Chapter I
Problem and It’s Scope
This chapter deals with the background of the study, statement of the
problem, hypothesis, theoretical framework (including conceptual framework and
research paradigm), significant of the study, scope and limitation, as well as the
definition of terms.
INTRODUCTION
Technology continues to evolve. Computers were the greatest things ever
invented by man itself. Computers have become a part of man’s life. Development in
technology brings many things that people don’t have many years back. One of
these things is online gaming that is provided by the internet. Online gaming is one
of widely used relaxation activities by many people. Students who are playing these
online games said that they are playing these games just for fun, without knowing
that what will be the outcome of playing these games that are more than what they
think.
Mobile legend is one of the most popular online mobile games currently being
played. This is a multiplayer online battle arena developed and published by
Shanghai Moonton Technology. The players not only have a new interface to get
used to, but they’re introduced to new heroes as well.
In this era of technology, online gaming has become more popular among
teenager as it can be played anywhere at any time. All range of age are now
possible to be give more attention into playing online games which at the end of the
day they become less care about themselves, their performance at school and also
their social life ( OLIVEROS & SAPIO,2014). Many teachers continuously look after
about online gaming mainly focused how the trend is becoming a cause of
distraction among students in their study where students are designating internet
cafes as hangout places for those students do not have mobile phone. Some others
they played over mobile phone anywhere they are comfortable where hours are
spent playing- be it until late at night, or worse during school hours which makes
students skip classes. Playing online games on a daily basis score lower in every
subject than their non-gaming counterparts (Hayes, 2015).
The researcher recognizes and at the same time emphasized that we must be
aware about what’s happening inside and outside of the school. But based on
observations therefore it motivated the researchers to conduct a research study
about Mobile legend game: Impact on students’ academic performance by selected
PECIT teacher education program students.
Researchers admit that the study of online gaming is too wide and indefinite,
but in this research it will focus more on the Mobile legend game: impact of
student’s academic.
STATEMENT OF THE PROBLEM
The study aims to know the impact of Mobile legend game to the academic
performance by selected PECIT teacher education program students.
The researcher seeks to answer the following questions:
1. What are the impacts of mobile legend game in term of;
1.1 School Performance/ Academic performance
1.2 Physiology
1.3 Personality
2. Is there significant relationship between playing Mobile legend game and
academic performance of the students?
Null HYPOTHESIS
Based on the specific problem stated, the null hypothesis is hereby given:
1. Statement 1 and 2 are hypothesis free.
2. There is no significant relationship between Playing Mobile legend game and
Academic Performance.
THEORITECAL FRAMEWORK
CONCEPTUAL FRAMEWORK
Research Paradigm
This study consists of the following variables in which the research is being
based.
Adult Learning and Situated Cognition
Theory
Independent Variables
Dependent Variables Playing Mobile Legend
Academic Performance School/Academic
performance
( Detrimental )
Physiological
Personality
What to do?
Disallow using of CP
during classes
The diagram shows the interplay of the Dependent variables (Academic
Performance) and the dependent variable (Playing Mobile legend). And it is
assumed that the impact of playing mobile legend games can be measured through
the given independent variables.
SIGNIFICANT OF THE STUDY
The study will help the students have an insight on the impact of Mobile
legend games towards their academic performance.
To the Readers- it will give information about how online gaming affects the
students’ academic performance
To the Parents- it will serve as basis to help share with other parents the information
about certain games or ideas to help each other in parenting. Also it will help them
understand the behavior and study habit of their children when they’re engaged into
such activity.
To the Teacher- it will provide additional knowledge on what strategy to use to
educate students about the well-known impact of online gaming to students
‘academic performance and decision making.
To the Researchers- this study will provide baseline data needed for future
researchers and studies related to this one.
To the Future Researchers–The ideas presented can be use as reference data in
conducting new researches rather in testing the validity of other related findings.
SCOPE AND LIMITATION OF THE STUDY
The study covers PECIT teacher education program selected students. This
study was limited to Mobile Legend Game. The researcher will gather information
about the impact of the selected online games on students’ academic performance.
A survey will be conducted about the evaluation of the respondents regarding
in the study of the impact of these Mobile legend game on students’ academic
performance in PECIT teacher education program students at PECIT Campus,
Capitol, Bonbon Road, Imadejas, Butuan City.
DEFINITION OF TERMS
Academic/School Performance- is measured by taking written and oral tests,
performing presentation, turning in homework and participating in class activities and
discussions. Teachers evaluate in the form of letter or number grades and side
notes, to describe how well a student has done.
Online Game - is any game that is played online, based online, or has a majority of
its content/gameplay online.
Gamer – is a person who plays a game or games, typically a participant in a
computer or role-playing game.
Impact – is the outcome or result of one situation directly.