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“THE EFFECTS OF PLAYING MOBILE LEGENDS ON THE ACADEMIC


PERFORMANCE OF GRADE 12 INFORMATION AND
COMMUNICATION TECHNOLOGY STUDENTS OF
CALOOCAN CITY BUSINESS HIGH SCHOOL “

A Thesis
Presented in the Faculty of Caloocan City Business High School
Caloocan, Metro Manila

In partial fulfilment of output in research project

Submitted by:
Aderes, Terumy
Dela Rosa, Learner
Diaz, Hackchet Terrence
Horne, Jimuel
Jacobo, Jayprey
Masculino, Richard
Nanalis, Kurt Axel
Quinonez, Jam Paul
Ranido, Adrian Dirk
Ykalina, Carl Ivan
Lagunday, Gincee Mae

MARCH 2019
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APPROVAL SHEET

This research entitled, “THE EFFECTS OF PLAYING MOBILE LEGENDS ON THE ACADEMIC
PERFORMANCE OF GRADE 12 INFORMATION AND COMMUNICATION TECHNOLOGY STUDENTS
OF CALOOCAN CITY BUSINESS HIGH SCHOOL” prepared and submitted by Terumy Aderes,
Learner G. Dela Rosa, Hackchet Terrence P. Diaz, Jimuel P. Horne, Jayprey DV. Jacobo, Richard C.
Masculino, Kurt Axel D. Nanalis, Jampaul G. Quiñonez, Adrian Dirk S. Ranido, Carl Ivan V. Ykalina
and Gincee Mae C. Lagunday has been approved and accepted in partial fulfilment of the
requirements for Project Research of Grade 12 TVL – Information Communications and
Technology.

MRS. GRACE E. TAMONDONG


Project Research Adviser

Approved and accepted by the Committee on Pre-oral Examination with the grade of ____
on. _____

_____________________________________
Chairman

_____________________________________
Member

_____________________________________
Member
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ACKNOWLEDGEMENT

The researchers are expressing their deepest gratitude for the following individuals who helped
and guided us to make the research become successful.

MRS. NIMFA U. DAVID our beloved principal for giving us the opportunity to conduct this
study, it helped us gather more information and knowledge about the research.

MR. JAY AR BUENA our subject teacher, we thank you for the help and support you have given
to us, and makes us to be positive and confident while conducting our study about the said
topic.

MRS. GRACE E. TAMONDONG our research adviser who taught us to properly conduct our
study, and also giving us the knowledge to overcome different situations while conducting it.

RESPONDENTS who was able to help us by accepting the favour of answering the surveys and
questionnaires that contributed information that we need in our research, and also to the
information provided by the internet.

FAMILY AND FRIENDS the researchers are thanking them for all the financial and moral
support, without them the research wouldn’t be successful.

And lastly for our ALMIGHTY GOD for giving us everything from the start till the end of the research.
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Table of Contents

Title Page……………………………………………………………………………………………………………………………………1

Approval Sheet…………………………………………………………………………………………………………………………..2

Acknowledgement……………………………………………………………………………………………………………………..3

Table of Contents……………………………………………………………………………………………………………………4-5

Chapter I: Problem and its Background

Introduction……………………………………………………………………………………………………………………………….6

Statement of the Problem …………………………………………………………………………………………………………7

Assumption of the study

Scope and Delimitation………………………………………………………………………………………………………………8

Significance of the study…………………………………………………………………………………………………………….9

Definition of Terms……………………………………………………………………………………………………………..10-11

Chapter II: Related Literature and Studies

Related Literature and Studies……………………………………………………………………………………………12-22

Conceptual Framework……………………………………………………………………………………………………………22

Chapter III: Research Methodology

Research Method…………………………………………………………………………………………………………………….23

Research Locale

Research Population

Sampling Technique…………………………………………………………………………………………………………………24
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Respondents

Research Instrument

Statistical Treatment

Statistical Treatment of Study………………………………………………………………………………………………….25

Bibliography…………………………………………………………………………………………………………………………….26
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CHAPTER I

PROBLEM AND ITS BACKGROUND

Students nowadays lived in the digital world where technology became trending.

The millennial generation, have the accessibility to the internet with the use of different

mediums such as electronic gadgets and appliances, that make our life tasks more easier

compared to the previous generations. As time passes by the development of emerging

technologies continues, multimedia comes up and different media platforms were exist

such as films, radio, televisions around us, which can be accessed with the help of

computers and many more, that projects visual image containing information.

Multimedia gave a huge contribution in the industry of entertainment, this is where video

game started in which students got hooked. Mobile Legends: Bang Bang is a multiplayer

online battle arena game that is developed and published by Montoon because of its

outstanding accessibility. Because this game is easily accessible, anyone can play it

causing students to spend more time to play than to study and socialize. This can change

the psychological mind set of students such as tardiness, lack of focus, and anger

management issues which degrades their academic performance time management

issues are severely affected too. Multiplayer Online Battle Arena started from the very
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popular World of Warcraft which is played on computers and become a great hit to the

gamers, more specially, to the students.

STATEMENT OF THE PROBLEM

This study entitled “The effects of playing mobile legends on the academic

performance of grade 12 Information and Communication Technology study of Caloocan

City Business High School A.Y. 2018-2019” aims to answer the following questions:

1. What are the reasons why students play mobile legends?

2. What are the effects of playing mobile legends?

3. What are the ways to control the students in playing mobile legends?

ASSUMPTION

30% of the respondent’s academic performance was affected by playing Mobile

Legends, because they prioritized playing rather than studying and complying school and

class requirements.
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SCOPE AND DELIMITATION

This study focuses on finding out the the effects of playing mobile legends on the

academic performance of grade 12 Information and Communication Technology study of

Caloocan City Business High School.

The researchers gather data from 30 respondents of TVL-ICT Strand only, it

excludes students from other tracks and grade level in Caloocan City Business High

School.

SIGNIFICANCE OF THE STUDY

This study on the effects of playing mobile legends focuses on the problems faced

by the students together with the solutions provided that could help them overcome their

problems when it comes to playing mobile legends. This research will be beneficial to the

following:

Students. It will help the students to know their limitations when it comes in playing

mobile legends.
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Parents. This research will be an essential tool for them to be fully aware of their child's

excessive use of gadgets such as playing mobile legends and to be informed on how to

limit their child.

Teachers. This research will aid their questions and curiosity on why some of their

students are not able to focus in the class. And the ways they can help to inform the

students about playing mobile legends.

School. This research will contribute to the institution for resolving situations of the

students.

Future Researchers. This will help future researchers to apply and deepen the knowledge

of their research.
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DEFINITION OF TERMS

Academic - Academic is used to describe things that relate to the work done in schools,

colleges, and universities, especially work which involves studying and reasoning rather

than practical or technical skills.

Accessibility - refers to the quality of being available when needed.

Arena - a level area surrounded by seats for spectators, in which sports, entertainments,

and other public events are held.

Battle - fight or struggle tenaciously to achieve or resist something.

Competition - an event or contest in which people compete.

Cooperation - the process of working together to the same end.

Development - the process in which someone or something grows or changes and

becomes more advanced.

Enhance - intensify, increase, or further improve the quality, value, or extent of.

E-sports - a multiplayer video game played competitively for spectators, typically by

professional gamers.

Factors - a circumstance, fact, or influence that contributes to a result or outcome.


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Game - a form of play or sport, especially a competitive one played according to rules

and decided by skill, strength, or luck.

Interaction - communication or direct involvement with someone or something.

MOBA - Multiplayer Online Battle Arena.

Mobile - relating to mobile phones, handheld computers, and similar technology.

MVP - most valuable player.

Online - controlled by or connected to another computer or to a network.

RPG - A role-playing game is a game in which each participant assumes the role of a

character, generally in a fantasy or science fiction setting that can interact within the

game's imaginary world.

RTS - Real Time Strategy.

Strategy - a plan of action or policy designed to achieve a major or overall aim.

Teamwork - the combined action of a group of people, especially when effective and

efficient.
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CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter contains that related literature that the past researchers conducted

inside and outside the country wherein it supported that the topic entitled “The effects

of playing mobile legends on the academic performance of grade 12 Information and

Communication Technology study of Caloocan City Business High School“

Local

This 2018, MLBB's entrance into the Philippine basketball scene was marked by

exciting collaborations with leading Filipino basketball players, basketball-themed skins,

limited-edition jersey, and a slew of offline activities. "As a globally-focused game, MLBB

has always placed a strong focus on local popular culture and aims to connect with players

at a deeper level. Basketball being a popular sport within the Philippines, and among

MLBB players, entering the basketball scene was a natural decision for us," shared Cherry

Xia, MLBB's Vice President. "Moreover, basketball and MLBB e-sports share a lot of

similarities, both of which emphasize the spirit of competition and teamwork. Players of
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all skill levels can experience the thrill of competition and teamwork." (PinoyTechSaga,

2018)

With each passing day, I start to see more and more gaming recaps on my Facebook

feed. MVP recap, assist recaps, basically showing off their value in a game that seemed

like a DOTA-based mobile game. The recap isn’t some screen-capped summary. Rather,

it felt like a game feature. (Yes, I don’t play the game…yet)

Bueno, let’s give a brief background about the game and its developer

“Mobile Legends: Bang Bang” is a mobile MOBA. Unlike games such as DOTA 2 or League

of Legends (LOL), you will only need a compatible mobile phone to run the game. The

game was developed by Moonton, a gaming developer located at Kuala Lumpur,

Malaysia, with a company life nine months. Yep, just nine months. To boot, this is only

Moonton’s only video game developed and released, available for both android and iOS.

(Migs Lopez, 2017)

We have to admit that many of us loves to have some fun playing online games in

solo play or with our friends. And with a strategy Multi-player Online Battle Arena kind of

a game you’ll sure be hooked up with it for hours. This category of game was first
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introduced in a PC and a lot of gamers find it great to measure one’s skill of a real player

when it comes to the gamer’s reaction time, critical thinking and strategies to win the

game. Nevertheless, it’ll measure ones’ sportsmanship which is a true quality of a real

gamer. (Arjay Aragon, 2017)

Positive effects of playing video games.

1. Multitasking abilities

A lot of video games require multitasking abilities. Playing regularly will help your child

to enhance his reflexes and responses. Like for example, racing games will require you to

drive and win the race while doing extra missions. In this case, you need to multi-task for

you to be able to finish the mission given to you.

2. Cooperation and teamwork

This is obvious especially in games like multiplayer online battle arena famously known

as MOBA. The key to winning this game is cooperation and teamwork. Without these two

essentials, it is almost impossible to win. If your child is fond of playing this kind of games,

then there are higher chances that he will learn to cooperate with his teammates even
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when outside the game. This will apply specifically to his activities at school or

performance in his chosen sport.

3. Boost confidence

Playing video games can actually boost his confidence. He will be more likely to become

competitive. Accomplishing something or achieving victory in the game he is playing

might turn him to be more confident than he used to be before. It will also help him to

strive and work hard to gain more achievements. Seeing your child being competitive is

something you would like right?

4. Eye and hand coordination

Good hand and eye coordination are highly needed in playing video games. A good

example is shooting game. For you to win this kind of game, you need to be very keen

when it comes to chasing opponents and shooting them while you are defending yourself

too. This is possible if you have a good hand and eye coordination. Regular playing can

increase your child’s proficiency which is very useful for performing his daily activities.
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5. Social skills

This is totally helpful especially to those kids who are having a hard time socializing with

others. Playing online games will slowly help him to learn how to interact with different

kinds of people – even strangers. Yes, approaching people in real life might be harder

than doing it virtually when playing online games but the point is, he will eventually learn

how to handle talking to other people around him. There are guide to educational games

around that can be used that he can play to help increase his social skills even more.

6. Promote physical activities

Contrary to the common belief that video games will make your child clumsy, there are

some video games that will require your child to perform physical activities. If your child

is not interested in playing outside, why not introduce him online virtual sports. These

includes basketball, tennis, volleyball, boxing, skateboarding and so on. Using consoles,

your child will experience outdoor activities even when he is alone and inside his room.

Later on, if he is already enjoying this kind of sports, then convince him to try it with his

friends too.
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7. Reduce stress

Studying can be really stressful for your child. Sometimes, stressing him out instead of

letting him enjoy will push him more to hate his studies. Giving him the freedom to play

his games will reduce his stress. This will increase his positive vibes and will attract good

mood. When this happens, it will be easy for you to convince your child to study and finish

his homework

Playing video games is not bad. What makes it bad is the addiction in playing too much

video games. There’s a difference. Just like any other, play moderately and have fun!

(Alyzza Sanchez, 2017)

Foreign

Mobile Legends Game is made by China Bamboo Curtain aka China or China. Mobile

Legends game created by Chinese developer Moonton or Shanghai Moonton Technology

Co., Ltd. Moonton is headquartered in Shanghai, China. (Moonton, Mobile Legend, 2016).

Mobile Legend one type of MOBA (Massive Online Battle Arena) is a type of online game

that combines two types of games namely RTS (Real Time Strategy) and RPG (Role Playing

Game) where players run one character from two teams opposite to the goal to destroy
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the opponent's headquarters. Each character which is played has a role with strength and

weakness each other so prosecuted for cooperate with team to win the game (Funk,

2013).

We have to admit that many of us loves to have some fun playing online games in

solo play or with our friends. And with a strategy Multi-player Online Battle Arena kind of

a game you’ll sure be hooked up with it for hours. This category of game was first

introduced in a PC and a lot of gamers find it great to measure one’s skill of a real player

when it comes to the gamer reaction time, critical thinking and strategies to win the

game. Nevertheless, it’ll measure ones’ sportsmanship which is a true quality of a real

gamer. (Arjay Aragon, 2017)

Let me tell you a story, a story of how I nearly lost my mind playing MLBB. Mind you,

I'm not writing this to discourage MLBB players or tell you that MOBA is a horrible thing,

but I am trying to address a challenge I think most hard gamers would go through when

they're deeply committed to the game.

I started playing MLBB as a casual gamer, not really trying to win but just loving and

admiring the gameplay and the teamwork. I wanted to choose one hero, just one, to play
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with for the rest of the time I'd spend on MLBB because I thought I wouldn't stay

interested in the game for too long. I was wrong.

My addiction began when I started going on rank and managed to reach Master II in

just a week. This was possible with the help of another gamer, who later on left the game

for the same reason I am writing this post. He was lucky to have had the will power to

stop himself. I, however, was not that fortunate. But even before I began ranked, I had a

feeling that I would be completely hooked on the game. Now, I had been previously

addicted to a lot of other games (MKX, Tekken, MAME games, Pokemon), but the

convenience of having a game played on your very own mobile (and such a super

awesome game at that) was what really got me drawn to Mobile Legends.

When I started playing ranked, I had initially wanted to see how far I could go while

my interest in MLBB was still at its peak. Slowly, I began to lose track of time, losing sight

of everything and everyone around me. This may sound dramatic, but to me it felt that

way. I couldn't think of anything other than Mobile Legends. I was hooked on their game,

and it seemed that I wouldn't be losing interest anytime soon. I compromised my time
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with my family, friends, and my studies. I didn't notice that I was slowly changing, but

everyone else around me did.

My parents had to have a 1-on-1 session with me. They were worried that the game

was affecting my health (I could play for three days with little or no sleep, and practically

1 snack in an entire day). They were worried that I was becoming an addict to the game,

and they warned me to stop playing or it would ruin my life. I thought they were being

over-dramatic, as all parents go. A number of times, my mom had uninstalled the game

in hopes of discouraging me from playing, but it didn't. I would re-install the game over

and over again, patiently reloading all the game data into the phone as I fed my unhealthy

addiction.

Things got out of hand when I started installing the game into every phone I could

get my hands on. My parents, my friends, anyone that I knew had a MLBB app with my

account linked to it. I always found it frustrating how you'd have to reach LV 8 before you

could change to your linked account, but I didn't complain. In school, I spent more time

researching on hero gameplays and builds than actually doing school work. I drastically

lagged behind on all my assignments and procrastinated to the extreme, to the point
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where I was sure I would fail all of my courses. But that didn't stop me, somehow my mind

was only hardwired for MLBB. My friends started noticing that I was distancing myself

from everyone else (which was strange to them because I was a hyperactive extrovert

who talked to everyone and anyone), and they began to worry. One of them told me

about, but I ignored them. Nothing could stop me from reaching Mythic, and I was

determined to get there before the end of the season.

My addiction had changed my entire personality. I was becoming more aggressive

(not to people, but to the mobile phone I was playing on), and became a toxic player in

every team that I was put in. I smashed 3 phones in one week. Had my tablet repaired

after I broke the LCD, then broke it again 2 days later because I was lagging pretty badly.

People were afraid of giving me their phones, for fear of having to buy a new one. I

converted a lot of people into playing Mobile Legends (If I was a sales rep for the game,

the developers would be making millions), but in the process I was losing my sense of

reality. I became emotionally unstable, and would often miss playing MLBB even if I

stopped playing for just a few hours. The bright student who carried a high GPA and a

good record was suddenly a mosh pit of doomed failure, disappointment and depression.

Right now, I'm pretty much trying to salvage whatever I can after recovering from the
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addiction. I'm getting back on track with school, putting a little more effort than I should

be. I'm determined to turn my life around. MLBB will always be a part of my life, but I

have learnt that some things should be put first before a MOBA app. I've learnt how to

manage my life and my time the hard way, through my MLBB addiction. And I'm advising

everyone who might be struggling with the same thing to please play in moderation. I'm

just sharing my experiences here so others can learn from it. You may be a wiz and

balancing your gaming with everything else, and that's great, but if you're like me and

you're struggling with a gaming addiction, I'm just letting you know that you're not alone.

(Epixiie94, 2018)

CONCEPTUAL FRAMEWORK

Financial Problem

Effects
Students who plays of Family Problem
Mobile Legends Playing
Mobile
Legends
Poor Academic Performance

Social Problem
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CHAPTER III

RESEARCH METHODOLOGY

Research Method

This describes the data gathering process and the approaches utilized by the

researchers. The process and approaches includes research locale, research population,

sampling techniques, respondents, research instruments, data gathering treatment and

statistical treatment.

Research Locale

Caloocan City Business High School

Grade XII – Technical Vocational and Livelihood – Information and Communications

Technology

Research Population

The population of respondents were composed of thirty students with sex ratio of 1:1.
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Sampling Technique

The Sampling Technique that was used is the Random Sampling, the researchers

picked 30 random students from different sections of Grade 12 TVL-ICT students of

Caloocan City Business High School with a total population of 53.

Respondent

The researchers selected the Senior High School TVL Information and Technology

students of Caloocan City Business High School to be the 30 respondents of the research

that is being conducted. The distribution of the respondents was divided in half, having

15 respondents in Grade 12- TVL ICT Computer Hardware Servicing students and the

other part is for the Grade 12- TVL ICT Animation students.

Research Instrument

The researchers used survey questionnaires to get information from the

respondents.
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Statistical Treatment

Our respondents came from Grade 12 TVL ICT students, we gathered the data using

the raw score formula to find the percentage of our survey.

P= F/N * 100

P= Percentage

F= Frequency of respondents

N= Number of respondents
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BIBLIOGRAPHY
2018.
Mobile Legends Enters the World of Philippine Basketball
http://pinoytechsaga.blogspot.com/2018/07/mobile-legends-enters-world-of-
philippine-basketball.html
2017.
On The Know: “Mobile Legends: Bang Bang”
https://criticalindex.net/on-the-know-mobile-legends-bang-bang-
f1f5a9c5d5ba?gi=6088cde40820
2017.
Be Glorious in Mobile Legends: Bang Bang!
https://medium.com/cictwvsu-online/be-glorious-in-mobile-legends-bang-
bang-2e9df390cae9
2017.
Playing Video games and its good effects on your child
http://www.psst.ph/playing-video-games-good-effects-child/
2018.
My Mobile Legends Addiction
https://forum.mobilelegends.com/forum.php?mod=viewthread&tid=57115&fb
clid=IwAR3QGs0ZttcHhSvCnYQzKrZDOKElGyciljef8oLoVa53CTIEuif1kMqSSQw

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