Documente Academic
Documente Profesional
Documente Cultură
Ermita, Manila
The Effect of Number of Hours spent in playing Mobile Games to the Academic
Performance of Senior High School Students in a private school along U.N Avenue
Monique R. Chua
Jeserene T. Garcia
12 HUMSS 1
APPROVAL SHEET
In partial fulfillment of the requirements for Research in Daily Life 2, this research study
title The Effect of Number of Hours spent in playing Mobile Games to the Academic
Performance of Senior High School Students in a private school along U.N Avenue prepared
and submitted by Shaira Mae Rose P. Aguinaldo, Monique R. Chua, Jeserene T. Garcia and Kyla
CERTIFICATE OF ORIGINALITY
We hereby declare that the research study titled The Effect of Number of Hours spent in
playing Mobile Games to the Academic Performance of Senior High School Students in a
private school along U.N Avenue is our own work and that to the best of our knowledge and
belief, does not contain materials previously published or written by another person nor material
to which a substantial extent has been accepted for award of any degree, accept where due
We also that the intellectual content of this thesis is the product of our work, even though
we may have received some assistance from others on style, presentation and language of
expression.
MONIQUE R. CHUA
JESERENE T. GARCIA
Researchers
Table of Contents
Approval Sheet…………………………………………………………………………………..2
Certificate of Originality………………………………………………………………….…….3
Abstract ………………………………………………………………………………………….6
I. Introduction
F. Conceptual Framework…………………………………………………………………......14
H. Definition of Terms…………………………………………………………….………..…15
II. Methodology
A. Research Design…………………………………………………………………….....…17
C. Instrumentation………………………………………………………………….…….…18
IV. Discussions
A. Summary of Findings…………………………………………………………….………26
B. Conclusions………………………………………………………………………………27
C. Recommendations……………………………………………………….……………….28
List of References……………………………………………………………………………….30
Appendices………………………………………………………………………………………33
Table 4.3: The mean of academic performance of the students in the first quarter……………..24
Table 4.4: The effect of No. of Hours spent in Playing Mobile Games to the Academic
Performance……………………………………………………………………………………...25
This study titled “The Effect of Hours spent in playing Mobile Games to the Academic
Performance of Senior High School students in a private school along U.N Avenue” aims to
c) Is there a direct effect of number of hours spent in playing mobile games to the academic
This study is Quantitative Research Study with research design of Causal Comparative so that
the researchers are able to determine the causality between the two variables using the Analysis
of Variance, and data that gathered from 331 sample size. The researchers also adapted a
This study also concluded that the null hypothesis is rejected. Therefore, there is a significant or
direct effect of number of hours spent in playing mobile games to the academic performance of
the respondents.
This part of the paper presents the introduction which the conclusion of the background of the
study, statement of the problem, scope and delimitation, the significance of the study, review of
related literature and related studies, hypothesis of the study, conceptual framework, and definition
of terms.
21st century students are the learners that live with the use of technology. In 2017, there are
29.9 gamers in the Philippines becoming the 29th country with largest revenues. Almost more than
60% of the 29.9 million is the students that are currently in High School level. Technology, internet
to be distinct is very useful tool for everyone, notably students, it helps them gather data which
support them throughout their studies. (Ramos, 2016). Mobile game is a game played on a feature
phone, smartphone/tablet, smart watch, portable media player or graphing calculator. The
researchers sees that playing mobile games are prevalent in today’s youth, they spend most of their
time playing it. About half of all adolescents are gaming for two or more hours per day, spending
more time at home and less time out on socializing. There are well-documented risks to social
development, physiology, sleep, mental health and school performance. The lack of social skills
where an adolescent doesn’t have the proper manner in socializing with others and the different
possible health problems such as: worsening of blurred eye sight and improper way of gaining
weight, there are just few examples of the bad effects of online gaming. When an adolescent begins
to focus on the game, it would have a big impact on their social activities, especially when our
subject are grade 11 students. Kuss and Griffiths (2012) stated that internet addiction has been
considered as a serious threat to mental health and the excessive use of the internet has been linked
shows the similarities between different types of addictions, specifically issues with the online
gaming of the young people. Too much is bad, but it can also help students enhancing their
academic skills. Playing online games isn’t that bad for the young people, in fact it can help
adolescent to increase their academic performance in some ways. In Dr. Alberto Posso’s (2016)
article, teenagers who regularly play online games seems to improve their school results. Solving
puzzles and moving onto the next level of the game involves using some of the general knowledge
and skills in math, reading, and science which the professors, teachers rather, taught during days.
This study aims to determine the effects of playing mobile games to the academic performance
of senior high school students. The researchers came up to this study to address and solve the
current problems in regards to this topic. The number one issue this study wants to address is the
increasing number of computer and gadgets addiction of youth and its effect to the student's mental
and physical health, and to one's academic performance. (Robinson, 2016) This study is worth it
to be studied because it can inform students itself how they can managed properly their use of
This study seeks to determine causality between no. of hours spent in playing mobile and the
academic performance of senior high school students along U.N Avenue. Specifically, this paper
A. Age,
C. Strand?
4. Is there a direct effect of number of hours spent in playing mobile games to the
This study mainly focuses on the causality of hours spend in playing mobile games to the
academic performance of the respondents. Data will be gathered from the adapted questionnaire
to the senior high school students. The location wherein the data gathering will take place at Emilio
Aguinaldo College-Manila. The researchers will be needing 1-2 months in order to have enough
The findings of this research will prove useful to the following entities:
Students. The analysis of the topic will help the students have an insight on how the numbers of
hours they are playing mobile games can affect their academic performance.
Parents. The study will serve as a basis to help them understand the behavior and study habit of
strategy to use to educate students about the well known effect of mobile gaming to student’s
academic performance.
According to Vinluan (2016) modern technologies nowadays are inevitable. Many studies
have been conducted to analyze what is the effect of online gaming. This article listed all the
researches about positive and negative effects of online gaming to one's academic performance.
One of the studies she cited is from Argosy University's Minnesota School in Professional
Psychology which says that videogames addicts argue a lot with their teachers and friends, and
also score lower grades than others who play video game less often. Opposing the common
negative perceptions in online games and videogames, she also cited an article about the positive
effects of such activities to one's academic performance. According to this article posted in
PhilCare in 2014, videogames, particularly shooter games have tendency to improve the player's
cognitive skills of their test subjects, especially in the areas of spatial navigation, reasoning,
memory, and perception. At the end of the article she concluded that technology aims to be helpful,
it is really up to the users how to properly use it. This article is related to our study because it
tackles about computer games and academic performance which is similarly related to our study
being conducted.
Emano (2019) discussed about what can be the possible effects of one of the most known
online game, Mobile Legends. According to him, Mobile Legends: Bang Bang is a multiplayer
author said that playing mobile legends can positively and negatively affects the player. It
positively affects in terms of educating and improving the brain functioning of the player. It
negatively affects in terms of being a distraction, lessening one's social interaction, sleep problems,
and loss of productivity. Since this article listed all the possible effects of online game specifically
Mobile Legends: Bang Bang, it is relevant to our study because it discuss the most popular mobile
game that is played by many teenagers nowadays. (www.pinoygaming.net) there are three main
reasons why youth is hooked to online games, companionship, boredom, and refuge. The first two
is playing a small role but it could still count. According to this article refuge is the main reason,
the author pointed out that without being biased he considered that the youth of today's generation
is weaker than the earlier generation. They tend to become stumble even on the lightest problem
and because of that they found their 'point of refuge' which is online games.
It stated that mobile phones have become an important part of the daily lives of individuals
resulting to the effect to one’s beliefs, attitudes, behaviors, and behavioral outcomes of individuals.
(Dayapoglu, 2016). In the Effect Of Video And Mobile Games On Children's Behavior, it is stated
that children who play more videos than suggested is most likely having an anxiety,
communication problem, psychosocial motor skills and other social or mental problems.
According to Casey et al. (2012) Surfing the internet for fun, doing projects for school and emailing
are associated with higher reading and math test scores, while those who are permitted to use the
computer unsupervised tend to have higher math test scores. Through regression analysis we find
mathematics scores in standardized tests. The results indicate that some forms of early computer
use have significant associations with academic performance among children in primary school,
In the study title Online Gaming: Impact on the Academic Performance and Social
Behaviour of the Students in Polytechnic University of the Philippines Laboratory High School
revealed that boys are more of a player compared to girls who often play games that require three
or more players like League of Legends, Clash of Clans, Crossfire and many more to mention. The
study has a strength that Playing online games do not affect their grades badly for they know how
to limit themselves. They know that they need to control themselves in order to function well in
their class that is why they only play games during vacation and weekends with a lot of time
compared when they have classes. Even though they play online games; they know how to
socialize well and they can perform very well when it comes to academic performance.
In addition to that, study titled the effects of Online Gaming on The Academic Performance
of Grade 11 Students in Southern Christian College claimed that the respondents agree that
according to them they are fine but it has a negative impact in our health specifically on our health.
The respondents agree on this portion for some of the respondents are affected of the symptoms
The study titled Gaming frequency and academic performance , the most notable finding
that can help the current study is that is the fact that there is a telling relationship between
gaming and examination results, where, in most cases, frequent gamers perform less well
than non- or infrequent gamers. It can help to the study as it focuses on the connection between
GPA and video game to the students. Meanwhile, in the study interweaving mobile games with
everyday life. In, Conference on Human Factors in Computing Systems it analyses the different
ways in which they embedded play into the patterns of their daily lives, augmenting existing
practices and creating new ones, and observe the impact of varying location on both the ease and
feel of play.
One research titled Causes and Effects of Online Game Playing among Junior-Senior High
School Students in Malang East Java stated that This study reveal that students play video games
online due to peers pressure; and online video games are liked because they are considered more
modern, practical, realistic and varied. Initially, students play online video games to relieve the
fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a
condition that they find it difficult to stop playing games. It seems related to the study because it
On the research Excessive Computer Game Playing: Evidence for Addiction and Aggression?
Told that an addictive potential of gaming should be taken into consideration regarding prevention
and intervention. Results of this study Results of this study contribute to the assumption that also
playing games without monetary reward meets criteria of addiction. Thus, affect an individual’s
academic performance.
What is the
demographic profile
How long do the What is the
of the responds in
respondents spend academic
terms of:
time in playing performance of the
C. Strand?
Figure one, tells the relationship of Research Question 2 and 3. The demographic profile
can be a factors that could affect the answers for research 2 and 3 but the research will not be
mainly focusing in that factor. However, the focus of the researchers is the research question
number 2, 3 and to see if there is a direct effect between the number of hours spent in playing
1.7. Hypothesis
Ho: There is no direct effect of number of hours spent in playing mobile games to the academic
Academic Performance - is the extent to which a student, teacher or institution has attained
their short or long-term educational goals. Williams,E. (2018,June 29) What Is the Meaning of
performance-17332.html
Causal Comparative - is a research design that seeks to find relationships between independent
and dependent variables after an action or event has already occurred. Maheshwari,V.K.
http://www.vkmaheshwari.com/WP/?p=2491
students used for evaluation. Ganti, A. (2019, November 7) Weighted Average retrieved from
https://www.investopedia.com/terms/w/weightedaverage.asp
Mobile Games - are games designed for mobile devices, such as smartphones, feature phones,
pocket PCs, personal digital assistants (PDA), tablet PCs and portable media players. Mäyrä,
Mobile Legends - is a multiplayer online battle arena (MOBA) mobile game developed and
published by Shanghai Moonton Technology. Lopez, M. (2017, April 25) On the Know: “Mobile
bang-bang-f1f5a9c5d5ba
science/mobile-technology
SPSS (Statistical Package for the Social Sciences) - is a software package used for the analysis
https://www.statisticssolutions.com/spss-statistics-help/
Technology - is science or knowledge put into practical use to solve problems or invent useful
webster.com/dictionary/technology
This part presents the research to be used in the processes involve in answering the statement of
the problem, the venue where the study is to be conducted, the description of who will be the
participants, the instrument crafted and to be used in the study, data gathering procedures in the
This study used quantitative research which is most appropriate to accumulate data with
accuracy. Through the quantitative method the researchers would gather reliable, valid, and
generalizable data from a larger population. This research uses causal-comparative for its
research design. This type of research design seeks to find causality between independent and
dependent variable after an action has already occurred. Thus, with this design the researchers
are capable of determining the causality between the numbers of hours spent in playing mobile
The study had a population of all the senior high school students of a private school along
U.N Avenue. The said population has a total number of 2,222 students. The researchers used the
Morgan’s Table to ascertain the total number of sample size needed in the study which is 331
students. To determine the students that will be part of the study, the researchers used purposive
2.3. Instrumentation
The Gaming and GWA Survey (Wright 2011) Questionnaire takes about 3-5 minutes to
complete. The purpose of this study is to determine the causality between the number of hours
spent in playing mobile games and academic performance of the student. This instrument is
adapted from the research study titled The Effect of Video Game Play on Academic Performance
by Jancee Wright (2011). The survey was titled “Gaming and GPA Survey” that Wright developed
for use in his study. The survey consisted of 7 items; the first part is concerned with demographic
information such as age, gender, grade level, and strand. The last three items asked is if they are
playing any kind of mobile games, their average in first quarter and the amount of time they spent
in playing mobile games in an average week The instrument was validated by evaluators who
checked face validation and content validation. Three evaluators were consulted to also check the
There are different statistical treatment that is used in this study’s research questions. The
first question which is the basic demographic profile will have a frequency count to know the
totality of data. The second question is hours spent in playing mobile games would use mean to
determine the average amount of hours spent on the said activity. For the third question, which is
grade in the data of students. Lastly, is about the causality of number of hours spent in playing
mobile games to the academic performance, the statistical treatment that the researchers used is
the ANOVA or Analysis of Variance wherein this test will weigh the hours spent in playing
In order to accomplish the collection of data, the researchers firstly prepared all the
materials that was used including the given Informed Consent Form (ICF) and Questionnaire.
The questionnaire is adapted and modified for the attainment of the study’s purpose. Researchers
then searched for 331 appropriate participant that is fit to the criteria given. ICF will be given at
the same day that the survey will be answered. The participants are asked to sign the consent
form with the researcher’s proper guidance. Rejections of the primarily participants are faced by
the researchers with acceptance and proper etiquette are still observed and measured. This is for
the assurance of a productive and systemic way of collecting data with accuracy.
Information were gathered through careful analysis and evaluation of data containing
materials. After the data gathering, the researchers analyzed the data that they gathered using the
SPSS. With the help of Statistical Package for the Social Sciences (SPSS) the researchers analyzed
complex statistical data more easily. This package helped the researchers first, in managing the
checked all the responses of the participants, if there are no such errors. Secondly, is the data
coding where the researchers typed all the information from the questionnaire and manage it with
the use of SPSS. In analyzing the numerical data, the researchers use descriptive statistics. The
demographic profile including the age, gender, grade level, and strand were analyzed using
frequency. For the hours spent in playing mobile games and academic performance the researchers
used mean to the available data. In different circumstances, the causality of number of hours spent
in playing mobile games to the academic performance the researchers used ANOVA to analyze
the given data. After the analyzation procedure the researchers present the finding through tables
and figures.
This part deals with the presentation of the gathered data together with the analysis and
interpretation according to the statement of the problem. The gathered data on the profile of the
respondents and the result of the comparison of means test are hereby presented.
AGE
16 144 43.5
17 121 36.6
18 46 13.9
19 16 4.8
20 4 1.2
SEX
GRADE LEVEL
Grade 12 99 29.9
STRAND
STEM 76 23.0
ABM 80 24.2
PROG/ROB 11 3.3
FBS/HK 29 8.8
SPORTS 6 1.8
Table 3.1 shows that one hundred forty four (144) or 43.5% of the of the respondents are
16 years old, one hundred twenty-one (121) or 36.65% of the respondents are 17 years old, forty
six (46) or 13.9% of the respondents are 18 years old, sixteen (16) or 4.8% of the respondents are
19 years old, and four (4) or 1.2% of the respondents are 20 years old. This shows that the majority
Moreover, in terms of sex, one hundred seventy five (175) or 52.9% of the respondents are
female; whereas, one hundred fifty six (156) or 47.1% of the respondents are male. This reveals
Furthermore, in terms of grade level, two hundred thirty two (232) or 70.1% of the
respondents are grade 11; whereas, ninety nine or 29.9 % of the respondents are grade 12. This
shows that the majority of the respondents came from grade 11.
came from Humanities and Social Sciences strand, seventy six (76) or 23.0% of the respondents
came from Science Technology Engineering and Mathematics strand, eighty (80) or 24.2% of the
respondents came from Accountancy and Business Management strand, eleven (11) or 3.3% of the
respondents came from Programming and Robotics Strand, twenty nine (29) or 8.8% of the
respondents came from the Food and Beverage Services/Housekeeping strand, and lastly, six (6)
or 1.8% of the respondents came from the Sports strand. This shows that the majority of the
MEAN PERCENT
1-4 58.6%
5-9 23.9%
15-19 3.9%
20+ 6.9%
Table 3.2, shows that the mean of no of hours is 1.76. 58.6% of the respondents spent 1-4
hours playing mobile games. 23.9% spent 5-9 hours, 10-15 hours garners 6.9% of the
respondents. 3.9% of the respondents spent 3.9% which is the lowest number of hours. The 6.9%
Table 3.3: The mean of academic performance of the students in the first quarter
MEAN PERCENT
Below 11.8%
75
75-79 36.3%
85-89 26.65%
90-100 .3%
Table 3.3, shows that the average mean of average is 2.67. 11.8% of the sample gain
below 75 in their General Weighted Average. 36.3% of the respondents have 75-79 of General
Weighted Average in their First Quarter. 26.65% of the respondents acquire 85-89 General
Weighted Average. Only 0.3% of the respondents gains 90-100 average in First Quarter. This
reveals that the majority of the respondents gain 75-79 of General Weighted Average in the First
Table 3.4: The effect of No. of Hours spent in Playing Mobile Games to the Academic
Performance
Academic
Performance
Table 3.4 shows that in terms of no. of hours, the respondents obtained a computed f-
value of 2.90, and significance value of 0.22. Since the significance values are lower than the set
0.05 significance value, the null hypothesis is rejected; therefore, there is a significant effect of
no. of hours to the academic performance of the students. This shows that there is a significant
that spent 15-19 hours relatively higher effect than other number of hours.
This part contains the summary of findings obtained through the conduct of this research. It also
includes the conclusions and recommendations formulated by the researcher, which were based
After the treatment in data, here is the findings that the demographic profile of the
respondents are one hundred forty four (144) or 43.5% of the of the respondents are 16 years old,
one hundred twenty-one (121) or 36.65% of the respondents are 17 years old, forty six (46) or
13.9% of the respondents are 18 years old, sixteen (16) or 4.8% of the respondents are 19 years
old, and four (4) or 1.2% of the respondents are 20 years old. In terms of sex, one hundred
seventy five (175) or 52.9% of the respondents are female; whereas, one hundred fifty six (156)
or 47.1% of the respondents are male. In terms of grade level, two hundred thirty two (232) or
70.1% of the respondents are grade 11; whereas, ninety nine or 29.9 % of the respondents are
grade 12. In terms of strand, one hundred twenty nine (129) or 39.0% of the respondents came
from Humanities and Social Sciences strand, seventy six (76) or 23.0% of the respondents came
from Science Technology Engineering and Mathematics strand, eighty (80) or 24.2% of the
respondents came from Accountancy and Business Management strand, eleven (11) or 3.3% of
the respondents came from Programming and Robotics Strand, twenty nine (29) or 8.8% of the
respondents came from the Food and Beverage Services/Housekeeping strand, and lastly, six (6)
The mean of number of hours spent in playing mobiles games is 1.76. 58.6% of the
respondents spent 1-4 hours playing mobile games. 23.9% spent 5-9 hours, 10-15 hours garners
6.9% of the respondents. 3.9% of the respondents spent 3.9% which is the lowest number of
hours. The 6.9% respondents spent 20+ hours playing mobile games.
While the mean of academic performance, is 2.67. 11.8% of the sample gain below 75 in
their General Weighted Average. 36.3% of the respondents have 75-79 of General Weighted
Average in their First Quarter. 26.65% of the respondents acquire 85-89 General Weighted
Average. Only 0.3% of the respondents gains 90-100 average in First Quarter.
When the Analysis of Variance is applied to the data it shows that in terms of no. of
hours, the respondents obtained a computed f-value of 2.90, and significance value of 0.22. Since
the significance values are lower than the set 0.05 significance value, the null hypothesis is
rejected; therefore, there is a significant effect of no. of hours to the academic performance of the
students.
4.2. Conclusions
In this study, the researchers responded to the given research questions that determine the
effect of number of hours to the academic performance using the respondents’ accumulative data.
The majority of the respondents are 16 years old. This study also reveals that majority of the
This study also shows that majority of the respondents spent 1-4 hours playing mobile
games in an average week. It also reveals that the majority of the respondents gain 75-79 of
Lastly, this study concludes that there is a significant effect in the academic performance
if no of Hours is considered as factors; wherein, respondents that spent 15-19 hours relatively
4.3. Recommendations
For future researchers, the researchers recommend to continue conducting study about the effects
of mobile games to the academic performanc of the students so that they will find out what is the
For students, the researchers recommend to lessen the usage of mobile games so that it will not
affect their academic performance. They can also play mobile games but they should know the
limitions and when to stop so that it will not affect their academic performance.
For teachers, the researchers recommend that they should talk to their students especially when
they know that the students' academic performance is at the low average so that they will make
usage of mobile games so that it will not affect their academic performance.
Any activity that draws students away from their schoolwork will eventually affect their
academic perfomance that's why everyone not just only the students, know how to limit their use
of mobile games, when to stop and how to maintain their academic performance.
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Appendices
Sample Instrument
The Gaming and GPA Survey (Wright 2011) Questionnaire takes about 5-10 minutes to complete.
The purpose of this study is to determine the relationship between no. of hours spent playing mobile games
and academic performance of the students.
This instrument is adapted from the research study titled The Effect of Video Game Play on Academic
Performance by Jancee Wright (2011) The survey was titled “Gaming and GPA Survey” that Wright
developed to use in his study.
The survey consisted of 7 items; the first part is concerned with demographic information such
as age, gender, grade level, and strand. The last three items asked participants to report on average, amount
of time spent playing mobile games in an average. Choose the answer that best meets your description
within that range.
The following information will be kept confidential by the researchers but is necessary for the
researcher to process the data correctly.
I. Demographic Profile
Direction: Put a check on the line that corresponds to your answer accordingly.
______ 11 ______ 12
Academic Track
______ HUMSS ______STEM ______ABM
SPORTS TRACK
______ SPORTS
Direction: Put a check on the line that corresponds to your answer accordingly.
______90-100
______ 20 +
Dear Participants,
May we invite you to participate in a research study titled “The Relationship of No. Of Hours
Spent in Playing Mobile Games and Academic Performance of Senior High School Students in a
Private School along U.N Avenue.” The researchers are currently enrolled in Emilio Aguinaldo College
– Manila and is currently under the process of writing a quantitative research paper. The purpose of this
study is to determine the relationship between the no. of hours spent playing mobile games and academic
performance of the students.
The enclosed questionnaire had been modified to collect on information on your academic
performance and playing mobile games.
Your participation on this research project is completely voluntary and your responses will be
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Validation Letter
Respectfully yours,
Aguinaldo, Shaira Mae Rose
Chua, Monique
Garcia, Jeserene
Gloria, Kyla Mariz
Noted by:
Mr. Martin John S. Punzal
Teacher-Research in Daily Life
Respectfully yours,
Aguinaldo, Shaira Mae Rose
Chua, Monique
Garcia, Jeserene
Gloria, Kyla Mariz
Noted by:
Mr. Martin John S. Punzal
Teacher-Research in Daily Life
Frequencies
Statistics
Missing 0 0 0 0
Frequency Table
Age
Cumulative
Frequency Percent Valid Percent Percent
Sex
Cumulative
Frequency Percent Valid Percent Percent
GradeLevel
Cumulative
Frequency Percent Valid Percent Percent
Strandname
Cumulative
Frequency Percent Valid Percent Percent
AVERAGE
Cumulative
Frequency Percent Valid Percent Percent
5.00 1 .3 .3 100.0
NoofHours
Cumulative
Frequency Percent Valid Percent Percent
Oneway
Notes
Comments
Filter <none>
Weight <none>
/STATISTICS
DESCRIPTIVES
/MISSING ANALYSIS.
AVERAGE
N Mean Std. Deviation Std. Error Lower Bound Upper Bound Minimum
ANOVA
AVERAGE
MONIQUE R. CHUA
1381 Sanchez Ext. Tondo Manila
09953802318
mnqrxsch01@gmail.com
Education
Primary:
St. Marys Academy S.Y 2005 – 2009
Achievements:
Grade 6 – Top 1 (2014)
Grade 1 – Top 2 (2009)
Grade 7 – Top 4 (2015)
Grade 2 – Top 9 (2010) Grade 8 – Top 2 (2016)
Grade 3 – Top 7 (2011) Grade 10 – Top 2 (2018)
Grade 4 – Top 10 (2012) With honors – Junior High School (2018)
JESERENE GARCIA
Education
PRIMARY:
• Gen. Maximino Hizon Elementary School
Jose Abad Santos St., Tondo Manila
2008-2014
Grade 1-6
Achievements:
Top 8 (Grade 1)
Most behave and polite (Grade 1)
Top 4 (Grade 2)
Top 6 (Grade 3)
SECONDARY:
• Florentino Torres High School
Juan Luna St., Gagalangin, Tondo, Manila
2014-2018
Grade 7 – 10
Achievements:
Education
PRIMARY:
• Rizal Elementary School
Milkweed, Makati, 1630 Metro Manila
2008-2012
Grade 1- 4
Achievements:
Top 6 (Grade 1)
Top 8 (Grade 2)
Top 3 and Model Child (Grade 4)
Top 1 (Grade 5)
Best Pupil (Grade 5)
4th Honorable Mention (Grade 6)
2nd Place in District Editorial Writing (Filipino)
Champion of District Radio Broadcasting – Group (Filipino)
SECONDARY: