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Teacher’s Educational Application

:Effects of Online Mobile Gaming


to CPAC-A ‘s SHS Students’
Academic Performance.
Interacting with mobile devices (e.g., smartphones
and tablets) has now become a part of day to day
activities in societies across the world as many
different types of activity can now be engaged in
(e.g., gaming, gambling, and social networking).
Over the past two decades mobile gadgets has evolved
into an important tool for it has a lot of functions
and benefits for a user to just have one( Lopez-
Fernandez , 2018), (Hoffner , Lee and Park 2016).In
terms of entertainment ,Smartphone gaming has been
one form of popular mobile entertainment engaged in
on a variety of devices, accounting for more than
42% (i.e., 32% for smartphones and 10% for tablets)
of the global games market (i.e., 47% Asia-pacific,
25% North America, 24% Europe, Middle-East and
Africa, and 4% Latin-America)( Newzoo, 2017) We are
now at an age where gaming is getting more and more
portable. Although, while we do enjoy gaming on the
go with handheld consoles like the DS, 3DS, PSP, and
now Nintendo Switch, these gadgets are hard to be
brought around anywhere you go.
This is why most now turn to mobile phone gaming for
a truly “portable” experience. After all, Mobile gaming is
becoming even more practical thanks to its continuous
rise. In fact, it’s now the No.1 platform for games,
easing out PCs and Consoles.(Estacio , 2018) Unknown to
some people playing games is beneficial in terms of
learning . It enables the player’s mind to be more active,
especially those strategy and puzzle games . Furthermore,
it helps the player with their decision making skill in
critical situations, especially those adventure and real
time strategy games that keep the players to be alert,
active and strategic. Students' learning takes place
unexpectedly , but it’s not without it’s negative effects
with students’ inappropriate usage of playing online games
,they lead themselves in problems of neglecting their
schools lessons and activities affecting their academic
performance(Dumrique , Castillo , 2017). “I played the
game for three years now because this is where I found
friends who share the same level of interest as I do.
Friends that cannot be seen in-real or at close range like
classmates , but friends who can offer a relationship that
could stand the test of time”.
This is the statement of a Filipino student after
being caught and scolded by his father playing an online
game where he should be in his class. In online games, you
can be you the way you want yourself to be, even if not
accepted in society and in reality. Filipinos are
conservative by nature, But through online gaming they can
be liberated as much as they want. Just like coming out
from the chains of how society wants them to be , they now
have the access to express themselves. Online games became
the breathing space of Filipinos, not just the youth but
everyone who gains internet access. Boredom is one of the
reason. The sun is up, rather than playing basketball, you
engage yourself into battle with other players with
awesome sword fights and spell casting. (Why the Filipino
Youth is Hooked to Online Gaming , 2008) But to students ,
according to Skoric, Teo, and Neo (2009), those addicted
to gaming consistently performed negatively in the
academic setting, while there was no negative correlation
between time spent playing or engagement and academic
performance. Here in Central Philippine Adventist College
- Academy, It is observed that Senior High School Students
here are often engage in mobile games even during class
hours . Going as far as challenging their fellow teachers
to also play the game with them instead of having their
own classes .
Statement of Problem:

This aims to find out the


effects of online games in
the academic performances
of the Senior High
students and it seeks to
answer the following
questions:
1. What are the positive
effects in a student’s
academic performance after
playing online mobile games?

2. What are the negative


effects in a student’s
academic performance after
playing online mobile games?
3. Do the player of online
mobile games spend more time
in playing rather doing their
assignments?

4. Based on the results of the


study, how can their teacher
use the findings of the result
for the benefit of the
students academic performance
5. Is there an edge to those
senior high students who are
playing online mobile games?
Hypothesis
• That there is negative effects
in the academic performance of
the senior high students

Independent Dependent Sample


Variable Variable
Online Mobile Academic Senior High School
Games Performance Students
Significance of the study
This study is seen to have a value to the
following :
CPAC –A Faculties could use the findings
of this study to expose themselves into a new
way of thinking and a new personal strategy for
them to use to enhance a student’s learning
capacity regarding the effects of Online Mobile
Games .
Future researchers could exercise the
findings of this study to improve or refine
their related research about the effects of
Online Mobile Games because this study will
provide strong informations regarding the topic
mentioned above.
• Senior High school students who
value their education will see
how they can improve or refine
their way of learning to have a
successful academic life during
their senior high school level
.
• Scopes and Limitations
• This study focuses on the effects of
playing online mobile games to a
Central Philippines Adventist College
- Academy senior high school
students’ academic performance and
how it can be used as an advantage to
a teacher’s teaching strategy . The
researchers will conduct a survey
only to CPAC-A’s SHS students players
and non-players as the researchers
will compare the academic
performances of the two with regards
their previous academic performances.
• One thing that limits the accuracy of our
study is the honesty of our respondents to
the survey we’re giving them . Another is our
finances in making a lot of questionnaires to
be distributed among the respondents with
hundreds of respondents and a low number of
researchers in our group a distribution of
needed finances is a challenge for us .
Lastly full group cooperation, A researcher
in this group is frequently absent every
meeting and so cannot do the task assigned
for him/her because he doesn’t even know the
task to begin with and thus resulting for the
remaining researchers in the group carrying
his obligations and squeezing their time and
effort into making this research a success .
CHAPTER 2 : Review of
Related Literature
• Online Mobile Gaming
– Effects
– Reasons
– Prevention
• Academic Performance
– Definition
– Factors that may affect
• In order to adequately accomplish
the research purpose we decided
to investigate the number and
nature of the impacts in that
online games might have an
influence on the undergraduate
students at CPAC-A . To do this
we searched for scientific
journals, reports and doctorate
papers related to the topic of
our study. Related information
that we gathered from the
research conducted the findings
is presented
• Online Gaming: What Causes Addiction among
Adolescent? The aim of the study by Wan and
Chiou (2006) on why adolescents are addicted
to online gaming was to investigate the
psychological problems of addicts among
adolescents in Taiwan and to discover the
motivation, both conscious and unconscious,
of online game addicts. During the research
process they discovered that most of the
adolescents they interviewed stated that
online gaming had become the main focus on
their lives, and that life would become dark
and bleak without these games. From this
point of view we can channel our
investigation to focus on why young people
become addicted to online games (Ibid)
• 10 Further literature reviews in this
area revealed an emotional point of view
that aimed at explaining the reason.
According to Diao (2003), everyone needs
to express their feelings and thoughts.
As such, when a person cannot express
himself or herself adequately he (or
she) may get depressed. Therefore, one
way to release this depression or
pressure would be through playing online
games, which enables gamers to chat and
play with other friends and players on
the internet. Another explanation of why
young people become addicted to the
internet was proposed in that they were
trying to avoid societal pressure.
• According to Diao (2003), some young
people are naturally too shy to talk
to strangers face to face in reality,
but when surfing the Internet or
playing online games, they can be
whoever they want to be. As such,
they can chat with the people they
met online without feeling any of the
regular social pressures that come
with physical meetings. (Ibid)
Addiction: Symptoms and Evaluation
Internet addiction is a relatively
new phenomenon in which social
workers and psychologists are unaware
of and are thus unprepared to treat
at present.
• Mu (2006) points out that some of the
main symptoms of Internet and online
game addictions, including the decrease
in social friend network and face-to-
face interactions with others, become
infrequent while the member of friends
in the virtual world exponentially
increases. Ultimately, the psychokinesis
becomes weaker and weaker over time.
This means that after a long time of
playing online games, the players begin
to realize the dangers of online gaming.
At this point players generally try to
play less as they try to orient
themselves back to the demands of
society. However this is mostly
unsuccessful as it almost always ends up
failing.
• Zhang (2007) and Zhuo (2007), who also
researched on the same topic, reported
different results on the online game
addiction and the finding supported the same
symptoms. With regards to undergraduate
students who were addicted to the Internet or
online games, Zhang indicated that most of
these students had bad grades in their
universities. Moreover, Zhuo (2007) stated
that the physical symptoms of Internet and
online 11 game addictions were cervical
spondylosis, neurasthenia and insomnia.
Cervical spondylosis, a fairly common symptom
of many MMOG players, is essentially a spinal
injury which results from keeping the same
sitting position for hours while playing
games. This situation is more often than not
leads to injuries to the cervical vertebra on
the spinal cord.
• Neurasthenia on the other hand is a neurological
disorder that results from when players engage in
hours and hours of game playing with no virtually
sleep intervals in between. Even though players
may end up playing games for a long time before
going to sleep, their brains still keep running
and experiencing phantom excitement from playing
games even when they are asleep. This causes sleep
sensitivity and disorders which induce addicted
players to wake up several times during the night
and as such this leads them suffering from
insomnia which can cause mental anxiety and
eventually result in nervous breakdowns and
general tiredness. Once the nature of physical and
mental symptoms that manifest in MMOG addicts had
been determined, we perused in various literatures
on this topic to discover the ways through these
addiction could be evaluated.
• One of the useful information sources was
obtained from Young (1999), who conducted a
study aimed at enabling social workers to
better understand, detect and treat Internet
addiction. The research by Young focused on
the complications that precede an Internet
addiction diagnosis. With regards to this
research it is relevant in determining the
criterion through which to evaluate our
interviewees. It would help us to determine
whether the individuals were addicted to
online games or not. To create a more
holistic point of view this thesis also aims
to identify the negative consequences
associated with using the Internet and the
ways to assess and identify the reasons
causing the onset of pathological Internet
use
• To facilitate this, we reviewed existing research
findings from Hall and Parsons (2001), whose work
offers a framework for working with individuals
who have presented some common symptoms associated
with Internet Behavior Dependence (IBD). In their
article, these two authors introduced a working
definition for IBD, an overview of IBD prevalence
12 rates as well as demographic profiles. They
also presented reviews of IBD assessment criteria
and treatment considerations. Furthermore, we drew
some additional inspiration from a different
diagnostic method based on DSM-IV criteria
associated with pathological gaming. Unlike the
latter this definition narrows down the criteria
for identification of online game addicts by
requiring that individuals should meet five of
eight criteria for Internet addiction in order to
be confirmed as an addict.
• Distinguishing and High Engagement in the Context
of Online Game Playing Charlton and Danforth
(2007) considered the distinctions between core
and external standards for behavioral addictions
as they applied in the specific area of Massive
Multiplayer Online Game playing. According to
Brian and Wiemer-Hastings (2005) through DSM-IV,
online gaming addiction has been identified by an
actual diagnosis, in which most researchers rely
on their definition for addiction as the guidance
of this document. On the other hand, Kimberly and
Young (2007) identified and referred to Internet
addiction as a new and often unrecognized clinical
disorder that impacts the ability of a user to
control Internet use to the extent in that it can
cause relational, occupational, health and social
problems. Syracuse University (2007) reported that
being addicted to games may lead to a decreased
sleep, interference with the demands of society
life including socializing and academic work.
• In addition, Bowman (2004) claimed that
Internet addiction should not be mixed with
other definitions of addiction that involve
neurological or biological explanations for
what addiction is. He also said that Internet
addiction should be viewed as “a process
addiction, which is conceptually different
than a substance addiction and should focus
more on mediating and moderating processes
between media use and corresponding effects
like addiction” (Bowman, 2004, p. 114).
Despite the fact that it has yet to be
officially recognized as a disorder according
to Young (2007), many universities and
hospital clinics have set up outpatient
clinics, programs and campus support groups
to help those who are addicted to the
Internet.
• 13 Moreover, one interesting thing in
this thesis is that these facts tell us
that playing a lot is not the same as
being a pathological gamer -- the gaming
must be causing problems for the
individual to be considered as a
pathological condition, which can help
us to diagnose whether the interviewees
are addicted to online games or not.
Iowa State University (2011) has found
further evidence in which video game
addiction exists globally, and is
identified as what the risk factors were
for becoming pathological gamers. In
addition, it provided the percentage of
pathological gamers among the youth in
many countries.
REFERENCES:
• Wan,C.SandChiou,W.B.,2006.WhyAreAdolescentsAddictedtoOnlineGaming?
AnInterviewStudyinTaiwan.Cyberpsychology&Behavior,9(6),pp.762-766.
• Weaver, J. B, Mays,D, Weaver, S.S., Kannenberg, W., Hopkins, G.L., Eroglu, D. and
Bernhardt,J.M.,2009.Health-RiskCorrelatesofVideo-GamePlayingAmongAdults.
AmericanJournalofPreventiveMedicine,l37(4)
• Widyanto,LandMcMurran,M.,2004.Psychometricpropertiesinternetaddictiontest.
CyberPsychologyandBehavior(7)4,pp.443-450
• Young, K.S., 2007. Treatment Outcomes with Internet Addicts. CyberPsychology &
Behavior.10(5),pp.671-679.
• Young, K.S., 2010. Understanding online gaming addiction and treatment issues for adolescents.
The center for internet addiction recovery [e-journal] Available through: Netaddiction.com
• Young, K., January, 1999. Internet addiction: symptoms, evaluation and treatment. In L.
VandeCreek & T. Jackson (Eds.). Innovations in Clinical Practice: A Source Book Vol.17;pp.19-
31.Sarasota,FL:ProfessionalResourcePress.
• 46 Zhang,G.2007.ThestudyofInternetAddictionDisorder onundergraduatestudents. Journal of
Wuhan University of Technology (Social Sciences Edition), 20 (4), pp.499-502
• Zhuo, M.M., 2007. The symptoms and treatment of undergraduate students’ internet
addiction.JournalofChina’sAdultEducation,Vol.17,2007p.39-40
• Academic performance
• -Definition :
• Academic performance is measured by the final grade
earned in the course (Elmore , Young , Harris and Mason
, 2017)
• The academic performance is defined by students’
reporting of past semester CGPA/GPA and their expected
GPA for the current semester. The grade point average or
GPA is now used by most of the tertiary institutions as
a convenient summary measure of the academic
performance of their students. The GPA is a better
measurement because it provides a greater insight into
the relative level of performance of individuals and
different group of students (Masrom ans Usat , 2015)
• term used to describe things that relate to the work
performed in universities. (Chernikov , Zagidullin and
Chibisov , 2019)
• The total score or grade point which is attained by
distance learners. It is measured using a trimester’s
grade point average (GPA) and an academic year’s
cumulative grade point average (CGPA) (Kithinji
and Kanga , 2017)
• Academic achievement of students who meet or
exceed performance standards prescribed by course work (Dixon and
Shen , 2019)
• The academic performance is defined by students’ reporting of past
semester CGPA/GPA and their expected GPA for the current semester. The
grade point average or GPA is now used by most of the tertiary institutions
as a convenient summary measure of the academic performance of their
students. The GPA is a better measurement because it provides a greater
insight into the relative level of performance of individuals and different
group of students. (Masrom and Usat , 2018)
• Used to describe the academic achievement of students in K-12
institutions; however, the author acknowledges that these scores are not
indicative of the abilities or potentials of students of color, as the
traditional standardized assessment methods preferred in K-12 public
schools are culturally biased. Depending on the context, the author
prefers to use the opportunity gaps between students of color and White
students. ( Delano-Oriaran , 2016)
• As used in the contest of this chapter, the expression academic
performance refers to the percentage of marks obtained by the pupils on
each of the five compulsory subjects after two terms of study in standard
• eight class. The overall percentage on five subjects was calculated from
this information. Information forms containing columns to enter total
marks obtained by the students and the maximum marks on each of the
five compulsory subjects were used for the purpose. This information was
provided by the school authorities.(Mutthi and Murungi , 2018)

• Factors that may affect a student’s academic performance
• Here are some of the factors that may affect a student’s academic
achievement:
• The support and availability of the parents, their financial situation and
standard of living.
• The geographical location of the educational institution.
• The percentage of students in a school whose mother tongue is not the
language of instruction
• The diversity of student profiles in the same class
• The grouping together, in certain schools, of students with severe learning
difficulties, or with problems associated with psychosocial integration in
special education classes
• The various practices pertaining to the student
admission requirements. Some educational
institutions admit students indiscriminately,
whereas other select them on the basis of
previous academic achievement or their
results on aptitude tests. (Factors that may
affect students’ academic achievement , 2019)
• Research Paradigm

Online Mobile Academic


Gaming Performance
Effects Definition
Reasons Factors that
Prevention may affect

Demographic Profile
• Number of hours they spent playing
• How often they neglect their studies
• Past Academic Records

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