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Chapter 1 Research 111111

The document appears to be a research paper that investigates the relationship between levels of academic procrastination among Mobile Legends and Defense of the Ancients players and their academic performance. It provides background on academic procrastination and discusses theories around the impact of gaming on learning. The paper will examine factors contributing to procrastination among Filipino students and determine if there are differences in academic performance between players of the two games. It aims to understand practices of players and whether gaming distracts from academic performance.

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0% found this document useful (0 votes)
253 views19 pages

Chapter 1 Research 111111

The document appears to be a research paper that investigates the relationship between levels of academic procrastination among Mobile Legends and Defense of the Ancients players and their academic performance. It provides background on academic procrastination and discusses theories around the impact of gaming on learning. The paper will examine factors contributing to procrastination among Filipino students and determine if there are differences in academic performance between players of the two games. It aims to understand practices of players and whether gaming distracts from academic performance.

Uploaded by

Geoffrey Casana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Levels of Academic Procrastination Between ML and DOTA Player

and its Relationship to Academic Performance

A Research Paper
Presented to the Faculty of
University of Cebu -Maritime Education and Training Center
Cebu City, Philippines

In Partial Fulfillment
of the Requirements for the Subject
Research 101

By

D/C Formentera, Sidney James Lawas


D/C Singco, Carl Justine Uytico
D/C Cuevas, Cris Deneil Abiero
D/C Eleccion, Alfred Kent Sagang
D/C Coyoca, Amielle Ian Anastacio

January 2021
TABLE OF CONTENTS

PAGE

Title Page i

Approval Sheet ii

Acknowledgment iii

Dedication iv

Abstract v

Table of Contents vi

List of Tables viii

List of Figures ix

CHAPTER

1 THE PROBLEM AND ITS SCOPE

INTRODUCTION

Rationale of the Study 1

Theoretical Background 5

Review of Related Literature and Studies 6

THE PROBLEM

Statement of the Problem 13

Statement of Hypothesis 14

Significance of the Study 14


THE RESEARCH METHODOLOGY

Research Design 16

Research Environment 17

Research Respondents 17

Research Instruments 18

Research Procedures

Data Gathering 18

Treatment of Data 18

DEFINITION OF TERMS 20

2 PRESENTATION, ANALYSIS AND


INTERPRETATION OF DATA

AAA 21

AAA 23

AAA 24

AAA 26

3 SUMMARY, FINDINGS, CONCLUSION,


AND RECOMMENDATIONS

Summary 27

Findings 28
Conclusion 29

Recommendations 29

REFERENCES 80

APPENDICES

Appendix A - Transmittal Letters 83

Appendix B – Research Instrument 85

Appendix C - Location Map 92

Appendix D - Grammarly 93

Appendix E - ERB Certificate 94

CURRICULUM VITAE 97

Chapter 1
The Problem and Scope
Introduction
Rationale

         Technological Advancement of the internet reaches us by the help

of Advertisements and Influencer, it allows students access the

knowledge wherein information is provided by various information

service providers. As such, this study aims to determine why students are

disturbed by their academic performance in school. The study

investigates the number of hours spent on playing online games (at home)

and the reason why playing online games is a reason for boredom. It

affects the academic performance of a student especially when they get

addicted to that certain game. That is why they are sometimes late in

submitting projects and activities. Procrastination is defined as “to be

slow or late about doing something that should be done and furthermore,

to delay doing something until a later time because you do not want to do

it or because you are lazy, etc.” (Merriam-Webster).

Akrasia is the state of acting against your better judgment. It is

when you do one thing even though you know you should do something

else. Loosely translated, you could say that akrasia is procrastination or a

lack of self-control (Marge Ethan A. Urbiztondo, 2018). Every year, the

gaming environment expands, particularly in light of the current

epidemic. Many games are released lately, but Mobile Legends Bang
Bang (MLBB) and Defense of the Ancients (DOTA) are two of the most

popular online games. Some of them are exaggerating, which has a

negative impact on their grade and may lead to failure. If a student plays

too many video games, it will affect their academic performance.

Consuming time when playing can have a negative impact on our

academic performance, and if users overplay it without regard for its

priorities, it can lead to failure. When a student manages their time

successfully, they have the freedom to choose when and how they spend

their time. This research aimed to determine factors of procrastination of

selected Filipino millennial and its academic performance of Office

Administration students in NCR (National Capital Region).

The researcher is inspired to know why students fail to submit their

task when it comes the time of submission. This study investigates the

Levels of Academic Procrastination Between ML and DOTA Player and

its Relationship to Academic Performance through submitting their

outputs on time, to determine if there is a significant difference of a

students by their Academic Performance in school. With respect,

researcher would like to know the practices that players do, if it is

distracting to their Academic Performance.


Theoretical Background

This study is anchored based on adequacy of games theory

(Farrington, 2011) author which states that, researchers set off to analyze

the adequacy of games and reproductions in the learning experience, and

promptly experience the main test, which identifies with an absence of

clear observational proof on the issue (Farrington, 2011). The logical

field is excessively broad and requires further examination. Moreover,

there is at present no conventional approach system or rules suggested by

governments or instructive foundations on the reception of games and

reproductions in schooling. This is the situation for some nations in

Europe, the US, and Australia, where it is the obligation of the teacher or

foundation to consolidate games into the educational program. The

primary inspiration for the current audit lies in the way that games are as

of now, partially, incorporated into instructive frameworks to accomplish

an assortment of learning results (Connolly, 2012), yet a complete

strategy is as yet inadequate. In this paper, the initial step was an

endeavor to conceptualize the expressions "game" and "recreations".

Albeit the two terms are neither entirely equivalent, or totally separated,

in the principle body of this audit, the attention will be on lumping them

together and seeing them as focuses across a multidimensional continuum

(Aldrich, 2009; Renken, (2016), since these instructive innovations are


solidified under the umbrella of an intuitive virtual climate in advanced

training. An essential point is to recognize studies focusing on the

utilization of games and reproductions for learning purposes, and to

investigate the outcomes by contrasting them with earlier examinations'

discoveries. Two examination questions guide the survey investigation: a)

How might the prescribed procedures/strategies for planning and

consolidating games and reenactments in understudy learning be

distinguished? b) How might games/recreations upgrade Advanced

education? The significant distinction between the current audit and the

past surveys in the field is the conceptualization of the expressions

"games and reenactments", which goes about as an umbrella for

additional typologies. At the end of the day, the scientists incorporate

more sorts of games and recreations in their methodical survey,

contrasted with the other writing audits. What's more, the's scientists will

probably zero in on the effects of games and recreations on learning

results. The specialists don't zero in just on the intellectual results, which

is the most self-evident and normal theme among different analysts be

that as it may, all the while, they investigate conduct and full of feeling

impacts also. Moreover, a large portion of the past surveys center around

the effects of games and reproductions on the learning system of specific

subjects (for example Science, Business, Nursing, and so forth), while

this review grows research in a wide range of scholastic teaches and


subjects. Generally speaking, the current review offers an efficient survey

that opens new regions for additional conversation, featuring that shared

learning, cooperation and understudies' commitment likewise assume a

critical part for an effective learning measure. Web as a wellspring of

data assumes a significant part in fostering one's brain and educational

encounters by making useful works in schools, workplaces, and even at

home. These days, this can be an individual's most effective key

apparatus for empowering himself to assume responsibility and adapt to

the quickly developing technology.Online gaming is one of the generally

utilized relaxation exercises by many individuals. For certain individuals

it is said that playing computer games has various motivations to be

played, for it tends to be a pressure reliever, challenge and rivalry,

unwinding, pleasure, social communication, and even intellectually

getting away from this present reality. Web based games, as a component

of created innovation, are turning out to be more well known particularly

nowadays, which became one of the propensities for the understudies on

their day by day living. Internet games have given many difficulties from

understudy's practices striking their scholastic conduct to continually

change decidedly or contrarily their character, as it brings different sorts

of conduct that influences players in various ways influencing their

scholarly exhibition. Objective: This review intends to know whether

internet gaming has a positive effect or adverse consequence towards the


understudy's conduct and recognize what it will mean for their scholastic

exhibition. Techniques for Exploration: The complete number of

respondents is fifty (50) Senior secondary school understudies to

Undergrads who play web based games. Result: Our allotted outcomes in

enslavement, despondency, tension and depression shows that larger part

of understudies can handle their selves and don't encounter influencing

their scholastic presentation. Likewise, greater part of the understudies

edified this review as large numbers of them encountered a ton of

improvement in their capacities and abilities, and brought enthusiastic

and social advantages. End: In the present age Coronavirus hits the

Philippines disastrously, and afterward internet learning arises as an

instructive stage among numerous understudies. Internet gaming

additionally emerge on the grounds that it is online quick, dependable and

protected at home, yet whenever we are uncovered a lot of our emotional

wellness will be influenced. Albeit, internet gaming have a ton of adverse

consequence it additionally have positive effect that gives a great deal of

advantages, which is to improve our abilities fundamentally. Watchwords

Online innovation gaming, Effect of internet games on the conduct,

impacts of web based games to the scholarly presentation of understudy

players. Due to internet age, many think of it as a very modern

phenomenon. In some ways, it is a modern phenomenon, but

procrastination was also an ancient issue. Milgram and Toubiana [1]


referred procrastination as “essentially a modern malady and it is not a

simple of avoidance, which may under a certain circumstance be a highly

logical decision”. Ferrari et al. [2], viewed it as “fascinating, highly

complex human phenomenon for which the time has come for systematic

theoretical and therapeutic effort”. According to Sarah Stodola in her

article entitled “Procrastination through the Ages: A Brief History of

Wasting Time” [3], there were few evidences from ancient time of how

people procrastinated, but we know that it was happening, and not in

isolated cases. Even in the period of Renaissance, procrastination has

already emerged and became a practice of people living that time.

Leonardo da Vinci spent 16 years on the Mona Lisa alone, and not

necessarily because the Mona Lisa was a particularly difficult painting for

him. But when he should have been painting, Leonardo often took to

doodling in his notebooks instead. “This is his method of

procrastinating”, the article stated. Over the past couple of decades

academia has begun to take up procrastination as a worthy subject for

research, with studies, analyses, and even a book of philosophical essays.

According to Solomon [4]“it is reasonable to conclude that the first

procrastination arrived the same day as the first assigned task”. Likely

having unfolded with the emergence of a division of labor in which

failing to complete a job no longer spelled immediate doom, and with the

invention of diversions with which to enact the procrastination, like


village gossip, say, or a board game, the earliest known of which was

played around 3500BC. Procrastination or task aversion is the act of

needlessly delaying tasks to the point of experiencing subjective

discomfort and is an all-too-familiar problem [4].

According to E. Sirin, 2011 Today, procrastination is a more

common phenomenon among students than ever. Because they have lots

of thing to do but they have limited time. When the literature concerning

procrastination is reviewed, it can be easily made out that reasons for

procrastination behaviours are various. Because of these reasons,

sometimes, we do not go into action until the very last minute,

sometimes, we go into action after the scheduled time is over or we never

go into action. Especially, undergraduates. The study explored the

contributing factors and impact in procrastination behaviors among the

students. Responses were gathered from the 181 business administration

students of Surigao Del Sur State University, Philippines. It sought to

find out the impact of procrastination on students affecting they’re school

performance. This research employed the descriptive quantitative

research design specifically the observational and survey that would best

support this study. The respondents of the study are the students of the

College of Business and Management specifically those majoring in

Financial Management and Human Resource Development Management


which are the only BSBA programs offered at Surigao Del Sur State

University, Brgy. Pag-antayan, Cantilan, Surigao Del Sur. The study

made use of a researcher-made survey questionnaire and a supplemental

interview. Result of the study revealed that majority of the responders are

procrastinators although with different factors and extent of

procrastination when posed to such situations. They needed self-

motivation, determination, and exciting teachers. This is clear to the

students who become unmotivated to do the work. Students are also

looking for purpose, excitement, and motivation in their classes.

Recommendations include planning and conducting of educational and

counseling programs that deal with procrastination with proper methods

for the students’ personality traits.


The Problem

Statement of the Problem

The objective of this study is to know the Levels of Academic

Procrastination Between ML and DOTA Player and its Relationship to

Academic Performance Thus, this may result and find a remedy where

students could effectively absorb and learn without any hesitation.

 Specifically, the researchers intended to answer the following

questions:

1. What is the level of academic procrastination of the respondents?

2. What is the academic performance of the respondents?

3. Is there a significant correlation between the level of academic

procrastination and academic performance of the respondents?

4. Based on the finding, what sound recommendations can be raised?

Statement of the Hypothesis

Ha: There is a significant correlation between the level of academic

procrastination and academic performance of the respondents.


Significance of the Study

This study will benefit the following:

Students. This study will serve as references to the upcoming

researcher and it will support their study as guide to conduct a better

study.

Parents.

Teachers.

School Administrator. The result of this study will help them

determine the “Levels of Academic Procrastination Between ML and

DOTA Player and its Relationship to Academic Performance”. Also, it

will help them to know why are distracted to their study.

Researchers.

Future Researchers. This study entitled; “Levels of Academic

Procrastination Between ML and DOTA Player and its Relationship to

Academic Performance” will serve as instruments to the future researcher

conducting related study and serve as guide and reference to create and

improved a better study.


Definition of Terms

Academic Procrastination. It refers to the students ….

Academic Performance.

Mobile Legends.

Dota.
Research Methodology

Research Design

Research Environment

Research Respondents

Research Instrument

Research Procedure

References

Books

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video game usage and academic performance markers.
CyberPsychology and Behavior, 10(4), 552-559.

Journals

Anderson, C., & Dill, K. (2000). Video games and aggressive thoughts,
feelings, and behavior in the laboratory and in life.
Journal of Personality and Social Psychology, 78(4), 772-790.
Annetta,

L., Murray, M., Laird, S., Bohr, S., & Park, J. (2008). Investigating
student attitudes toward a synchronous, online graduate course in a
multi-user virtual learning environment. Journal of Technology and
Teacher Education, 16(1), 5-34. Din, F., & Calao, J. (2001).
Website
Link

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achievement. Child Study Journal, 31(2), 95. Hart, G., Johnson, B.,
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Behavior, 12(1), 63-65. Jackson, L., Zhao, Y., Kolenic III, A., Fitzgerald,
H., Harold, R., & Von Eye, A. (2008). Race, gender, and information
technology use: The new digital divide.
CyberPsychology and Behavior, 11(4), 437-442. Jaruratanasirikul, S.,
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Video game addiction in children and teenagers in Taiwan.
CyberPsychology and Behavior, 7(5), 571-581. Skoric, M., Teo, L., &
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Beyond self-selection in video game play: An experimental examination
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Relationships between electronic game play, obesity, and psychosocial
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Why kids need to be bored: A case study of self-reflection and academic
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among-Undergraduates-of-of
%C5%9Eirin/70c60ca026582b79fa98379998e9f2ae830de3d6

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