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The Effectsof Mobile Legends Among G10 Students
The Effectsof Mobile Legends Among G10 Students
By:
Jalover, Jill
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 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.
research and to help us also in our grammatical errors. For giving us their
Titlle Page--------------------------------------------------------------------------------- i
Acknowledgement----------------------------------------------------------------------- ii
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
Teachers evaluate in the form of letter or number grades and side notes, to describe how well a
student has done.
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
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
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
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
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
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
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
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
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
“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