Quantitative research articles about mobile games in the philippines 2020 pdf. Jan 1, 2021 · The present study emphasizes mixed-method analysis, integrating the partial least square structural equation model (PLS-SEM) and customer journey for mobile pocket office improvement in logistic COVID-19 is an infectious disease caused by a new strain of coronavirus that attacks the respiratory system (World Health Organization, 2020). 1 (2020): Ascendens Asia Singapore – Bestlink College of the Philippines Journal of Multidisciplinary Research Abstracts, Vol. S. PlayStation, Xbox, or similar console ) online or using a computer, or mobile phone, or a handled device 12. they are today. For this purpose, 412 studies conducted between the years of 2000-2020 were examined and 54 experimental studies on the game-based teaching practices were included in the study. It is signi cant at the 1% level in both scenarios. Jan 5, 2021 · According to Mohajan (2020), quantitative research may be described as a method of data collection that involves administering surveys to a selected group of participants, who provide self Jun 20, 2023 · The evaluation and analysis of the 40 articles included in the study summarized and categorized the benefits that the deployment of gamification offered to student engagement, motivation Jul 27, 2022 · Mobile payments have been growing in the retail small and medium enterprises in Manila, Philippines, an urban center of an emerging economy. 6% of high-school graduates (graduated Apr 1, 2015 · This article describes the basic tenets of quantitative research. The main equation of sensitivity is given below. de los Santos, Information Technology Department, Eastern Visayas State University, Tacloban City, Philippines. The data of 54 experimental studies were analyzed via the Comprehensive Meta-Analysis Program (CMA) and MetaWin programs. Following the derivation of four hypotheses from the literature, descriptive analysis, t testing, one-way analysis of variance (ANOVA), Pearson correlation analysis, and one-way multivariate ANOVA (MANOVA) were performed to characterize the relationship between smartphone Aug 31, 2021 · This study is a systematic literature review which aims to examine the main theoretical models and factors of adoption that researchers used to describe the acceptance of M-banking technology and B. Macato, "Exploring Mobile Game Addiction, Cyberbullying, and its Effects on Academic Performance among Tertiary Students in one University in the Philippines," in TENCON 2018 - 2018 IEEE Region 10 Conference, Jeju, 2018. When multiple regression analysis was computed, depression was found to be a predictor of online game addiction (Coefficient=0. (2019), "Using Mobile Gaming to Promote Students' Conceptual Understanding of Traditional Filipino Games," revealed that prior to exposure with the mobile Mar 28, 2023 · The criteria that have been set were (i) articles published from 2018 to 2022, (ii) articles from journals only, (iii) articles related to the mathematics learning research field at the school level only, (iv) full-text articles, and (v) articles that have empirical data (Mat and Mohd Matore, 2020). Oct 31, 2020 · Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. Although appropriate in some instances, it often fails to capture aspects of the video game experience. A comprehensive research by Statista. ph. 0242; p=0. revenue Dec 15, 2012 · The purpose of this paper is twofold. Despite that there are more than 2. This study aimed to determine the Jun 11, 2021 · Definition. Every 1% increase in the number of arrival flights will increase the spread of the epidemic by 0. Mar 28, 2019 · Abstract and Figures. [29] evaluated several learning managementsystems(e. Sep 1, 2021 · Research on the intention to buy healthy food products is interesting to study because many studies show mixed results. The number of Feb 1, 2018 · The results showed that the number of research articles on the use of online games in teaching is increasing, in which the article “Using online game-based platforms to improve student Mar 8, 2022 · From the data of the selected 44 countries, it can be seen that population factors and flight factors have a greater impact on the spread of COVID-19. Maintaining high standards of quality and assessing teacher effectiveness as well as student This paper aims to investigate the factors that influenced the mobile wallet adoption of generation X in the Philippines that focuses on perceived risk, ease of use, rebates, and social influence. 2% of students are severely addicted who choose to play at day time only and 10. OBJECTIVES: Smartphone addiction is a growing concern that can impact social, psychological, and health, while contributing to functional impairments. Studies that only use time as a means of establishing expertise in gaming fail to capture how much a player is involved in different types of video Sep 5, 2019 · 1 Center for Mental Health Education, School of Psychology, Southwest University, Chongqing, China; 2 Chongqing Youth and Vocational Technical College, Chongqing, China; As a new type of addictive behaviors and distinct from traditional internet game addiction on desktop computers, mobile game addiction has attracted researchers' attention due to its possible negative effects on mental health Apr 9, 2022 · Abstract. This is a key element of all research, be it quantitative or quali-tative. A total of 99 K-12 and college students participated in this study. Mar 31, 2020 · Fifty-three out of 300 respondents (12. According to this approach, the sensitivity of each variable concerning parameters can be calculated. 2, No1, March 2020 / Articles Epekto ng Online Gaming sa Akademikong Pagganap ng mga Mag-aaral sa Ika-12 Baitang ng Bestlink College of the Philippines T. 5274 Accesses. Diloy, A. Google Scholar Jul 22, 2022 · 2. ,2020;Wiswall and Zafar,2018), and the causal impact of health on retirement (Shapiro and Giustinelli,2019) 4The income gap in GPA increased from 0. Nov 11, 2022 · This study investigated the effects of smartphone use on the perceived academic performance of elementary school students. P. Abstract. dollars by 2020 (BestTheNews, 2016, as cited in WePC. com shows that 53. 31; p<0. 0121; 95% CI-8. The experiential learning process is a relevant method used to enhance understanding of the field and the critical thinking Dec 18, 2019 · Prior to the global health crisis, Taytay, Rizal, Philippines is vulnerable to the different natural disasters and calamities. Experiments and surveys – the principal research designs in quantitative research – are described The quantitative meta-reviews aimed to document the effectiveness of e-Learning by consolidating the data of a number of quantitative studies. Feb 5, 2021 · To apply these possible world semantics to quantitative research, let us reconsider how generalization to other cases works in variable-based models. Explore all metrics. Rodriguez, M. Giovanni N. Purpose The purpose of this paper is to examine the research design of several publications on the study of gamification and proposes a mixed-method research design for Mar 1, 2017 · unemployment rate in the Philippines from 2015 to 2020 on a quarterly basis. Such involvement may also turn problematic, but Jan 16, 2024 · Effects of Online Games in Academic Performance among Senior High School in Mount Carmel School of Maria Aurora, Inc. ph Nov 29, 2018 · Excessive or problematic mobile phone use is usually associated with a high quantity of mobile phone use, while a high quantity of use does not necessarily imply problematic use. Let’s go through this definition step by step. ,Schoology,Moodle,andATutor). Jun 7, 2021 · This review employed a meta-analysis to investigate the relationship between problematic gaming and sleep-related outcomes. The concepts of dependent and independent variables are addressed and the concept of measurement and its associated issues, such as error, reliability and validity, are explored. 1% (117 male and 20 female) play game every day. 2 in the game highest number of download which have a 41. Lower than Dec 17, 2020 · Online game addiction was positively correlated with depression in this study (r=0. 3 Dec 1, 2020 · Video games are the subject of constant transformation, defining their aesthetics, functions, and audiences. 044%. 0%) females had severe depression. These have an impact on the mind. Any modern VG requires an extensive repertoire of attentional, perceptual and executive abilities, such as a deep perceptual analysis of complex unfamiliar environments, detecting relevant or irrelevant stimuli, interference control, speed of information processing, planning and decision making, cognitive flexibility and working memory. Due to the ubiquity of mobile phones throughout the world, there have been extensive scholarly research on their impact within and across areas. May 11, 2023 · The situation in general education in Georgia has changed in the spring semester of 2020, when the first case of coronavirus COVID-19 infection was detected rising to 211 local and more than 1,5 A total of 493 students were enrolled in performance. The primary Jan 30, 2023 · The Covid 19 pandemic has heightened the use of mobile phones among learners all over the globe. Aside from the model, factors which relatively affect the Unemployment Rate are to be determ ined among the considered Dec 18, 2015 · Due to the availability of inexpensive mobile and wireless internet to the millennial generation in the United States, the reach of YouTube content is enormous and the reaction of YouTube users to the videos is measureable. The purpose of this study was to find out how the positive and negative impact of playing Oct 26, 2022 · The mobile game-based learning application’s usability was evaluated prior to the implementation to the real environment. . The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. 32996/jbms. 0% males, 5. 9% of students are severely addicted who choose to play at night time only (p value < 0. The “Online Game Addiction Scale” which was developed by Kaya and May 6, 2020 · This research paper is aimed at shedding light on the use of the mobile application Tiktok, it concluded that the use of the application, has had a very little negative impact on the main target Oct 19, 2020 · In the Philippines’ early adoption of the K-12 educational system, several concerns have been raised regarding its implementation, mainly, the mismatch between coursework offered in Philippine K The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work for Filipino video game developers and the dominance of non-Filipino video games played by Filipino players, has hindered the Mar 22, 2021 · Research work in the field of m-payment was stagnant till the year 2013. 7% females) had moderately severe depression and 6 (2. Mar 3, 2023 · This study examines the socio-economic profiles, platform preferences, and factors influencing customer satisfaction among mobile money service users in General Santos City, Philippines. 9% (130 male and 60 female) uses chat rooms for communication, 72% (171 male and 81 female) uses instant messenger to communicate and 39. Moreover, Krouska et al. Dec 17, 2020 · Introduction: World Health Organization recognizes online game addiction as a mental health condition. Online games influence many Filipino students in many ways. com, 2020), video gaming has continuously been the center of attent Oct 1, 2018 · A total of eighty-five (85) respondents from National University - Philippines answered two questioPnnaires through Google Forms, namely, the Game Addiction Questionnaire and Cyberbullying Jun 17, 2020 · Published: 17 June 2020. 001). g. 52 Citations. 052 to 0. Every 1% increase in population factors will increase the spread of the epidemic by 1. The mixed-method meta-review mentioned above describes the state of the research, explains how the studies evaluate different outcomes and discusses different aspects of learning effectiveness. ,2003a; Karjaluotoetal Aug 21, 2020 · This research sample using purposive sampling technique by taking a sample of students of MAN 1 Padang City who tended to experience addiction to mobile games with a percentage ?50%. s i p = ∂ x j ∂ α p = lim Δ α p → 0 x j ( α p + Δ α p) − x j ( α p) Δ α p. 098 on a 4 point scale. This research work examines phone usage and identified the effects internet enabled mobile Jun 30, 2021 · The findings show that the most popular type of online game is PlayerUnknown’s Battlegrounds (PUBG), followed by Mobile Legend (ML), Call of Duty (CoD), Defense of the Ancients (DotA), and Free college majors (Arcidiacono et al. The aim of the current research was to determine the relationship between the time management skills and academic achievement of the students. May 25, 2020 · An important technique to analyze system 4 is the idea of sensitivity analysis. 2 million or 15% of the app's total number of downloads. [28] studied howadaptive grain-size delivery of the learningma-terial helps render students achieve learning outcomes. 9% (130 male and 76 females out of 350) who use mobile phones for communication. Research on mobile game-based learning has been gaining attention in the past few years. 2 %), total 131 high school students. Fei Gao, Lan Li & Yanyan Sun. The respondents were the 52 Education students who were enrolled in the mathematics program 1 CONSOLACION UNIVERSITY PHILIPPINES CATMON, CITY OF MALOLOS, BULACAN BASIC EDUCATION DEPARTMENT School Year 2019-2020 THE ALLOWANCE HAS BEEN SLAIN: DETERMINING THE LENGTH OF MOBILE GAMES ENGAGEMENT TO THE BUDGET ALLOCATE LITERACY OF THE STUDENTS Submitted in Partial Fulfillment of the Academic Requirements in Research Capstone Project Nov 1, 2021 · There are 58. This study is a quantitative analysis investigating the educational and psychological effects of the pandemic on US medical In the study conducted by Santos et al. Online Game Addiction According to (Garnada, 2020) in his work entitled "Online Gaming Addiction and Academic Attitude: The Case of College Students in The Philippines" computer games are one of the ways to eliminate boredom, but sometimes the enjoyment of playing computer games turns to addiction because of lack in self-discipline, addiction in playing computer Quantitative Research on the Level of Social Media Addiction among Young People EUROPEAN ACADEMIC RESEARCH - Vol. G. Email: giovanni. Time management is very important and it There were 120 students in grades XI and XII in natural science and Social Science at one Public High School enrolled in the second semester of the school year 2021-2022 who were the respondents Jun 28, 2023 · The Philippines is among the top media users worldwide, and online activities have been increasing through the years []. Sep 24, 2020 · This study employed quantitative research design using an online survey method that was distributed to 50 polytechnic students and a semi-structured interview was conducted with five respondents. The purpose of this study was to investigate the association between on-line mobile gaming and academic The objective of this research was to findout the effect of online gaming habits on student,s learning outcomes in class X of social sciences in economics subject at SMA Negeri 1 Tapa, Bone Bolango Regency, It employed a quantitative method with a sample of 66 students. Hence, the students who got involved and soon got addicted into playing mobile games whether these Quantitative research is ‘Explaining phenomena by collecting numerical data that are analysed using mathematically based methods (in particu-lar statistics)’. In this study, 37 respondents (6. Despite the introduction of mobile payment services Abstract. Trillanes and L. From 2014 onwards, m-payments seemed to have caught the attention of the practicing scholars and the output in terms of research articles have improved significantly. This article presents the results of the usability evaluation of the Jan 30, 2020 · Determinants of Mobile Money Adoption: Evidence from Urban Philippines. 2019–2020 h1>Mobile Legends Online Games: Bang Bang is one manifestation of technological development in new media. com, 2020) and an expected sales generated of 90 billion U. Furthermore, the quantitative data was obtained by interpreting the data obtained through open-ended questions. The relationships between online gaming addiction and mental health components Apr 7, 2022 · Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. April 2017 · Turkish Online Journal of Distance Education. VIII, Issue 8 / November 2020 4697 Khurana N revealed that in India 66% of the youth practices social media for at least 2 hours a day. The first element is explaining phenomena. Online game addiction was positively correlated with depression in Jul 23, 2021 · Abstract. According to Jana (2020) playing online games for long hours can affect the student’s performance in school. The aim of this study is to investigate high school students’ online game addiction with respect to gender. Due to the syntactic structure of quantitative laws, we can deduce predictions for singular observations from an expression of the form ∀ i: y i = f(x i). In the year 2020, Philippines were in Ranked No. Effect of Video Games on Cognitive Functions. 8 %) female, and 50 male (38. The framework Mar 5, 2021 · In the opinion of Aviso (2021), as the generations change, the internet has become more prominent, technology is constantly evolving, and online games, as part of developed technology, have been Dec 31, 2022 · Abstract. combining the quantitative data obtained. This study analyzes the self-efficacy of young adult learners from the Philippines in Zamboanga City. In this communication, 54. He also exposed that a very large number of youths have been persecuted by cybercrimes. The gameplay i s similar to League of Jul 14, 2021 · 3. Download PDF. 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 Dec 1, 2020 · The levels of online gaming addiction and mental health among IIUM students were found to be significantly low. 91 million internet users in the Philippines recorded in January 2021 with 92% connected with a smartphone, 74% through a laptop or desktop computer and 38% with a tablet []. 05). Fabito, R. Papers were included if available in any Dec 31, 2021 · By using a quantitative analysis, the study recorded 100 respondents residing in the Philippines and studying their opinion towards this new addictive behavior relating to money. The sample which was selected through the criterion sampling method, consists of 81 female (61. Mar 15, 2023 · Background: Computer and mobile games are widely used among undergraduate students worldwide, especially in China. Research Instruments academic performance. The review includes articles published from January of 2010 to October of 2020, and from 127 records Jul 15, 2020 · perspective of mobile phone purchasing, it is seen that mobile phone price is a vital factor of mobile phone model choices particularly among youngsters (Karjaluoto etal. 1. 1924 - 0. With a population of 110 million Filipinos, there were 73. Likewise,Troussasetal. edu. The rise of excessive online gaming is emerging in the Philippines, with 29. Using the quantitative survey research design Dec 10, 2020 · Playing electronic games included playing games on a gaming console (e. 7% males, 5. Our objective was to predict the time spent playing computer and mobile games Apr 1, 2020 · Vol. Volume 68 , pages 1791–1827, ( 2020 ) Cite this article. It is also a crucial factor in how mobile games became as large phenomenon as. Quantitative method is used to summarize, average, find patterns, make predictions, and test causal associations as well as generalizing results to wider populations. In less than a decade, the development escalated to a point where almost all. Jan 6, 2021 · Background The COVID-19 pandemic disrupted the United States (US) medical education system with the necessary, yet unprecedented Association of American Medical Colleges (AAMC) national recommendation to pause all student clinical rotations with in-person patient care. The number of annual publications started to pick up momentum from the year 2014 and still continues. Student feedback is a crucial indicator of how well teachers and the educational system are performing. Video game content can vary significantly from one game to another (Sevin & DeCamp Oct 24, 2020 · Quantitative research on video games often reduces participants’ gaming experience to how much time they spend playing video games. A search of Medline, Embase, Web of Science, PsycINFO, and Google Scholar identified a total of 763 studies, including 34 studies ( n = 51,901 participants) eligible for inclusion. 2022. delossantos@evsu. The purpose of this study was to determine the effect of health awareness There are six points will be discussed in Literature Review in which online game addiction, mental health, depression and internet gaming disorder, social anxiety and online gaming addiction, loneliness and mobile game addiction and social cognitive theory. There has been a concerted effort in Saudi Arabia to understand and mitigate the impact of COVID‐19 on nursing staff, with studies investigating stress, fear of infection and resilience in relation to COVID‐19 (Tayyib & Alsolami, 2020); stress and coping strategies in dealing with COVID‐19 (Muharraq, 2021); and nursing knowledge and anxiety related to COVID‐19 (Alsharif Jun 28, 2021 · In this literature review, we conduct an analysis of educational mobile location-based games. 2 No. the engineering department and the researchers surveyed 134 This much attention among university students in playing students who satisfy the research criteria. Researchers have looked at the impact of May 6, 2020 · Effectiveness of Game-Based Learning – Learning in Modern Education. One of the papers concluded that mobile dependency was better predicted by personality factors (such as low self-esteem and extraversion) than actual phone use . With this, the researchers see the value of investigating disaster Email: vicente@evsu. 98%. 9 million gamers Apr 19, 2023 · Abstract. This study Apr 8, 2017 · The study intends to add on to the existing consumer behavior research, specifically to aid in advertising that targets the Filipino demographic, by providing significant information on Filipino In the Philippine setting, the study conducted by Rotas and Calupay (2020) revealed that college students are having difficulty with technical concerns, overloaded lesson activities, limited Oct 19, 2020 · game business. First, we introduce a framework of analysis which is based on previous work on game design patterns for mobile games and on learning outcomes. 4. Research into mobile game addiction has increased over the previous two decades. As of January 2021, COVID-19 has infected 94 million people and has caused 2 million deaths in 191 countries and territories (John Hopkins University, 2021). Quantitative method is the collection and analysis of numerical data to answer scientific research questions. 30 Jan 26, 2022 · Roblox, were the leadin g mobile games from Google Play in the Philippines with 100 million downloads each (Statista Research Department, 2021). Formally, the logical quantifier ∀ Electronic Product, Filipino Consumers, Generation Y, Generation Z, Lazada, Purchasing Behavior, Shopee | ARTICLE DOI: 10. May 4, 2022 · The research stud y employed a descriptive-quantitative approach, in which the investigation is centered on in measuring the online learning experiences of the Filipino pre-service teachers who Jan 12, 2023 · The usage of Internet enabled mobile phones is a 21st century experience which covers various operations. The research was conducted with survey and causal-comparative quantitative research methods. This paper aims to investigate factors that drive behavioral intention to adopt mobile money services in Metro Manila, the Sep 6, 2021 · The result also shows that 32% of students are severely addicted to mobile games who choose to play a mobile game both day and night, whereas only 5. Nov 30, 2021 · This qualitative study employed a case research design which sought to investigate nature of the challenges in STEM learning among senior high school students in the Philippines. BACKGROUND. All users also become more active and narcissistic in creating multiple collaboration and fuzzy-modeled personalization for mobile game-basedlearningineducation. online mobile games contributes significantly to students’ C. Semi-structured Mar 28, 2020 · The study was conducted at the Cebu Technological University San Francisco Campus, Cebu, Philippines. 5 billion video gamers worldwide where 912 million are from Asia Pacific (The European Mobile Game Market, 2016, as cited in WePC. It was carefully adapted to match the study Feb 10, 2018 · The continuous development of technology corresponds to the constant of growth of body of scientific inventions and discovery including the internet. 7% females) had high level of online game addiction as reflected in their high VAT scores. rv cr bj bf lw mr hr zi nw uh