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Autor/inBendo, Mhel Cedric D.
TitelMobile Game Addiction and Academic Achievement among Senior High School Students: A Convergent Mixed-Methods Study in a Philippine Public School.
QuelleIn: Journal of research, innovation, and strategies for education, 3 (2026) 6, S. 57-71
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Spracheenglisch
Dokumenttyponline; Zeitschriftenaufsatz
ISSN3030-6582
DOI10.70148/rise.v3i4.4
SchlagwörterPsychische Folge; Pädagogische Psychologie; Selbststeuerung; Verhalten; Medienkompetenz; Oberstufe; Schüler; Schülerin; Schulleistung; Lernen; Computerspiel; Gesundheitsfolgen; Auswirkung; Online; Philippinen; Südostasien
AbstractThis study employed a Convergent Mixed-Methods Design to examine how mobile gaming influences students' behaviour, study habits, physical well-being, and academic obligations within a senior high school educational context. The quantitative component involved 58 Grade 11 students from Section X in the Philippines who answered a 10-item Likert-scale survey assessing gaming habits, academic distractions, sleep problems, physical symptoms, and coping strategies. Data were analyzed using weighted means, frequency distributions, and Pearson's correlations. The qualitative component consisted of semi-structured interviews with ten purposively selected participants. The thematic analysis revealed three major themes: (1) gaming for enjoyment and escape, (2) physical discomfort and sleep loss, and (3) difficulty managing academic responsibilities alongside failed attempts at self-regulation. Findings indicated that greater gaming involvement was associated with reduced focus, sleep deprivation, decreased motivation, and neglect of academic tasks. Quantitative results revealed a moderate negative relationship between mobile game addiction and academic performance (r = -.52, p < .001). Qualitative narratives further explained how sleep loss, cognitive fatigue, and reinforcement-driven habits contributed to academic disengagement despite students' awareness of negative consequences. The study highlights the importance of digital literacy programs, structured guidance interventions, and school-based strategies that promote responsible gaming habits and academic self-regulation among learners.
Erfasst vonGESIS - Leibniz-Institut für Sozialwissenschaften, Mannheim
Update2026/4
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