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The Effects of Mobile Legends among G10 students

Of General Santos City National High School

In Fulfillment of Requirments of the Keys

In Practical Research Project

By:

Adana, Mark John

Aloro, Eric Jay

Galano, Jonna Mae

Jalover, Jill

Nacipo, Shieca Joy

G 10 Donaire

January 2020
Acknowledgement

We would like to express our special thanks and deep appreciation to the

following person who extended there help just to make our Research successful:

To God who gives us strength, heavenly knowledge and wisdomin our

research. Without His help, our research would not be possible;

To our teacher Maam Annabelle Molles that had invested her full effort in guiding

us to achieve our research. We have appreciated the guidance and time given by

you, Maam. Thank you for your comments and advices in our research.

To our family, for the love, strength, encouragement, advices, understanding

whole -hearted support on helping us in financial aspects and for gave us a

permission to come home late just to make this research successful;

To the people who is part of our success by giving us suggestions and

encouragement helped us to coordinate our research especially in typing this

research and to help us also in our grammatical errors. For giving us their

suggestions just to make this research complete.


Table of Contents

Titlle Page--------------------------------------------------------------------------------- i

Acknowledgement----------------------------------------------------------------------- ii

Table of Contents---------------------------------------------------------------------- iii

Definition of Terms--------------------------------------------------------------------- iiii

Introduction------------------------------------------------------------------------------ 1-4

A. Backround Information------------------------------------------------ 1
B. Objectives of the Study------------------------------------------------ 2
C. Significance of the Study---------------------------------------------- 3
D. Related Literature------------------------------------------------------- 4

Body----------------------------------------------------------------------------------------

Conclusion--------------------------------------------------------------------------------

Bibliography-----------------------------------------------------------------------------------
Definition of Terms

Acadamic Performance- is measured by taking written and oral tests, performing

Presentations,turning in homework and participating in class activities and discussions,

Teachers evaluate in the form of letter or number grades and side notes, to describe how well a
student has done.

Game Addiction- is an excessive or compulsive use of computer games or video games,

which interferes with a person’s everyday life.

Online Game- is any game that is played online, based online, or has a majority of its

content/gameplay online.

Grade 10 Students- this are the students who are enrolled in General Santos City National

High School.

Mobile Legends-
Chapter 1

BACKROUND INFORMATION

Introduction

Effects is a change which is a result of consequence of an action of other causes.

Online games causes a lot of changes in any fields including the form of popular games

such as Mobile Legends. Among the Grade 10 students of General Santos City National

High School, the addiction of rivalry and excitements of the games that can make them

addicted, So they do anything to reach the higher level or rank of the game.

Students play mobile legends due to their peer pressure, and mobile legends is

one of the enjoyment of the students when they have their free time. Initially students

play mobile legends to relieve the fatigue due to studying at school, but subsequently

they are be coming addicted to mobile legends.

The students peer pressure served as a way of condition that they find it difficult to

stop playing mobile legends. This condition will directly us affect their achievement in

school and also playing mobile legends can affect the grades of the students because

they can’t focus in the studies. Too much playing mobile legends it can affect also the

health status of the students.

As in any situation where technology is introduced, the social impact of the internet

is being looked at. One social problem that has been observed is that playing mobile

legends has become mainly game that many students are addicted to this online game.
Chapter 2

OBJECTIVES OF THE STUDY

The main objectives of the study is to identify the effects of playing mobile legends on

the academic performance of students in grade 10; Study the effects of playing mobile

legends onthe academic performance of the students; The researchers conduct a

survey in some grade 10 students in General Santos City National High School asking

them what would be the relation between too much playing mobile legends and the

academic performance of the students.


Chapter 3

SIGNIFICANCE OF THE STUDY

The result of the study is beneficial to the following:

Teachers- it will provide additional knowledge on what strategy to use to educate


students

About the well-known effects of online gaming to students academic performance,


problem-

Solving stratedy, decision-making and spatial visualozation.

Parents- it will serve basis to help share with other parents the information about certain
games

or ideas to help each other in parenting. Also it will help them understand the behaviour
and

study habit of their children when they’re engaged into such activity.

Students- this study might serve as their source of information to their daily lives on how
they

will manage of playing online games or mobile legends and academic performance.

Future Researcher- This study might serve as their source of information or guide to
their

future research study.


Chapter 4

RELATED LITERATURE

Games addiction shows the bad effect among the people nowdays. Addiction to

the internet share some of negative aspects of substance addiction and has been

shown to lead to consequences such as failing school, family and relationship

problem (Brian.D. NG,M.S & Peter. W. H,205). It can make the people who has

addicted will feel that the games can provide opportunities for achievement, freedom

and even a connection to the players. Those benefits trumped a shallow sense of fun,

which doesn’t keep gamers as interested (online gamers anonymous, 2018). The role

of media in advertising the games also make more cause why the games addicted

will be more interested with those games. In 2005, advertiser spent $80million to

reach game players, this spending is expected to top $400 by 2009 (Park Associate

2006).

According to Lan Ying Huang (2003), by playing the online games features online

gamer participants may view the games as source of providing diversion and filling

time. “The biggest risk factor for pathological video game useseems to be playing

games to escape from daily life”, said Joe Hilgard, lead author of the study and a

doctoral candidate in the Department of Psychological Sciences at Missouri.

“Individual who play games to get away from their lives or to pretend to be other

people seem to be those most at-risk for become part off vicious cycle.

Furthermore, another paper claims that these games are not just for

entertainments. (Shaffer, Squire, Halverson,& Gee, 2005). They claim that these

games may be used to learn and experience different things and interact with other

and belong to a virtual community.


Body

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