?

JP: exam yung... intermediate algebra so, so the grade 11 and grade 12 students can really

relate it to basic—parang basic ano nalang po sa kanila since nag—yung grade 11 is nag

calculus—napagdaanan na rin po nila yung calculus, general mathematics as well as the-

--

Sir: So ang binigay niyo is parang general algebra where the students get to answer?.... so

I think there uhm tsk... you can... with your result gathered or the data gathered, the higher

the years, the higher the arithmetic skills, I think yes… it really helped based on your

research... based on the data gathered it really helped the student who play DOTA 2.

Possible effects... ahhhmmm…... … I think in buying items uhm, you’re estimating for

example... ahh ano ba?... dati kasi sange and yasha pa yun eh—

JP: opo

Sir: wala na ngayon diba? So first is, i-estimate muna ‘cause you need to buy first the

yasha or the sange right? So there’s an estimation on the money you gain or for example

uhmm... in farming right? In farming uhm, you can estimate how many wave of trips do

you need to kill for you to get the sange or the yasha. So yung estimation siguro that’s

one way or that’s one possible effect na nakakatulong dun sa mga students to solve

arithme—arithmetic easily and quickly.


JP: So for our last question sir, what would you think about considering this research

findings as an alternative way of improving one’s arithmetic skills?

Sir: Y-yes, but in limited time siguro, yung kailangan lang i-limit or for example—

JP: time management po

Sir:--yes, for example ahh... 2-3 hours per day lang.

JP: that’s all sir thank you po


APPENDIX H: Transcript of Interview – Mr. Roxas

JP: Good afternoon po, We, Jeanne Paulo P. De Jesus, Corrine Francesca Isabelle T.

Doblado, Joshua James G. Ferreras, Joaquin Alfonso C. Garcia, and Nathan Jahziel H.

Muncal, are conducting a research entitled The Relationship between the Number of

Years Playing Dota 2 and the Arithmetic Skills of Senior High School STEM Students in

La Salle College Antipolo. In order to address our research problems, we would like to

ask you to provide answers for the following questions with utmost honesty. Rest assured,

all answers will be kept in strict confidentiality. uhmm... for our first question. In your

opinion, what could be the factors that affect a students’ knowledge in mathematics?

Sir Roxas: ahh... I think thee... uhmm... most important factor... on the students’

knowledge in math is… the ahh... intelligence himself. Intelligence in math because as

you may know not all students are very good in math. So sometimes you can say that

math is a talent also. Okay? Anddd... the second one is the... uh... the interest of the

children in the subject, as well as on how the stages where the students learn in math

progress. I mean yung ahh... the ahh... the preparation of the students in every stage in

learning math because you don’t have a good uhh... background if you don’t have a good

foundation, it will be hard for you to study, learn the higher math.

JP: thank you sir. Ahh, next question, in what way do you think DOTA 2 can help students

learn especially in arithmetic problems?

Sir: Actually… ahh, the application I’ve seen in playing DOTA in terms of math is the

strategy not actually arithmetic but it is more in geometry, ahh... because calculations of

angles, calculations of positions but not actually arithmetic problems. Ahh...anyway


somewhat yes... so I think it’s more on the strategy and critical thinking of course on the

effects and ahh... the ahh theee… the estimation, estimate because math is a estimate,

there’s also estimation in mathematics. Okay?

JP: yes sir. Third question sir, would you recommend playing multiplayer online battle

arena games or MOBA games like DOTA 2 in learning mathematics why or why not?

Sir: Actually, do you want to learn math? Math itself the discipline in math. I-I don’t

recommend playing online games... becauseeee... you might get addicted if you really

want to-- learn math is you study math only, but not playing online games, but what I can

see in a... the effect of playing—the positive effect of playing MOBA games to students

is the critic—having a critical thinking skill, developing the critical thinking skills of the

students, especially the a... the analysis because we know math is analysis so, playing

MOBA games you might be able to learn how to analyze the situation being a critical

thinker but discipline in math i-I don’t think so. In terms of discipline in math. Okay?

JP: sir to give you some overview about our research findings is that there is a positive

relationship between the years of playing DOTA 2 and the arithmetic skills of the

students, meaning that, the higher the years of experience playing DOTA 2 the higher the

arithmetic skills of the students so, what could be the possible effects that--that playing

MOBA games in learning math? Does it really help in some way?

Sir: I think in some way yes, because like what I’ve said earlier it’s about the critical

thinking skills, because as a MOBA player you—your thinking skills should go ahead, I

mean you should always be ahead right? Y-y-you might be able to analyze the situation,

what would be the possible effects of your different strategies... and we know that in math
there’s a lot of strategies and critical thinking skills so that I’m saying is that—n what I’m

saying is t-t-the attitude, that is the one being top or that is the one being enhanced

during... ahh... the playing of MOBA games. It’s the attitude but not the discipline, when

we talk about discipline it’s the knowledge in math it’s the attitude and we know that

uhm... in order for you to learn math you should have this attitude of eagerness, critical

thinking skills of—of dedication and commitment I think, that’s the one, that’s the

character that is being developed, positive—that’s on the positive way.

JP: So for our last question sir, what would you think about considering this research

findings as I said earlier, as an alternative way of improving one’s arithmetic skills?

Sir: ahh... playing MOBA games is—is... is good as I’ve said I’ve been addicted before.

It’s really good, but of course ahh... as—as an adult, a young adult, you should know your

limitations, you should know how to uhm... ahh... limit the time you’ll spend in playing

this and of course you should know your priorities, do not get addicted to MOBA games

just, you know, if-if-if if you find it ahh... do it to—to—to ahh... ano ‘to? As an... ahh...

para mawala yung boredom mo?

JP: past time?

Sir: not actually pastime but, sometimes if you are too dep—too depressed, too toxic in

work so, that could be your... it could be an yung ano... ano nga yun yung nilalabasan

ng... what do you call this? I forgot the term... para maalis mo yung stress mo, stress

reliever. But it should be of modulation, yung tama lang, kase as we know there are young

adults who are no ahh... make MOBA as their source of living kasi they could win
millions of dollars in playing DOTA games. Dollars eh, dollars. So yun, yun lang. okay

na?

JP: thank you sir, thank you.


APPENDIX I: Formulas

A. Slovin’s Formula

𝑁
𝑛=
1 + 𝑁𝑒 2

B. Pearson Correlation Formula

𝑁 ∑ 𝑥𝑦 − ∑ 𝑥 ∑ 𝑦
𝑃𝑟 =
√[𝑁 ∑ 𝑥 2 − (∑ 𝑥)2 ][𝑁 ∑ 𝑦 2 − (∑ 𝑦)2

C. Coefficient Alpha Formula

𝑛 ΣV
𝐶𝐴 = ( )(1 − )
𝑛−1 V
APPENDIX J: Solutions

A. Total Respondents

80
𝑛=
1 + (80 ∗ 0.12 )

400
𝑛=
9

𝑛 = 44.4 𝑜𝑟 44 𝑟𝑒𝑠𝑝𝑜𝑛𝑑𝑒𝑛𝑡𝑠

B. Reliability

5 2.27
𝐶𝐴 = ( )(1 − )
4 6.80

𝐶𝐴 ≈ 0.8; 𝑔𝑜𝑜𝑑 𝑟𝑒𝑙𝑖𝑎𝑏𝑖𝑙𝑖𝑡𝑦

C. Pr between the number of years playing Dota 2 and the raw scores of the respondents

44(587) − (126)(182)
𝑃𝑟 =
√[44(454) − (126)2 ][44(940) − (182)2

2893√−492109024 + 229322
𝑃𝑟 =
−4982109024 + 229322

𝑃𝑟 ≈ 0.498366

𝑃𝑟 ≈ 0.5; 𝑃𝑜𝑠𝑖𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑆𝑡𝑟𝑜𝑛𝑔 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝


D. Pr between the number of years playing Dota 2 and the grades of grade 11 respondents

29(612) − (85)(204)
𝑃𝑟 =
√[29(305) − (85)2 ][29(1536) − (204)2 ]

408√−295932240 + 173402
𝑃𝑟 =
−295932240 + 173402

𝑃𝑟 ≈ 0.187334

𝑃𝑟 ≈ 0.2; 𝑃𝑜𝑠𝑖𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑊𝑒𝑎𝑘 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝

E. Pr between the number of years playing Dota 2 and the grades of grade 12 respondents

15(361) − (41)(134)
𝑃𝑟 =
√[15(149) − (41)2 ][15(1212) − (134)2 ]

79√−29535780 + 54942
𝑃𝑟 = −
−29535780 + 57942

𝑃𝑟 ≈ −0.0981192

𝑃𝑟 ≈ −0.1; 𝑁𝑒𝑔𝑎𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑊𝑒𝑎𝑘 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝

F. Pr between the grades of 11th grade respondents and their raw scores

29(874) − (204)(122)
𝑃𝑟 =
√[29(1536) − (204)2 ][29(638) − (122)2 ]

458√−608819040 + 248882
𝑃𝑟 =
−608819040 + 248882

𝑃𝑟 ≈ 0.140717

𝑃𝑟 ≈ 0.1; 𝑃𝑜𝑠𝑖𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑊𝑒𝑎𝑘 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝


G. Pr between the grades of 12th grade respondents and their raw scores:

15(543) − (134)(60)
𝑃𝑟 =
√[15(1212) − (134)2 ][15(302) − (60)2 ]

105√−64433280 + 80402
𝑃𝑟 =
−64433280 + 80402

𝑃𝑟 ≈ 0.230051

𝑃𝑟 ≈ 0.2; 𝑃𝑜𝑠𝑖𝑡𝑖𝑣𝑒 𝐶𝑜𝑟𝑟𝑒𝑙𝑎𝑡𝑖𝑜𝑛, 𝑊𝑒𝑎𝑘 𝑅𝑒𝑙𝑎𝑡𝑖𝑜𝑛𝑠ℎ𝑖𝑝

You might also like