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Chapter 1-WPS Office

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Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

We're currently in an era of emerging technologies where in technology has become inseparable
part of human life. Internet is a source of information plays an important role in developing one's mind
and life experiences by creating productive work in

school and even at home.

Online games is very popular to this modern era. For some people it is said that playing mobile games
has a number of reason to be played for it can be a stress reliever, challenge and social interaction and
even mentally escaping from the real world.

As a result mobile games are now refined to cover almost all age groups of the population, not just
young people. Yet in the perception of the public, mobile games have always seemed to be associated
with various derogatory terms such as interfering with learning, addiction and violence.

However, some research studies have been proven that mobile games can bring positive learning
outcomes. This study will give significance to mobile gaming which took part in the classroom
environment and surprisingly made students actively engage with learning.

Executive functioning, or the ability to allot mental resources including attention, perception, and
memory in ways that allow a person to quickly solve problems and make good decisions, improved in
individuals who play video games. School-age gamers improved their ability to multitask. They have
increased mental flexibility. All of these things improve a student’s ability to perform well in school.

Education is important element of investment in human and economic growth. The fact that people
live in on informative lifestyle where everything is updated.For some ideologies like the Gogon High
School student playing games like Mobile Legend, League of legend:Wild Rift, Clash of Clans.

The researcher want to found out what are the negative and positive effects of mobile games in
acadamic performance of senior high in Gogon High School.

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