Report
Mobile Game Addiction and Academic Achievement among Senior High School Students: A Convergent Mixed-Methods Study in a Philippine Public School
| Τίτλος: | Mobile Game Addiction and Academic Achievement among Senior High School Students: A Convergent Mixed-Methods Study in a Philippine Public School |
|---|---|
| Γλώσσα: | English |
| Συγγραφείς: | Mhel Cedric D. Bendo (ORCID |
| Πηγή: | Online Submission. 2026. |
| Peer Reviewed: | N |
| Page Count: | 15 |
| Ημερομηνία έκδοσης: | 2026 |
| Τύπος εγγράφου: | Reports - Research |
| Education Level: | High Schools Secondary Education Grade 11 |
| Descriptors: | Video Games, Addictive Behavior, High School Students, Grade 11, Attention, Sleep, Physical Health, Coping, Barriers, Self Management, Student Motivation, Student Behavior, Foreign Countries, Telecommunications, Handheld Devices |
| Γεωγραφικοί όροι: | Philippines |
| Περίληψη: | This 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 = -0.52, p < 0.001). 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. [This paper was published in "Journal of Research, Innovation, and Strategies for Education (RISE)," v3 n4 p57-71 2026.] |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Αριθμός Καταχώρησης: | ED682606 |
| Βάση Δεδομένων: | ERIC |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=ED682606 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: ED682606 AccessLevel: 3 PubType: Report PubTypeId: report PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Mobile Game Addiction and Academic Achievement among Senior High School Students: A Convergent Mixed-Methods Study in a Philippine Public School – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Mhel+Cedric+D%2E+Bendo%22">Mhel Cedric D. Bendo</searchLink> (ORCID <externalLink term="https://orcid.org/0009-0004-6873-3910">0009-0004-6873-3910</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Online+Submission%22"><i>Online Submission</i></searchLink>. 2026. – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: N – Name: Pages Label: Page Count Group: Src Data: 15 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22High+Schools%22">High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink><br /><searchLink fieldCode="EL" term="%22Grade+11%22">Grade 11</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Addictive+Behavior%22">Addictive Behavior</searchLink><br /><searchLink fieldCode="DE" term="%22High+School+Students%22">High School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+11%22">Grade 11</searchLink><br /><searchLink fieldCode="DE" term="%22Attention%22">Attention</searchLink><br /><searchLink fieldCode="DE" term="%22Sleep%22">Sleep</searchLink><br /><searchLink fieldCode="DE" term="%22Physical+Health%22">Physical Health</searchLink><br /><searchLink fieldCode="DE" term="%22Coping%22">Coping</searchLink><br /><searchLink fieldCode="DE" term="%22Barriers%22">Barriers</searchLink><br /><searchLink fieldCode="DE" term="%22Self+Management%22">Self Management</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Behavior%22">Student Behavior</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Telecommunications%22">Telecommunications</searchLink><br /><searchLink fieldCode="DE" term="%22Handheld+Devices%22">Handheld Devices</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Philippines%22">Philippines</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: This 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 = -0.52, p < 0.001). 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. [This paper was published in "Journal of Research, Innovation, and Strategies for Education (RISE)," v3 n4 p57-71 2026.] – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: ED682606 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=ED682606 |
| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 15 Subjects: – SubjectFull: Video Games Type: general – SubjectFull: Addictive Behavior Type: general – SubjectFull: High School Students Type: general – SubjectFull: Grade 11 Type: general – SubjectFull: Attention Type: general – SubjectFull: Sleep Type: general – SubjectFull: Physical Health Type: general – SubjectFull: Coping Type: general – SubjectFull: Barriers Type: general – SubjectFull: Self Management Type: general – SubjectFull: Student Motivation Type: general – SubjectFull: Student Behavior Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Telecommunications Type: general – SubjectFull: Handheld Devices Type: general – SubjectFull: Philippines Type: general Titles: – TitleFull: Mobile Game Addiction and Academic Achievement among Senior High School Students: A Convergent Mixed-Methods Study in a Philippine Public School Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Mhel Cedric D. Bendo IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 08 Type: published Y: 2026 Titles: – TitleFull: Online Submission Type: main |
| ResultId | 1 |