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This study investigates the impact of mobile game addiction on the academic performance of junior and senior high school students at God's Grace Christian Academy. It aims to raise awareness among school administrators, teachers, parents, and students about the negative effects of mobile gaming addiction on academic responsibilities and performance. The research highlights the need for proactive measures to address gaming addiction and promote a balance between leisure and academic commitments.

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0% found this document useful (0 votes)
5 views24 pages

Group-1 (1)

This study investigates the impact of mobile game addiction on the academic performance of junior and senior high school students at God's Grace Christian Academy. It aims to raise awareness among school administrators, teachers, parents, and students about the negative effects of mobile gaming addiction on academic responsibilities and performance. The research highlights the need for proactive measures to address gaming addiction and promote a balance between leisure and academic commitments.

Uploaded by

rafaeljaydavid7
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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THE EFFECT OF MOBILE GAME ADDICTION ON THE ACADEMIC

PERFORMANCE AMONG JUNIOR AND SENIOR HIGH SCHOOL STUDENT OF


GOD’S GRACE CHRISTIAN ACADEMY OF STO. DOMINGO II, CAPAS, TARLAC

INTRODUCTION
Mobile games are those made specifically for portable electronic devices, like PDA’s,

tablet PC’s, smartphones, feature phones, pocket PCs, and portable media players. From simple

games like Snake on older Nokia phones to complex 3D and augmented reality games, mobile

games come in a variety of styles. Overtaking both console and PC gaming, mobile gaming has

become the most popular kind of gaming worldwide. Because almost everyone owns a

smartphone that can play games, accessibility is one of the factors contributing to the popularity

of mobile gaming. In addition to the widespread use of cellphones, mobile games have made

everyone a gamer, whether they want to admit it or not. We now see gamers everywhere we go,

dispelling the antiquated stereotype of gamers as young guys who spend their nights playing

console games in their parents basement till the wee hours of the morning. Whether it's a woman

in line, a man playing a word game while waiting for his plane to take off, or a youngster playing

match three at a table wherever they go, smartphone gamers are playing games for coffee and

racing cars. Since the iPhone's 2007 release, not only has mobile gaming risen to the top of the

gaming genre, but it has also given rise to a number of immensely popular games and, in certain

cases, major cultural phenomenon unrelated to gaming, such as the Angry Birds films ( Rouse,

2012).

Mobile games are the games that played by their phone like Mobile legend, League of

Legend, Clash of Clans, now a day mobile game is increasing because some people they earn

money.
The oldest recorded game on a mobile phone was a Tetris variant on the Hagenuk MT-2000

device from 1994. Mobile gaming has certainly come a long way from simple Snake games on

previous basic Nokia devices to more intriguing 3D and virtual reality games. Mobile game

downloads are available through app shops and mobile operator portals. Additionally, it's

common to find that when a portable device is purchased, the cell operator or the OEM preloads

it with games. Because smartphones and mobile devices have constrained system resources, it is

critical to realize that consumers cannot enjoy the same level of gaming immersion as they could

on specialized PCs or gaming consoles. As of 2011, the only smartphone with a dedicated

gaming controller was the Sony Ericsson Xperia PLAY. The keypad or touch screen displays on

the majority of mobile devices serve as both a game controller and a user input device. Fast

CPUs with huge random access memory (RAM), specialized graphics processing units (GPU),

and high-resolution display panels are necessary for advanced mobile gaming. Open GL ES is a

cross-platform, royalty-free application programming device that is extensively utilized by most

developers to create games with 2D or 3D visual (Yamini, 2022).

The first Mobile gaming is Tetris but due increasing of technology they invented the

mobile gaming they use now a days.

The continuous and destructive pattern of playing mobile games that leads to

uncontrollably high spending, declining physical health, and the disintegration of relationships

with others is known as mobile gaming addiction. The majority of the current study on the

subject of mobile gaming addiction focuses on the personality characteristics that increase a
person's risk of addiction as well as the reasons for playing mobile games. Nevertheless, little is

known about the specific processes by which the qualities, features, and content of mobile games

lead to addiction. In an effort to close this knowledge gap, our research shows that the traits,

features, and content of a mobile game combine three fundamental mechanisms gambling,

socialization, and socialization to create an addictive experience. Furthermore, these mechanisms

which are each made up of particular traits, features, and game content may have an impact on

players' psychological states and lead to a dependence on mobile gaming ( Park, 2020).

The mobile gaming addiction is started when you play uncontrollably because some of

mobile game have beautiful content that the student lead to addicted.
STATEMENT OF THE PROBLEM

This study aims to know the effect of mobile game addiction on the academic

performance among the Junior and Senior High School Student of God’s Grace Christian

Academy. This study may help the school administrator, teacher, students, parents, and future

researcher to know what can cause of spending more time in mobile game for their academic

performances.

1. Example of Mobile Games that student use?

a. Mobile Legends

b. 1.2 Call of Duty

c. 1.3 Clash of Clans

d. 1.4 Leage of Legend

2. What benefits do students see from playing mobile game?

3. How mobile game addiction impact the students ability to learn?


SIGNIFICANCE OF THE STUDY

The significance of the study is offering valuable implications for School Administrator,

Students, Teachers, Parents, and Future Researchers at God's Grace Christian Academy.

To The School Administrator

By this study the school administrator can help the students to gain more knowledge

about the effect mobile game addiction to their academic performance so that the student will

understand that mobile gaming can effect their academic performance. In this study the school

administrator together with the teachers and parents will be collaborate to give information about

the effect of mobile game on the students.

To the Teachers

The teacher will be the beneficiary to this study because they are the educators in school

so they can educate students about the effect of mobile gaming addiction. With this study the

teacher will learn a lot about the mobile gaming addiction on the students.

To the Parents

For the parents this study will help them to know the possible effect of mobile gaming

addiction on their academic performance so that the parents will monitor their children time to

time so that their children will pay more attention in academic then playing mobile games.

To the Student

For the students who addicted to mobile games they will learn about the possible negative

effects of mobile game addiction on their academic performance. With this information, they
may make more educated choices about how much time they spend on screens, encouraging a

better balance between leisure time and academic obligations.

To the Future Researcher

The researcher believe that this study will help the future researcher to understand, if

their topic or title is similar to this study. By this study the future researcher will learn the

possible effect and solution to their topic because this topic can be related to the technology,

academic performance, and mobile game addiction.

THE SCOPE AND LIMITATION OF THE STUDY

The scope of this study is only focus on the effect of mobile gaming addiction on

academic performance among the students of God’s Grace Christian Academy of Sto. Domingo

II, Capas, Tarlac. This limitation of this study is for the student who play mobile games only.
CONCEPTUAL FRAMEWORK

This study aims to know the effect of video games addiction on the academic

performance of the Junior and Senior high school students. It outlines the step that will take of

the researcher to know and determine what researcher will do.

Independent variable Dependent variable

Mobile Gaming
Addiction
- Mobile Legend How mobile game
- Call of Duty addiction impact the
- Clash of Clans student ability to learn?
- League of Legend

The effect of mobile game addiction on


the academic performance among Junior
and Senior high school students
Figure 1. Schematic Diagram of the Conceptual Framework.

This study is anchored on the mobile gaming addiction of the student, in order to

ascertain how this theory might be fixing the problem, for the effect of mobile gaming addiction

on the academic performance among junior and senior high school students of God’s Grace

Christian Academy of Sto. Domingo II Capas, Tarlac Inc. through this study they will understand

the procedure to aids the problem, this study help them to comprises the developing opinion of

other to gain knowledge that the mobile gaming addiction is not good to our health and

academic.

Through this diagram it will explain well about the effect of mobile gaming addiction on

the academic performance among the junior and senior high school students. The mobile game

that they would using are Mobile legends, Call of Duty, Clash of Clans, and League of Legend

because the graphic design of those game a lot of people are experiencing the addiction to the

mobile game.

Figure 2. Schematic Diagram of the Conceptual Framework.

An addiction to mobile games can hinder students learning in a number of ways. When

students develop a mobile gaming addiction, they frequently play these games for extended

periods of time, which can cause them to overlook their academic obligations, such as studying

and finishing homework. This may lead to subpar academic achievement as they are not

investing sufficient time and energy in their education.

This diagram will explaine that the addiction to mobile games can negatively impact

student academic performance, focus, sleep habits, social interactions, and emotional health, all
of which can hinder their capacity to study. To preserve a positive and productive academic life,

students must find a balance between their gaming addiction and their academic obligations.

Figure 3. Schematic Diagram of the Conceptual Framework.

In this diagram the students in junior and senior high school may experience negative

consequences on their academic performance as a result of mobile gaming addiction. It is critical

that parents, teachers, and students themselves understand the warning signs of addiction and

take proactive measures to address it. Some of these proactive measures include limiting screen

time, promoting healthier pastimes and interests, and obtaining support from addiction specialists

or counselors. Early intervention for mobile game addiction and the promotion of healthy

lifestyle choices can help pupils enhance both their academic performance and general well-

being.
DEFINITION OF TERMS

Console Games – (Conceptual Definition) is a kind of video game where the player manipulates
visuals and sounds produced by a video game console that are shown on a television or other
audio-visual device.
- (Operational Definition) The console game is played in the TV with remote control it
also can played by 2 or 3 player.
2D - (Conceptual Definition) as a two-dimensional shape or flat figure with length and width.
Shapes that are two dimensional, or 2D, lack thickness. Two-dimensional figures can be
categorized according to their dimensions.
- (Operational Definition) The 2D can refer to drawings, paintings, or graphics
that are created on such flat surfaces, lacking the illusion of depth that 3D
objects possess.

3D - (Conceptual Definition) Refers to the width, height, and depth—the three spatial
dimensions. Everything that can be viewed in the physical world has three dimensions.
- (Operational Definition) The 3D refers to the spatial dimensions of length,
width, and height, constituting a physical or virtual space where objects
exist and can be perceived from various angles.

Phenomenon - (Conceptual Definition) Unusual or noteworthy occurrence or fact. multiple


phenomena: an extraordinary, peculiar, or aberrant individual, object, or event.
- (Operational Definition) Phenomenon It can also be used to describe something
extraordinary, peculiar, or aberrant, whether it be an individual, object, or event.
When discussing multiple instances of such occurrences, you might refer to them as
phenomena
Portable Media Players – (Conceptual Definition) A mobile electronics device for consumers that
can store and play digital material, including music, photos, and video files.

- (Operational Definition) Portable Media Players are handheld electronic devices that
allow consumers to store and play digital content like music, photos, and videos on
the go.
Random Access Memory (RAM) – (Conceptual Definition) is an acronym for random-access
memory that is frequently used in computers. It is sometimes referred to as memory or PC memory.
RAM is essentially the short-term memory of your laptop or computer. Your computer processor needs
this location of the data in order to run apps and open files.
- (Operational Definition) Random Access Memory (RAM) is a type of computer
memory that serves as the short-term memory for your device. It's used by the
processor to store and access data needed to run applications and open files quickly.
Stereotype – (Conceptual Definition) a widespread, unjustified, and false perception that everything
or everyone with a certain trait is thus.

- (Operational Definition) A stereotype is a widely held, unjustified, and false


perception that assumes all individuals or things with a particular trait share the same
characteristics or behavior.
Sony Ericsson Xperia PLAY – (Conceptual Definition) is a smartphone made by Sony Ericsson
that resembles a handheld game console.

- (Operational Definition) This is using to play games for teens and adults.
Socialization – (Conceptual Definition) Is the process through which a person adjusts their
standards, abilities, motivations, attitudes, and behaviors to fit the norms that are seen to be desirable
and suitable for their current and future roles in a given society.

- (Operational Definition) Is the process by which individuals adapt their standards,


abilities, motivations, attitudes, and behaviors to align with the norms considered
desirable and appropriate for their current and future roles within a specific society.
Tetris – (Conceptual Definition) Is Pajitnov's favorite sport and "tetra" is the Greek word for "four,"
he named this game "Tetris."

- (Operational Definition) In Tetris, players must arrange different-shaped pieces that


"fall" from the top of the screen in a way that makes them fit together neatly at the
bottom.
CHAPTER 2
LOCAL
According to Fabito (2018), addiction to mobile gaming is a developing issue that raises

the danger of both physical and mental health issues for users. The term "Internet Gaming

Disorder (IGD)" includes video game addiction, which is frequently linked to gambling

addiction. IGD has generally been connected to worse academic achievement among pupils in

school settings. However, a 2016 study by Samaha and Hawi found no connection between

academic achievement and the likelihood of smartphone addiction. This indicates a difference in

the academic performance outcomes between mobile phone addiction and IGD.

According to this article the mobile gaming can cause damage to the health and physical

for every users, there is a disease called Internet Gaming Disorder (IGD) that may the student

have but according to Samaha and Hawi there is no relationship between Mobile phone addiction

and the academic performance of the student.

The increasing prevalence of mobile gaming highlights the need to research both more

problematic ritualized use and corresponding audience uses for gaming. This study investigates

how people utilize mobile games as a stress reliever and reality escape using the Uses and

Gratifications (U&G) theory (Rubin, 2009). We create and evaluate an integrated model to

investigate the effects of materialism and social support on Internet addiction. The model is built

on earlier research (Wu, 2013) and incorporates additional motivations for mobile gaming. The

reasons behind the adaptation of an online gaming tool already in existence (Demetrovics et al.,

2011) for mobile gaming are also investigated (Haberlin, 2022).


This article explained that the cause of mobile game addiction of the student is the stress

and depression. They use to playing mobile gaming because they think that this can help tehm to

motivate.

The growing amount of pupils that are addicted it is concerning that people play internet

mobile games (OMG). Therefore, this research was conducted to tackle the issue. This study

evaluated OMG's gaming profile and its connection to academic performance of Eastern Visayas

State University Tanauan Campus (EVSUTC) engineering students. The study specifically

looked into the relationship between students' hours spent playing OMG at home and at school,

how frequently they played OMG, why they played OMG, and perspectives on playing OMG

with academic achievement by using correlation analysis using Pearson r and eta. The amount of

time students spend playing OMG at home and the kinds of games they play in class have a big

impact on their academic achievement. Therefore, one way to solve the issue is to restrict how

much time students spend on the internet (Delos Santos, 2020).

This study suggest that restrict the time that the student will use for able to avoid

addiction on the students and it cannot effect their academic performance.

Recent years have seen a fast improvement in technology, which offers both benefits and

drawbacks, profoundly affecting a range of facets of people's lives. One noteworthy evolution

This evolution has led to the rise of online gaming over the internet, which has become very

popular and addictive among people, especially teens. Internet games are video games that are

playable and accessible via other computer networks via the internet. This contemporary a game

platform that works with PCs, smartphones, and other mobile devices provides a virtual

environment for interactive video games. But issues have been brought up about how common

gaming is. addiction, especially in young people nowadays. Many games that may be played
online, Counter-Strike, Call of Duty, Clash of Clans, and others Mobile Legends, Mine Craft,

and League of Legends have all become incredibly popular. Particularly, Mobile Legends has

grown quite addicting, particularly among DEBESMSCAT- Cawayan Campus students. Since

this game first became famous, a lot of students have given in to its charms and it has quickly

expanded all around the nation. Sadly, because of students disregard for their health, this

addiction has had detrimental implications. appropriate sleeping and eating patterns.

Furthermore, playing games online excessively often causes distraction since pupils get

completely absorbed in the game, which encourages bad habits such as stealing, gambling,

threats, and even thoughts of suicide. As a result, the academic achievement of pupils has been

greatly affected by this internet (Ricky, 2023).

Based on this article the technology is rapidly increasing but the technology has both

advantage and disadvantage that can cause to their health one of the Mobile Game that the

student use in Cawayan Campus Students is the mobile legend due to the popularity and the

graphics of this game the student are invested a lot of their time to play than to do their school

work.

According to (Agraviador, 2023) the swift proliferation of mobile technology in the past

several years has profoundly changed numerous aspects of our existence. Including learning.

People of all ages have been playing mobile games much more frequently, but especially those

teens and young adults due to the widespread availability of smartphones and tablets. Although

engaging and interactive, mobile gaming has sparked concerns about potential impacts on

academic performance, particularly among students in secondary education. Recognizing the

potential consequences of the rise in mobile gaming on these children's. Research on academic

success becomes critical as they strike a careful balance between their obligations related to
education and leisure activities. One of the things influencing pupils' academic performance is

mobile gaming. Additionally, games help students' cognitive abilities grow, which will aid them

in problem-solving intricate or not. Student performance is negatively impacted by mobile

gaming. Human progress and development in the current globalized, market-driven world are

greatly impacted by the power of data and technology. The information explosion is the center of

the technologically advanced world, and technologies at hand. According to Dr. Digumarti

Bhaskara Rao, "The rise of the 'Learning Society' amongst advanced technological economies,

which also coincide with people's constant upgrading and renewal of their knowledge, creates

fresh anticipations. Developing nations now recognize the importance of having the newest skills

and the necessity for them technologies of the coming age.

Based on this article mobile gaming addiction of the student on academic performance

has lacking them on the academic success but the student may learn and grow because of the

games they learn on how to solve problem and because on mobile game the student may advance

on technology. According Dr. Digumarti having a new skills for technologies are importance for

the coming age.

According (Canarias, 2019) one of the things influencing pupils' academic performance

is mobile gaming. Additionally, playing mobile games helps students develop their cognitive

abilities, which will aid them in solving difficulties regardless of how complicated they are.

Student performance is negatively impacted by mobile gaming. In spite of this, it has been

demonstrated that mobile games can boost student engagement. This can be accomplished by

including this exercise into the classroom's educational process. Teachers can reward their

students with smartphone gaming. In addition, a number of mobile games improve pupils'

language and arithmetic comprehension. Additionally, as game apps are technologically built to
test a person's analytical and critical thinking abilities, playing mobile games might help develop

cognitive capacity.

According to this study the mobile game has negative impact on the academic

performance of the student but the student may boost their engagement and can improve their

language, arithmetic comprehension, and critical thinking abilities.

FOREIGN

According to (Feng, 2022) students who become addicted to mobile games will invest

more time and energy into improving their "rankings" and "levels," and some might even play

games while they sleep. As such, it is hard to ensure that they will get their usual amount of sleep

and study time. As stated by According to study by the World Health Organization, teenagers

who use their phones more frequently at night sleep less hours overall. Young people who play

mobile games are more inclined to stay up late, which exacerbates the issue of sleep deprivation

(World Health Organization, 2019). While some video game players are able to control their play

time and receive adequate sleep, they frequently find it challenging to focus on their studies

because their minds are still engrossed in the story and content of the game from last night.

Additionally, it is challenging to excite students in the classroom due to the boring material of

the textbooks in contrast to the captivating and interesting mobile apps.As a result, a lot of

teenage game addicts have to rush through class in order to pay attention. through the

assignments they have to complete after school, which negatively impacts their academic

achievement. The detrimental impact of playing mobile games excessively has been verified by
Li's (2019) survey, wherein over 14.4% of participants thought that their involvement in mobile

games made it difficult for them to focus on lessons and homework, 46.9% said that playing

mobile games could occasionally divert their attention from their studies and homework, and

31.3% said that playing mobile games had a negative impact on their academic performance.

According to this study the student who addicted to mobile game it effect their sleeping

time. The student they spent time more than an hour because of they want to rank up on their

games.

Researchers are interested in addictive behavior because it is a novel kind of mobile game

and may have detrimental effects on various psychological issues. In this study, we examined the

connection between Taiwanese undergraduates' academic achievement, mobile game addiction

(MGA), and mobile self-efficacy. By estimating the structural equation modeling, an academic

model based on the hypotheses and a sample of 739 college students has been proposed. This

finding reveals that college students represent a high-risk population for the MGA. We

discovered that there was a favorable correlation between mobile self-efficacy and academic

achievement, but a negative correlation between MGA and the latter two. When age, place of

residence, and amount of time spent playing mobile games were analyzed further in the

trajectories from MGA to these psychological health outcomes, the findings showed a substantial

correlation with MGA. We also discussed the restrictions and advised the authorities to take this

into consideration right away. We also suggested that college students engage in other healthy

types of enjoyment instead of playing mobile games in order to meet their academic objectives

(Chu, 2023).

This article state that the addiction to mobile game can effect their physical health and

psychological behavior of the users.


Technology has greatly altered people's behavior and has become an indispensable aspect

of human life. The smartphone is one of the most widely used pieces of technology, and modern

teens with it go hand in hand. With the advancement of technology, a lot of teenagers now play

games on their smartphones. Teens play these games as a hobby, a way to unwind, as an

adventure, and as a way to gamble, among other things. It usually begins as a hobby, but

occasionally it turns into an addiction. The current study looked at how teenage mobile game

addiction affects Sri Lankans. The primary goals were to determine the effects of mobile game

addiction on the subjects' self-identity, aggression, academic achievement, physical and mental

health, and family connections. The qualitative research method was followed in the

performance of the investigation. Semi-structured interviews with six adolescent participants

were conducted, and theme analysis was used to examine the data. The findings indicate that

depending on how much a person plays mobile games, different factors contribute to their

addiction. According to the participants, playing video games on a mobile device has made them

more aggressive and is a big hindrance to their academic and physical health. The findings

indicate that it has no discernible impact on mental health or self-identity. It has no impact on the

dynamics within the family. While the majority of participants intended to give up gaming, some

said there was nothing wrong with playing mobile games. To understand why individuals are

addicted to games and how to help them break free from their mobile game addiction, more

research is required (Karunanayake, 2020).

This article said that the playing games are begins as hobby of the student but later on the

hobby turns into addiction og the student on playing games that effect their academic

performance and health.


According to Rani, (2023) extended periods of time spent playing mobile games can have

a detrimental effect on users, resulting in symptoms such as decreased self-worth, poor personal

cleanliness, sleep disturbances, decreased social engagement, and less genuine discussions, to

mention a few. Playing video games helps people escape from reality by helping them forget

about real-life issues. Concerns have also been raised about gamers abandoning genuine

connections in favor of fictitious ones they form online. Overgaming has led to job loss and a

complete disinterest in obligations in real life. Another effect of addiction to gaming is social

distancing from loved ones. Another one of the numerous children of Addiction to mobile game

can cause people to become trapped by depression in circumstances where they are unable to

accomplish the game's objectives. For many gamers, stressful situations might also include

losing a game life or their powers to other players. Those that play video games continuously are

frequently perceived as bewildered. The distinction between the real world and the virtual world

eventually becomes hazy, whereby they begin acting out the game in real life.

According to this study the student who addicted to mobile game they do not mind their

body like, cleanliness, self-worth, and sleep disturbance because of this effect they cannot focus

on their study.

According to (Zhang, 2023) modern living is made more convenient by mobile phones,

but they also raise the risk of addiction. This poll was designed to look into the relationship

between college students academic success and their ability to focus, feel happy, sleep well,

think, and value themselves. Methods: 402 college students provided preliminary data. Twelve

measures, including the mobile phone addiction index (MPAI), were completed by the

participants. The association between MPA and other parameters was examined using multiple

linear regression analysis and the Pearson correlation test. MPA's effect on self-control and
academic performance was examined using the mediating effect approach. Findings: The MPA

had a negative correlation with attentional control and mindfulness and a positive correlation

with self-control, negative emotion, sleep quality, ability attribution, background attribution, luck

attribution, mastery avoidance goal, performance approach goal, and performance avoidance

goal. In the meantime, MPA can be positively predicted by self-control, negative mood, and

mastery avoidance aim. Academic performance is strongly connected with self-control, but not

with MPA. There is no relationship between academic success and self-control that is mediated

by MPA. Conclusions: In order to caution college students who are dependent on their phones

not to squander time and to develop self-control, our study indicated that MPA has some

influence over modern college students.

According to this study buy the self-control the using mobile game can be cause

positively on their life and academic performance.

Finding the overall efficacy of mobile-based interventions on tertiary education students

learning performance was the aim of this study. Additionally, the study aimed to identify shared

characteristics among qualifying research that could have supported academic success. In a

meta-analysis that examined 12 experimental and quasi-experimental research, the effects of

ubiquitous learning interventions on academic results over a 12-year period (2010–2021) were

examined. The overall standardised mean difference, which is a modest effect size, was found to

be.52 [.37 to.67] in favor of the mobile learning environment using a random-effects model.

Remarkable multimedia design, varied material, the chance for pertinent contact with teachers

and peers, as well as the adaptability and accessibility of learning activities because of mobile

devices, were common achievement enhancers identified by experimenters and participants.

These results point to the possibility that therapies supported by mobile devices could improve
student learning outcomes. This study advances the investigation into the efficiency and

practicality of mobile technology in higher education by providing a partial summary of the body

of existing material (Bazhenova, 2022).

This study explained that the mobile game and devices are helpful to the student learning

outcomes.

CHAPTER 3
RESEARCH DESIGN
The research design was based in Quantitative research design. The Quantitative research

is a research method to gather numerical data and you will use form of statistic, graphics, charts,

and numbers to find a solution this research. A key factor in determining bias in research is the

manner in which a researcher plans, organizes, and conducts their study. These factors can

influence the study's conclusions. As a result, it's critical that nurses who are reviewing and

evaluating research papers comprehend the fundamentals of research design and are able to spot

any shortcomings in the study's layout that can compromise the validity of the results as they are

stated (Fisher 2019).

The researcher used descriptive method. this is describe systematically the characteristics

of respondent and the data gather information that the researcher use to find a solution and

recommendation. Although qualitative research can sometimes be used for descriptive purposes,

descriptive research is typically classified as a kind of quantitative study. To guarantee that the

findings are accurate and trustworthy, the research design needs to be properly created

(McCombes, 2019). In our title the effect of video game addiction on the academic performance

among junior and senior high school of God’s Grace Christian Academy, the researcher will
describe the effect of video game addiction on academic performance of the student in God’s

Grace Christian Academy.

RESEARCH LOCALE
The locale of this study was at God’s Grace Christian Academy. This school was located

at Sto. Domingo II, Capas, Tarlac.

RESPONDENT OF THE STUDY

The respondent of this study are the junior and senior high school students who played

Mobile Legend, Roblox, Call of Duty, and League of Legend at God’s Grace Christian Academy.

The respondent of this study was chosen because they are playing mobile games that are

mentioned. The researchers believed that the respondents are helpful to find the solution and they

believed that because of the respondent their research will be easy.

Table 1. The total number of respondent from junior and senior high school respondent

Mobile Games Junior high school Senior high school

Mobile legend 12 8

Call of Duty 12 8

Roblox 18 3

League of Legend 2 1

Total: 44 20

DATA GATHERING INSTRUMENT


The researcher prepare a survey questionnaire to measures the effect of mobile game

addiction on academic performance among the student of God’s Grace Christian Academy. The

design of survey questionnaire is likert scale it composes mean, median, and mode to measure

the result on the survey questionnaire, the student where asked to check if they are Agree,

Disagree, Totally Agreed, and Totally Disagree to know their point of view about the addiction of

mobile game that effect their academic performance.

DATA GATHERING PROCEDURE

The researchers have schedule time to draft a survey questionnaire or viewpoint that will

aid in their research it uses the likert scale. It a descriptive research design to identify what, who,

and where what learners are also concerned about student’s addiction on mobile game who will

participate in this research and assist the researcher and where researcher will gather respondents

who had an impact on their study as a result of mobile game addiction.

Asking Permission to the School Administrator if the researcher can survey in


the school.

Asking permission to the teacher if the researcher can survey their students.

The researcher will start to survey the students.


Date Gathering Procedure will use Survey Questionnaire

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