QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
EFFECTS OF MOBILE GAMING TO THE ACADEMIC
PERFORMANCE OF SENIOR HIGH STUDENTS
IN QUIRINO HIGH SCHOOL
A Research Paper
Presented to
Mutya V. Jimenez
QUIRINO HIGH SCHOOL
In Partial Fulfillment of
the Requirements for the Subject
Research in Daily Life 2
By:
Barlam, Kenneth
Baron, Jonathan B.
Basco, Miguel Andrei M.
Domondon, Paul Christian S.
Go, Julius Adrian V.
Habaybay, Tresha M.
Ibañez, Faith Anne E.
Lemonsito, Nicole T.
Macagga, Renzil F.
Seguin, Mark Angelo C.
Tapac, Lemuel Maverick V.
Traquiña, Renz E.
January 2023
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
CHAPTER I
INTRODUCTION
The development of smartphone technology and its
applications has permanently altered every facet of existence.
Smartphones are among the most popular technologies among
students and are often regarded as crucial components of human
life. Prior literature strongly suggests that students use smartphones
excessively (Abassi et al., 2021). Due to the technologically
advanced world we live in today, many people, especially students
are obsessed with mobile games. Online gaming is well-liked
because modern cellphones are affordable and useful for many
things, including playing games. The goal of this study is to
ascertain how mobile gaming affects Senior High Students'
academic performance at Quirino High School.
Mobile phones have become the most popular portable device,
especially among adult university students, and they can be used to
track academic performance (Felisoni & Godoi, 2018).
Students may be influenced by mobile games to go to
unhealthful locations. By staying in their rooms and playing games
on their phones, students might be missing out on opportunities
that would be better for their development. In several games,
students can don costumes like those of animals, zombies,
princesses, or ninjas, but students shouldn't train to be ninjas.
Mobile games must only be connected to what students are
1
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
currently studying, according to teachers and parents. If a game is
suitable for math but not for social studies, it is a warning sign that
it should not be used in the classroom. Several different types of
games are easy to teach in a classroom setting. As new games are
released, teachers find it easier to educate their students about
them. For instance, setting up games like Bejeweled, Candy Crush,
and Minecraft is not very time-consuming. Even better, students can
design and build their own buildings and structures, which is an
excellent addition to a math lesson. This still in fact changes the
view of the Filipino people towards gaming. Violent video games are
demonized by the media, which should be supporting the sector.
Parents who believe that violent video games have an impact on
their children's behavior often blame the games as a convenient way
to avoid taking responsibility for their child's upbringing in a
dysfunctional environment. Numerous US studies have found that
violent video games reduce actual aggression and violence.
(Dimagiba, 2022).
We are all aware of how addictive playing mobile games can
be, especially given how convenient they are to access. But it might
affect how well we do in school because we might stop paying
attention to our professors and start playing instead. Due to the
enjoyment, they derive from playing mobile games, students
frequently engage in gaming. It ought to be restricted because it
might have negative effects. To prevent their play from becoming
2
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
addictive, parents should allot enough time for it. Students need
additional activities, such as homework, outdoor play, and reading.
This study will investigate how senior high school students'
academic performance is impacted by their use of mobile gaming.
Should it only be used to get students interested in learning, or
should there be new approaches offered that encourage student
learning through play?
REVIEW OF RELATED LITERATURES AND STUDIES’
This section will reveal the studies or literature that are
relevant to our study of the grade differences between students who
play online games and those who do not. The researchers looked
up and read studies and literature pertinent to our research. For our
research, it offers arguments and suggestions.
List of themes in Review of Related Literatures
- Effects Of Online Games in Student’s Academic Performance
- Gamification for Student’s Engagement
- Psychological Impact of Playing and Not Playing Online Games
- Mobile Gaming Addiction
List of themes in Review of Related Studies’
- Impact of Smartphone Addiction
3
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
A) Review of Related Literature
1.1 Foreign Literature
Effects Of Online Games in Student’s Academic
Performance
Is gaming bad for students? Gaming or playing online games
has both benefits and downsides for students' academic
performance. One of its downsides is lack of focus in academic
activities, students lose focus because they more likely think about
the game/s they played. They lose interest and motivation in school
and sometimes skip school to play online games. They spend too
much time in online games and suffer from gaming disorder or
addiction (Intenta, 2021).
Gaming or playing online games also has its benefits like
problem solving skills, better decision making, enchanted creativity,
memory enhancement, greater multi-tasking ability and improved
problem-solving skills and logic. In their study, they measured the
difference in academic performance between students who did not
play and who played online games. They found that gaming has its
benefits because they adopted a “work hard play hard” approach
and rewarded themselves with gaming time for studying (Addair,
2022).
4
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
Students who play video games for longer hours on weekends
tend to obtain higher reading scores than those who don’t play
online games. And his study indicates that internet use is not
harmful if used correctly (Earp, 2021).
Gamification for Student’s Engagement
Students will benefit from gamification because it will increase
their knowledge and help them study more. They will also find many
studies here that are relevant to what they want to learn (Linehan
et al. 2011 as mentioned in Rivera and Garden, 2021). The
gamification method is supposed to encourage pupils to study more
diligently. It was decided that students should be gamified because
the majority of students play online games (Anat Sci Educ. 2008 as
mentioned in BMC Med Educ. 2019).
Students will learn more effectively and easily thanks to
gamification because it is based on games, and they will pay more
attention to it because playing is fun, especially when it involves
learning. The gamification approach will increase student interest
since it will expose them to new gameplay mechanics that are
relevant to their academic subjects (Rivera and Garden, 2021).
5
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
Psychological Impact of Playing and Not Playing Online
Games
Many people are suffering from the effects of the rise in
Internet gaming disorder cases. Students' addiction to online
gaming may have a negative impact on their thinking, which could
be dangerous if the students become violent. Very few kids pay
attention to anything other than playing online games; they can be
doing their homework or other schoolwork. They are not impacted
in their thoughts as a result. Because when a youngster becomes
hooked to it, their thinking alters and broadens to the point where
they can consider doing something bad and still do it. (Rumpf et al.
2018).
1.2 Local Literature
Mobile Gaming Addiction
Addiction to mobile gaming is a growing problem that puts
users at risk for mental and physical health issues. Addiction to video
games is a part of the Internet Gaming Disorder (IGD) and is
frequently linked to gambling addiction. In general, students'
academic performance in educational institutions has been linked to
IGD. However, a study found that academic performance does not
correlate with smartphone addiction risk. This indicates that IGD
and mobile phone addiction have different effects on academic
6
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
performance. On the other hand, cyberbullying is also a moral issue
that has impacted a number of young people and adults. Both
traditional bullying and cyberbullying have a potential and
significant impact on students' academic performance (Fabito,
2018).
There is a lack of concentration on computer game
dependence in the Philippines, making its suggestions not surely
known. There are reports of the effect of computer game
enslavement on the scholastic execution of the gamers, yet no
review has been found of partner computer game fixation and
misery in the Philippine setting (Vericio R & Lumbay, 2018).
B) Review of Related Studies
2.1 Foreign Studies
Impact of Smartphone Addiction
Smartphone addiction, like any other addiction, seems to have
a devastating effect on users' physical, mental, and financial well-
being. Furthermore, students' excessive usage of smartphones may
have a bad influence on their academic achievements and learning
activities, particularly for institutions where there is more
independence to manage how and when to use a smartphone.
Research also established that students’ constant checking and
excessive usage not only has bad impacts on their academic
7
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
performances, it also has adverse effects on their health. e.g. wrist
pain and blurred vision, low self-esteem, anxiety, insomnia, and
poor eyesight (Abassi, 2021).
Screen-based activities like surfing the internet, using a
computer, using a mobile phone, watching television, and playing
video games are all examples of screen media use. Children and
adolescents spend an average of 1.8 to 2.8 hours per day watching
television, 40 minutes per day playing video games, and 34 minutes
per day using computers. (Adolesc, 2006 as mentioned in JAMA
Pediatr, 2019). Generally speaking, 28% of youngsters and
teenagers are taken part in these screen-based exercises over 4
hours of the day, with higher pervasiveness among young men than
young ladies (30% versus 25%).3 Alongside screen media's benefits
of admittance to a wide assortment of assets and quick
correspondence, utilization of screen media has been related with
unfriendly physical, mental, and social wellbeing outcomes (Environ
Res., 2018).
In a study, researchers examined the test results of more than
190,000 teens, and found evidence of a small, negative effect. But
it was only for one subject area reading and only among students
who reported playing multiplayer video games “almost every day.”
When compared with teens who never played video games, these
avid players tended to have lower reading scores. There was no
8
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
effect observed for kids who played single-player games
(Drummond and Sauer 2014 as mentioned in Dewar, 2018).
2.2 Local Studies
In the Philippines, online gaming is an emerging industry. The
nation positions 29th in game incomes across the globe. In 2017,
there were more than 29.9 million gamers kept in the country. A
large portion of the gamers were 21-35 years old, trailed by the
youths 10-20 years old (Cent Asian J Glob Health, 2020).
The current study's objective is to determine whether it can
negatively impact students' academic performance. A quantitative
method was used in this study to see if there was a link between
student academic performance and mobile game addiction and
cyberbullying. Through Google Forms, 85 respondents from
National University - Philippines completed the Game Addiction
Questionnaire and Cyberbullying Questionnaire, respectively. The
respondents to the two surveys were gathered through the use of
convenience sampling. Students' academic performance was not
attributed to the constructs of mobile game addiction or
cyberbullying. However, it is possible to draw the conclusion that
those who have been the target of cyberbullying are more likely to
carry it out or start it. Different outcomes are additionally examined
in the paper (Samaha and Hawi, 2016 as mentioned in Fabito,
2018).
9
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
THEORETICAL FRAMEWORK
Figure 1: Proposed theoretical figure of how the variables affects the academic performance
Based on this figure, students who have strong self-control get
higher grades than those who have weak self-control, when a
student's gaming frequency and time is high, there is a chance of
having a low grade, but there are studies that students who
frequently play games still get high grades. Personality may
indirectly influence learning through attitudes and motivation, which
create particular learning ideas, learning investments, and preferred
learning methods. Thus, personality traits may be reflected in
learning preferences, which in turn inspire learning approaches and
result in a certain learning outcome. Students who are motivated
are more enthusiastic about the tasks they are given. They will
10
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
eventually put their full effort, time, and energy into the tasks once
they get motivated to accomplish something by doing tasks. When
a student is enthusiastic about a certain platform or genre because
of the game being played, they may be unable to complete
schoolwork, which will have a negative impact on their academic
performance. Students who use social media more frequently are
more likely to have poor academic performance. They do not even
read books because they prefer to spend their time online chatting
and making acquaintances on social media platforms (Balakrishnan
& Griffiths, 2018).
This figure shows the factors of mobile gaming like self-control
capability, social interaction using face-to-face or phone
communications, and playing video games using a personal
computer that make statistically significant contributions to the
students’ academic performance.
11
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
CONCEPTUAL FRAMEWORK
Figure 2: Proposed conceptual framework on the relationship of the factors
This figure shows that mobile gaming affects the learning process
and academic performance of students.
Mobile gaming affects the academic students of students in a
positive and negative way because of how mobile gaming will affect
their learning process. The researchers found factors that may
affect the academic performance of senior high school students it is
based on related literature from our chapter 1
12
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
INPUT, PROCESS AND OUTPUT
To illustrate a brief outline of the methodology of this study,
below is a research paradigm on the acquisition of the data.
Figure 3: Proposed Input- Process-Output to show the overall process of the research
INPUT
The researchers want to know the respondent's age, name, gender,
grade level, and the amount of time they spend playing mobile
games. Therefore, the researchers will conduct questionnaires and
informal interviews containing questions on the topic being studied.
PROCESS
The researchers will distribute questionnaires and conduct an
informal interview with the senior high students of Quirino High
13
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
School to gather information or data regarding the subject under
study.
OUTPUT
The researchers will conduct a gamified classes among the students
to see if playing mobile games is effective towards their learning
process.
STATEMENT OF THE PROBLEM
The researchers want to determine the effects of mobile gaming on
the academic performance of senior high school students in Quirino
High School. And seek answers to following questions:
1. How may respondent be profiled as to:
1.1.1) Age
1.1.2) Gender
1.1.3) Strand
2. Why do the senior high students engage themselves in mobile
gaming?
2.1) Why do the respondents play mobile games?
3. How much time do the senior high students spend on playing
mobile games?
4. What kinds of mobile game do the respondents usually play?
5. What are the benefits of playing mobile games to the
respondent’s academic performance?
14
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
HYPOTHESIS
The researcher proposed two hypotheses in this research.
They are the null hypothesis (NH) and the alternative hypothesis
(AH).
AH: Senior High Students lack motivation and engagement in the
learning process because of mobile gaming.
NH: There is no significant differences between mobile gaming and
academic performance.
SIGNIFICANCE OF THE STUDY
The generalization of this study would be a great contribution
to the vast knowledge in relation to mobile games as one of the
factors which affect the academic performance of students of
Quirino High School. Furthermore, the results of this investigation
could be highly significant and beneficial for the following:
For Mobile game players, the result of the study will help the
mobile games player to know that there are effects of playing mobile
games in their academic performance and behavior.
For Students, the result of this study can give them an idea about
the effects of mobile games in their behavior and academic
performance aside from negative effects.
For Teachers, this will provide facts concerning the status of the
academic performance engaging online games, that would
15
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
embolden them to help the students by giving apt, explicit and
useful feedback regarding the result of this matter.
For Netizens, this will be their guide on how to deal with the effect
of online he's in the academic performance not only in senior high
school students but to all youth who are involved about this thing.
This will be an instrument for awareness about what they are doing.
For School Administrators, the result of the study will also be
helpful to the administration as it can be used as developing a
framework for the program which needs implementation involving
the senior high school student of Quirino High School and realizing
their essential role in supporting the academic performance of each
senior high school student for keeping them aware and well
informed about the impact of online game to their academic
performance.
For Researchers, the researcher shall be benefited as well
because they will be aware about the effect of online games in the
academic performance among senior high school students.
For Future Researchers, the result of the study will be serving as
of other researchers who would embark on study of similar nature.
16
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
SCOPE AND DELIMITATION
This research focuses on finding out the effects of mobile
gaming on senior high school students’ academic performance in
Quirino High School. Recent studies and research will be used as
reference in finding out the effects of mobile gaming to students
grades and performance. This study will focus on students'
academic performance and not their opinion. The study will be
limited only for the senior high school students of Quirino High
School.
This research will not extend to the students' feelings,
opinions and other things that they experience in their lives;
however, it will only cover their grades/academic performance and
the time they spend playing mobile games. It will also show the
relation of the factors with one another.
DEFINITIONS OF TERMS
This section gives the reader an understanding of the concepts or
factors that will be discussed throughout the study.
Academic Performance is the measurement of student
achievement across various academic subjects.
Consequences is a result or effect of an action or situation.
Crucial Components is involving a final or supremely important
decision or event, decisive, critical.
17
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
Depressive Symptoms is a mood disorder that causes a
persistent feeling of sadness and loss of interest.
Dysfunctional Environment is an environment where behavior
and the effects of that behavior go unnoticed.
Gaming Addiction is the problematic, compulsive use of video
games that significantly impairs a person's ability to function in
various life domains over a prolonged period of time.
Memory Enhancement is to enhance something means to
improve its value, quality, or attractiveness.
Mobile Games is a video game that is typically played on a mobile
phone.
Students is a person enrolled in a school or other educational
institution.
Suitable is right or appropriate for a specific person, object, or
situation.
18
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
CHAPTER II
METHODS
This chapter presents the research methods and techniques
used by the researcher to gather the necessary data. This includes
the respondents of the study, sampling techniques, tools,
instruments, data gathering procedure and statistical analysis that
will be used as the basis of the interpretation of the study.
RESEARCH DESIGN
Our research design is correlational because it can provide
insights to establishing relationships between two variables in our
study. Our two variables are mobile gaming and academic
performance of senior high students in Quirino High School while
investigating their relationship without controlling or manipulating
any of the chosen variables.
A correlational research design investigates relationships
between variables without the researcher controlling or
manipulating any of them (Bhandari, 2021). A correlational study is
a type of research design that looks at the relationships between
two or more variables. Correlational studies are non-experimental,
which means that the experimenter does not manipulate or control
any of the variables (Cherry, 2022).
19
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
RESPONDENT OF THE STUDY
Our respondents to our research paper are some senior high
students at Quirino High School. Our representatives are located on
the first and third floor of the senior high school building; in all five
sections. Three sections are in grade 12, while the other two are in
grade 11. The total of our population is 250, and our sample size is
112. We needed 112 senior high school students to answer our
question. They have enough experience to answer the research
questions. Respondents will be able to answer it based on their
experience.
SAMPLING TECHNIQUE
In choosing the respondents the researchers used a
convenience sampling technique where selected 4 section from the
4th Floor and 1 section from the 1st Floor of Senior High School
Building. This sampling as it's quick and easy to deliver results.
According to Simkus (2022), convenience sampling, also
known as accidental sampling or grab sampling, is a type of non-
probability sampling in which researchers choose their sample solely
for reasons of convenience. Since convenience sampling is not
based on random selection, not every member of the students will
have an equal chance of taking part in the study.
20
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
INSTRUMENT
The research instrument used in this study was a survey
questionnaire for the students. The questionnaire was a tool the
researcher used to gather data, which was then used to determine
the effects of mobile gaming to the academic performances of
senior high school students.
The researcher also acknowledges that there may be aspects
that they do not experience or perceive, and offers a questionnaire
that students must complete to determine "the effects of mobile
gaming to the academic performance of senior high school in
Quirino High School ".
CONSTRUCTION OF THE INSTRUMENT
The Researchers want to identify the effects of mobile gaming
on academic performance/s of senior high students in Quirino high
school. The researchers came up with a questionnaire or survey that
the specific purpose is to answer the question stated in Chapter 1.
The survey was composed of questions like how much time they
spent playing mobile games and why they play mobile games and
other questions to find out factors of mobile gaming that affects the
senior high school student’s academic performance
VALIDATION OF INSTRUMENT
The instrument was validated by several senior students of
the five sections and our daily life research with Ma'am Jimenez.
This was given to see if there were any confusing questions that
21
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
needed to be changed or improvised before the final questions were
validation was conducted to determine whether any items were too
difficult, unpleasant, or too easy for the respondents to answer.
ADMINISTRATION AND RETRIEVAL OF THE
INSTRUMENT
In order to accomplish the objectives of this study, the
researchers sought the approval of the Schools Division
Superintendent of Quezon City, the principal of Quirino High School,
the department heads, the teachers concerned, and the
respondents for the researchers to fully conducted their study. After
obtaining permission, the researchers then personally administered
the questionnaire. Retrieval was carried out immediately after the
respondents completed their questionnaire.
STATISTICAL TREATMENT
The researchers organized and tabulated before they
validated the data gathered by using the survey questionnaire. In
analyzing the data gathered, the researchers used a simple
percentage and frequency method using the following formula:
%=f/N
where: f = the observed frequency of a given variable
N = total number of responses
% = total percentage
22
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
REFERENCES:
(Belmonte, 2019). A Qualitative Study on the Cause and Effect of
Gaming Addiction Among Senior High School Students Of Universidad de
Manila.
https://www.academia.edu/37627858/A_Qualitative_Study_on_the_Cause_an
d_Effect_of_Gaming_Addiction_Among_Senior_High_School_Students_Of_Uni
versidad_de_Manila
(Cent Asian J Glob Health. 2020). Online Game Addiction and the Level of
Depression Among Adolescents in Manila, Philippines.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9295867/#R28
(Fabito, 2018). Exploring Mobile Game Addiction, Cyberbullying, and its
Effects on Academic Performance among Tertiary Students in one University
in the Philippines.
https://ieeexplore.ieee.org/document/8650251
(Azam, Asma and Rimsha, 2019). Revealing the Relationship between
Smartphone Addiction and Academic Performance of Students: Evidences
from Higher Educational Institutes of Pakistan.
https://www.ssoar.info/ssoar/handle/document/63203
(Abbasi, 2021). The impact of type of content use on smartphone addiction
and academic performance: Physical activity as moderator.
https://www.sciencedirect.com/science/article/abs/pii/S0160791X20313245
(Mireia Adelantado-Renau, MSc1 Diego Moliner-Urdiales, PhD1; Iván Cavero-
Redondo, PhD2,3; et al. 2019). Association Between Screen Media Use and
Academic Performance Among Children and Adolescents.
https://jamanetwork.com/journals/jamapediatrics/article-abstract/2751330
(Front. Psychol., 2022). Impact of Mobile Game Addiction Tendency on
Chinese University Students: A Hierarchical Linear Modeling Study.
https://www.frontiersin.org/articles/10.3389/fpsyg.2022.937446/full
23
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
(Int. J. Environ. Res. Public Health, 2018). Predicting the Time Spent Playing
Computer and Mobile Games among Medical Undergraduate Students Using
Interpersonal Relations and Social Cognitive Theory: A Cross-Sectional Survey
in Chongqing, China.
https://www.mdpi.com/1660-4601/15/8/1664
(Haberlin & Atkin, 2019). Mobile gaming and Internet addiction: When is
playing no longer just fun and games?
https://www.sciencedirect.com/science/article/abs/pii/S0747563221003125
(Dr. Wan & Chiou, 2006). Psychological Motives and Online Games Addiction:
A Test of Flow Theory and Humanistic Needs Theory for Taiwanese
Adolescent.
https://www.liebertpub.com/doi/abs/10.1089/cpb.2006.9.317
(Front. Psychol., 2018). The Educational Situation Quality Model: A New Tool
to Explain and Improve Academic Achievement and Course Satisfaction.
https://www.frontiersin.org/articles/10.3389/fpsyg.2019.01692/full?fbclid=Iw
AR2NP1KpK8TV_bauJnx4tdmkbp3DUBYmDslmEBKZpE88Ule9_Yt77Es1bQQ
(Kaliyaperumal, 2016). The influence of playing video games on academic
performance among graduates of Karunya University.
https://www.researchgate.net/publication/331012739_The_influence_of_playi
ng_video_games_on_academic_performance_among_graduates_of_Karunya_
University
24
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
SURVEY QUESTIONNAIRES
Dear respondents,
Greetings, We, the grade 12 (Newton) researchers, senior high school student
of Quirino High School. We would like to collect some information that we will need in
our research paper or study, entitled "Effects of Mobile Gaming to Academic
Performance of Senior High Students in Quirino High School
You are warmly encouraged to take part in this survey since your insights and
information are extremely useful to us. We much appreciate your assistance in
providing us with honest responses to the questions below. The information acquired
in this survey will be used exclusively for event purposes and will be kept strictly
confidential. Thank you.
Direction: Check the box of your preferred answer
I. Demographic Question
1 How old are you?
o 16-17
o 18-20
o 21-24
o 25+
2 What is your gender?
o Male
o Female
3 What is your strand
o ABM
o STEM
o GAS
o TVL-ICT
o HRM
II 2. Why do you engage yourself in mobile gaming?
o To relieve stress
o To entertain myself
o As a hobby
o To bond with my friends
o Others:_______
3. How much time does the senior high students spend on playing mobile
games?
How much time do you spend playing mobile games?
25
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
o 1-2 hrs
o 3-5 hrs
o 6-8 hrs
4. What kinds of mobile games you usually play?
o PUBG Mobile
o Call of Duty Mobile
o Mobile Legends
o Wildrift
o Others:________
5. In your experience what are the benefits of playing mobile games?
o Problem solving skills
o Better decision making
o Enhanced creativity
o Memory enhancement
o Greater multi tasking ability
o Improved problem solving skills and logic
26
QUIRINO HIGH SCHOOL
MOLAVE ST., PROJECT 3, QUEZON CITY
Dr. Remedios P. Danao School Principal
School Principal
January 23, 2023
Dear Dr. Danao,
Greetings! We are students from grade 12-Newton requesting to
consider our research paper entitled, "Effects of Mobile Gaming to Academic
Performance of Senior High Students in Quirino High School" prepared and
submitted by KENNETH D. BARLAM, JONATHAN B. BARON, MIGUEL ANDREI
M. BASCO, PAUL CHRISTIAN S. DOMONDON, JULIUS ADRIAN V. GO, TRESHA
M. HABAYBAY, FAITH ANNE E. IBAÑEZ, NICOLE T. LEMONSITO, RENZIL F.
MACAGGA, MARK ANGELO C. SEGUIN, RENZ E. TRAQUIÑA, and LEMUEL
MAVERICK V. TAPAC as part of the subject RDL (Research in Daily Life).
The research paper describes the effects of mobile games towards academic
performance of senior high students. We found that the results can be helpful
to the students who played mobile games. We believe that these findings will
be interesting to students because we want to know which one is more
interested of the youth today, it is academic performance or playing mobile
games.
This research paper has been examined and is hereby recommend for oral
defense. We are therefore hoping for a favorable response from good office.
Thank you very much! May the good Lord bless you more!
Respectfully yours,
Group 4 Student-Researchers
27