EFFECTS OF MOBILE GAMES (MOBILE LEGENDS) TO THE BEHAVIOR AND HEALTH OF A SHS STUDENTS

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WSEAS Transactions on …

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Asian Journal of Clinical Pediatrics and Neonatology

Background: The present research study was design to investigate the factors affecting academic performance as well as physical performance of school going children of schools of Indore district. The variable under consideration were academic performance and physical performance as a dependent variable and gender, age, residential area (rural/urban),accommodation, study hours, sleep hours ,time spend on mobile and electronic gaming were independent variables. Subjects and Methods: The data was collected from 670 students of age group 11-15years of different school of Indore using simple random sampling technique.378 student were found to have access to mobile gaming/electronic gaming with more than 2 hour of routing access. Results: For analysis Chi-square was used. The finding revealed that school performance regarding physical activity, academic performance, & psychomotor effect in the class had declined with repetitive use of mobile phone and electronic gaming. Conclusion: A linear model was also proposed that will be helpful to improve the performance of school going Teenagers.

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 Abstract: The increasing number of students who are hooked on playing online mobile games (OMG) is alarming. As such, this study was realized to address the problem. This study assessed the gaming profile towards OMG and its relation to the academic performance of the engineering students of Eastern Visayas State University Tanauan Campus (EVSUTC). Specifically, the study investigated the correlation between student's number of hours spent on playing OMG (at school and home), commonly played OMG (at school and home), reasons for playing OMG and attitudes on playing OMG with academic performance utilizing Eta and Pearson r correlation analyses. A random sample of 134 student respondents were selected through purposive sampling of those who are playing OMG using their mobile phones. Descriptive correlational research design was utilized and a validated survey instrument was employed to gather the needed information. The findings revealed that majority of the students played mobile legends and spent mostly 2 hours playing OMG for a reason of boredom. The overall attitudes of the students on playing OMG were interpreted as Less Favorable (M=2.58, SD=1.13). Out of the independent variables being set in the study, the number of hours spent on playing OMG at home (r=-0.188, p=0.039) and commonly played OMG at school (r=0.203, p=0.045) were found significantly correlated with student's academic performance. Hence, the students' time spent on playing OMG at home and the type of games that students played at school have significant bearing to their academic performance. As such, delimiting student's usage of internet can be made to address the problem.

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Research into mobile game addiction has increased over the previous two decades. The purpose of this study was to investigate the association between on-line mobile gaming and academic performances among adolescent students in Aceh's elementary schools. The study revealed that boys are more of a player compared to girls who often play games and those who play online games are around 11-12 years old have an average playing time 3-5 hours/day. The research population consisted of elementary students from Aceh, with a sample size of 55 pupils. Included in the study was the Game Addiction Scale (Lemmens et al., 2009). Then, using regression analysis, the hypothesis was tested. From the finding, we can conclude that academic performance was found to be negatively associated with online gaming. This is owing to the fact that playing games for long periods of time reduces their ability to focus on academic tasks. This study can serve as a reference to adolescents online gaming habits, .

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International Journal Of Community Medicine And Public Health

Background: Nowadays the teens playing outdoor games are difficult to be seen and of course, they play all these games not in reality but in a screen using video games. The biggest revolution in electronic world has put our teens more addicted towards video games which not only affect their academic performance but also have impact on their behaviour and health. The objectives of the study were to assess the pattern of video game usage among the study population; to determine the influence of video game in behaviour of the study population.Methods: The study was conducted as a cross sectional study during January and February 2018, among medical students of tertiary care hospital, Chennai. The data was collected using preformed pretested questionnaire. Data were analyzed using SPSS 21.Results: Out of 211 study participants, majority 168 (80%) were males. Around, 97 (45.9%) participants, liked to play during night hours and most 114 (54.1%) of them preferred adventure and racing game.

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Psychology and Education: A Multidisciplinary Journal

A descriptive cross-sectional study enabled the researchers to explore the level of mobile game dependency among the students enrolled in Telesforo and Natividad Alfonso High School (TNAHS) for the school year 2022-2023. This method also allowed the assessment of the social effects of mobile game dependency, which was also the objective of this study. This study employed a quantitative research design with the purposive sampling procedure applied as the sampling technique for data selection and printed self-questionnaires that were provided by the researchers as the research instrument. A total of 123 respondents participated in this study, comprising both junior high and senior high school students. The findings show that the respondents agreed with mobile game dependency. Thus, it shows that the level of mobile game dependency among TNAHS students was found to be quite high. Finally, the relationship between the level of mobile dependency and socialization of high school students was found to be significant and positive.

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Research Square (Research Square)

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Digital games are becoming more and more popular among today's students. Digital games are used directly or indirectly in many areas such as marketing and communication. In terms of of education, digital games allow students to socialize and also provides stundents with the development of motivation and self-regulation skills. Digital games have become an important pedogogical tool thanks to such benefits. It is important to know the habits and preferences of the students who play digital games to get the best benefit in education. Because the habits and preferences of individuals playing digital games are seen as a cultural phenomenon. So it is necessary to know the preferences and the habits of learners in the target culture. The aim of this research is to analyze the digital gaming habits of high school students. This study is based on survey model. It was conducted in a province in Western Black Sea Region. It was carried out an Anatolian High School students. Participants of this research consist of 418 high school students. The survey was conducted by means of a questionnaire developed by researchers. This questionnaire contains questions about the demographic information of students and determination of the habits of playing digital games. In the analysis phase the percentage, frequency, mean and standart deviation were used. 49.2% of male students and 50.8% of female students participated in the research. 97.3% of the students have a smartphone but 2.7% of the students do not have a smartphone. Also 81.8% of the students have the smartphones with internet connection. When it comes to the frequency of playing digital games 33.7% of the students play digital games everyday, 14.1% play digital games three or four days a week, 25.3% play digital games one day or two days a week, 16.2% play digital games a few times a month. When it comes to the frequency of daily digital gaming 20.5% of students play digital games less than an hour, 21.7% of students play one or two hours, 9.6% of students play three or four hours, 1.2% of students play for five or six hours and 1.2% of students play 7 hours and more. When students are asked where to play their digital games, 50% of students play their digital games on the smartphone, 3.3% of students play digital games on tablet, 3.3% of students play digital games on game console, 6.2% of students play digital games on PC, 34.4% of students play on their laptops. 72.2% students who play digital games say that they play single-user digital game. 27.3% of students say that they play multiuser digital games. When it comes to multiuser digital games, 0.7% of students say that they play with their parents, 23.4% of students say that they play with their friends, 75.9% of students say that they play with unfamiliar people on the internet. 19.1% of students say that they go to the internet cafe to play digital games. When the findings obtained from research are

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