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Mobile gaming is portable and networkable as defined by Jeong and Kim (2009),
that is why it is used by everyone today. The trend continues as time goes according to
Dumrique and Castillo (2019), gaming is one of the widely used leisure activities by
many people. As the students play through mobile games they become attached to it
thus making them gamers which refers to a multifaceted social identity that spans
personal, social and virtual contexts according to Grooten and Kowert. Most of the
Senior high school student's routine is completed by playing mobile games and by doing
so, it can give effects to the students’ lives such as to his or her cognitive skills.
Cognitive skills is the knowledge that one has learned and the ability to learn something
new as defined by Glewwe, Huand and Park (2011). Burrus (2012) has identified five
cognitive skills that may be affected by playing mobile games namely, self-diagnosis,
interactivity, immersion, competition and focus.
Gaming contributes to the probability of a student to fail thus reflects that
student's cognitive skills are not enhanced or developed enough to cause a progress in
their studies, as stated by Cortes, Alcalde and Camacho. (2012). It is a fact that most
student's failure in enhancing or developing their cognitive skills that leads to academic
failure is caused by too much time in playing video games rather than studying, though
according to Oei and Patterson (2013), videogame playing enhances different aspects of
cognition. Johnson (2012) explains the possibility of a gamer to move on to the next
level of a game and that is through the improvement of their cognitive skills as they play
the games. Due to the studies that state that playing mobile games and cognitive skills
do have connection to each other, gamification is introduced by Sharp (2015) who
defined it as a fusion of digital gaming and education that promotes, attracts, engages,
motivates and helps students retain information to increase learning.
There are many genres of games that a gamer may choose to play and there are
different frequencies of how long they get to play it. There are also different cognitive
skills that may have connection with the gamer’s choices in playing mobile games. To
further test the claims, the researchers decided to study the relationship of mobile
games to the five cognitive skills of the Senior high school students.
Research Questions
This study aims to find out the relationship of mobile gaming and the cognitive
skills among senior high school students. Specifically, the study challenges to answer
the following questions:
1. What is the profile of the respondents in terms of:
a. Category of Games
b. Frequency of Playing Mobile Games
2. What is the dominant cognitive skill among the respondents?
3. Is there a significant relationship between the cognitive skill of the respondents
and their profile variables?
Literature Review
Mobile Games
Adachi and Willoughby (2013) says that there are millions of adolescents play
video games every day. According to De Byl (2015) an affective game design to draw a
solid picture of current possibilities are useful to any game researcher or developer.
Green & Bavelier (2012) said that while humans have an incredible capacity to acquire
new skills and alter their behavior as a result of experience, enhancements in
performance are typically narrowly restricted to the parameters of the training
Cognitive skills
According to Boyle, Connolly & Hainey(2011), Carrigy, Nalluka, Paterson & Haahr
(2010), Grannic, Lobel. & Engels (2014), Hamari, Shernoff, Rowe, Coller, Clarke &
Edwards (2016) there is a positive effect of mobile gaming to the cognitive skills of a
person. According to Burrus, there are 5 core elements of gamification or known as well
to be the cognitive skills which consists of competition, self-diagnosis, interactivity,
immersion and focus. Turkay & Adinolf (2015) said that gamers’ desire to replay the
game increased over time, and customization affected players’ motivation positively.
Active video game play has positive effects on some executive functions with
implications for real-world behavior like providing a better chance for players to increase
their social awareness (Buelow, Okdie, & Cooper, 2015 & Kaufman & Flanagan, 2015).
The researches states that there are positive effects of playing games on cognitive
skills of the gamers. The effects like motivational and emotional benefits are good
indication of healthy gameplay that will enhance a person’s behavior. The 5 core
elements of gamification which is also known as the 5 cognitive skills are present in
different studies. It states that a gamer is immersed and engaged in the game. Mobile
gaming or video games has effects on behavioral and psychosocial functions. It is the
way to better or to improve the awareness socially.
Research Paradigm
METHODS
Research Design
The researchers used the descriptive-quantitative design that will determine the
relationship of the profiles of gamer-students and the cognitive skills that are exuded
when they are playing the game. The researchers also used the survey method. The
survey research is one or each member of the group is being studied by collecting data
and analyzing it from a few people. The designs are used because they meet the
expectations and answers the objectives and purpose of the study.
The study was conducted in the Senior High School Department, Senior High
School students who are currently studying this academic year 2018-2019 in a Higher
Education Institution (HEI) granted autonomous status by Commission on Higher
Education (CHED).
The participants of the study are the 200 Grade 11 and 12 students in the
University of Saint Louis Tuguegarao. A Purposive random sampling technique was
used, the target respondents of the study are the students who are playing mobile
games. We conducted a preliminary survey to know the number of respondents needed
each class and to select and focused mainly on the student-gamers.
Instrumentation
The permission wanted was accepted by the Vice President for Academics of the
university before the data collection began. Informed consent was attached on the
preliminary survey and as well for the questionnaire that was given to every respondent.
The preliminary survey started during the third week of January in the year of
2019 and was finished by the end of the week. After that, the researchers were tasked in
their designated areas to distribute the questionnaires to the selected respondent in
each section based on the collected preliminary survey. The explanation needed is given
before handing it over to the mayor of each class. Each respondent was given time to
answer and all of it having been collected the day after it or the day after tomorrow of it.
It was accomplished by the end of the second week of February in the same year. The
data gathered from this research was interpreted according to the items answered by the
respondents.
Data Analysis
In order to determine and analyze the data provided by the respondent, the
researchers used the following. The first and second research question, the researchers
used mode in order to identify how frequent they play, what categories of games they
play and the most dominant cognitive skill among the respondent. Third, the researchers
used one-way ANOVA on the question in order to determine the difference of the
cognitive skill of the profile of gamers. Lastly, the researcher used chi-square in order to
determine the relationship of the cognitive skills on the profile of gamers.
Ethical Considerations
The researchers followed the valid and appropriate method in the conduct of this
study. Prior to the conduct of this study, the researchers sought permission from the
University through the Vice President for Academics and to the High school Principal of
the concerned department, and to the participants. The letter briefly explained the
background of the study and the manner by which the data will be collected and
processed. The participants were not subjected to harm in any way. Full consent was
obtained from the participants prior to the study. The anonymity and protection of the
privacy of individuals was ensured, and the names of the participants were optional. Any
types of communication in relation to the research were done with honesty and
RESULTS
Table 1 shows that majority of the respondents are playing strategy type
of game and are playing 1-2 hours per day.
Table 3. Test of Significant Relationship between the Cognitive Skills and Profile
Variables
DISCUSSIONS
CONCLUSION
RECOMMENDATION
Recommendations are given to future researchers who make use of this study as
a basis or to adapt or improve the study.
Due to the negative result, the study is alleged to recommend both gamers and
the gaming industry. (1) The results have shown that mobile gaming does not affect the
students’ cognitive skills thus the students must limit themselves in playing so. (2) To
gain positive feedbacks the gaming industry must produce more mobile games that
could greatly impact the cognitive skills of the students thus helping them in their
academic progress.
A contradiction occurred between the results and the study's claim due to the
limitations set, in order to resolve such problem, the following can be can be followed:
(1) Get a wider range of respondents not only by studying those of that in a single
department. To support this (2) all genres of games must be included to assure the
desired wider range of respondents. The study's respondents are those who are gamers,
(3) a strict and careful process must followed to assure their identity as truly gamers.
Some chosen respondents are hard to meet personally to be given a questionnaire, (4)
online questionnaires can be given.
To widen the parameter of the study the following can be followed: The
relationship between the mobile game genres or frequency of playing and cognitive skills
is studied, (1) it can be possible to identify which mobile game genre or frequency of
playing gives a greater impact in the cognitive skills. (2) The implication of academic
performance in the study can be used as the cognitive skills does give an effect to it.
The findings of the study may also be used as: (1) a base line data for future
researchers in identifying the possible impact of the dominant cognitive skill in each
category to the student's thinking. (2) The multiple effects of playing mobile games can
be identified and so is how it can be used for educational potentials.
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