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
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