Professional Documents
Culture Documents
By:
August 2019
Introduction
Technology, as part of the most useful innovation plays a vital role in the people's lives in
different aspects. It aids the conflict of time management as it assists in a faster way of accomplishing
various responsibilities that usually takes plenty of time. In line with technology is the development of
internet. Internet has helped thousands of people, especially students in complying with different tasks
that depends on the assistance of internet such as researches. With the growing and increasing tasks that
depends on the help of the internet, the demand on the use of internet also increased. Internet has been a
necessity for the people to cope-up with this fast growing and changing world.
Together with the uses of internet is also its ability to entertain people, as entertainment has
been one of the necessities in this current time. With the need to entertain, development of online games
and mobile games also arise. Online games, particularly Massive Online Battle Arena (MOBA) that
demands the use of sportsmanship and excellent use of socialization skills has been on trend this past
few years. It also combines the real time strategy and role playing game (Steemit, 2019). It has aided the
In 2014, Micro-Star International (MSI) stated that there are 1.8 billion of gamers worldwide
(Gomez, 2014). However, in 2016, there are more than 2.5 billion mobile gamers around the world as
stated by The European Mobile Game Market. With this growing number of gamers around the world,
the effect of online games on people lives is being very evident. There are more and more people, of
different age groups being influenced by online games as time goes by.
Based on the study conducted by Polytechnic University of the Philippines with regards
whether playing Mobile Legends affects the students' academic performance, from 126 students, 53.97%
obtained a grade ranging from 86-90 which is interpreted as "Good". 38.89% of the students got a grade
ranging from 81-85 interpreted as "Satisfactory". Followed by a grade ranging from 91-95 which is
interpreted as "Very Good" which is of the 5.56% of the respondents. Last is the remaining 1.59%,
which is the grade ranging from 75-80. (Dumrique & Castillo, 2017)
Student's academic performance can be affected by various factors. While the technology, such
as internet is a necessity, and multiplayer online battle arena games such as Mobile Legends provide
entertainment. Academic performance will carry the students’ reflection of how well they comply in
accordance to their class requirements. Furthermore, there are various studies that shows the connection
between the use of Multiplayer Online Battle Arena games and the academic performance. Those
researches also showed positive and negative effects of using multiplayer online battle arena games to
students’ academic performance. The research is all about whether multiplayer online battle arena games
Conceptual Background
Academic performance is when the institution, teacher, and student have achieved their
parental support, student- teacher interactions, social- behavioral attributes, motivational- effective
attributes, the peer group, school culture, and classroom climate. (McGrew, 2008). Playing MOBA
games falls under the social-behavioral attribute wherein students who play MOBA games tends to
A study from Polytechnic University of the Philippines (PUP) claimed that playing MOBA does
not affect students’ academic performance for they know how to limit themselves, it is just a matter of
There are several researches regarding the effects of online games in students’ academic
performance however, not all studies showed uniform result on whether online games can affect the
academic performance or not. Hence, researchers will measure the academic performance in order to
provide statistical data and proofs on whether playing MOBA games will show significant effects on
students’ academic performance or not. In the study, researchers will measure the academic performance
“Multiplayer Online Battle Arena (MOBA) is a rapidly emerging sub-genre of the Real-Time
Strategy genre and E-sport that may well be on its way to a full blown genre of its own
(giantbomb,2019). MOBA games had been on trend these past few years for the gamers of different age
brackets because according to MSI, there are 1.8 billions of gamers worldwide. 82% of these gamers are
coming from Asia-Pacific region, wherein 12.4 million of gamers worldwide are Filipinos. This implies
The study will focus only to the senior high school students of Malabon City who play MOBA
games. This is to make sure to attain the desired result for the study, to provide evidences on whether
playing MOBA games can affect the students’ academic performance or not.
Theoretical Framework
Walberg’s theory of educational productivity states that there are 11 influential domains that
affects the students’ educational productivity wherein 8 concerns the social-emotional aspect of the
students such as classroom management, parental support, student- teacher interactions, social-
behavioral attributes, motivational- effective attributes, the peer group, school culture, and classroom
climate. The theory also added that distant background influences such as state, district, or school
policies, organizational characteristics, curriculum, and instruction may not impose great deal of
influence in educational productivity. In this theory, each factors may be essential but insufficient by
itself to greatly affect the educational productivity. Student’s characteristics may play an important role
for school learning, but it only comprises a small portion in the learning equation (McGrew, 2008)
While playing MOBA games may fall under the social-behavioral attributes, this attribute alone may not
be sufficient to directly affect the students’ academic performance as there are also many other factors
Does playing Multiplayer Online Battle Arena games affect the student’s academic performance?
Hypothesis
Methodology
Participants
Participants of this study are the 30 Senior high school student of Malabon city who
are playing MOBA. The purposive sampling will be employed as the sample respondent of the
survey. This sampling method was considered due to limited resources allocated for the survey
and the participants share at least one common characteristic, which is playing MOBA.
High school within the Malabon City are the primary participants since it is also convenient and
could easily capture the effect of playing MOBA games to the academic performance of a
students.
Ethical principles will be informed that the participation in the survey is voluntary and
will be treated as strictly confidential. Nevertheless, participants will be given chance to disagree
and refuse with the research process and will not be forced to answer the survey questionnaire,
additionally, they are also given a chance to skip some questions that they intend not to answer
because they are uncomfortable, so respondents may indicate in the questionnaire that they
refuse to answer. Lastly, the personal identity of the participants will not be asked in the survey
questionnaire for the full confidential of the research study throughout the presentation of the
instrument to capture the relevant information from the respondents regarding playing MOBA
games and how it affects student’s academic performance. Thus, the questionnaire will predict
the effect of playing MOBA games to the student’s academic performance, a thirty-statement
will be asked. The responses will be measured by using 6-point Liker scale, while entering the
data, completely important opinion assigned a weight of six and Unimportant, and slightly
unimportant are assigned weights of five, four, three and two, respectively. For the third part of
the questionnaire, as for the dependent variable, it will be measured also by using a 5-point
Likert scale, while entering the data, completely important to me opinion assigned a weight of
one. In between these two extremes, other levels such as slightly important to me somewhat
weights of five, four, three and two, respectively. This scale is assigned to know if academic
Procedures
from the division office of Malabon City, as well as the School Principal, senior high school
teachers and to the Senior high School MOBA players who will be the participants of the study.
The survey questionnaire will be distributed and collected personally to maintain confidentiality
of the data. The researcher will be expecting to have at least 90% return-rate of questionnaire
Data Analysis
Descriptive statistics will be use to measure the demographic profile of the respondents such as
gender, age, and their final average from the previous school year. Frequencies mean scores and
standard deviation will be computed to show and represent by figure the answers of the
respondents as to demographic profile. Moreover the main data analytic statistical strategy to be
utilized is multiple regression to supply the degree of relationship among variables. This
statistical analysis tool will be applied since it wants to examine the effect of playing MOBA be
utilized is multiple regression to supply the degree of relationship among variables. This
statistical analysis tool will be applied since it wants to examine the effect of playing MOBA as
Conceptual framework
performance as dependent variables. The study claims that playing MOBA affect the academic
performance of students. Which can be helpful in assessing the different factors that might affect
the students’ academic performance or not in this modern age, thus, educators and curriculum
makers can establish and formulate more effective and modern approach in incorporating higher
quality of education given the statistical proofs of this research regarding on whether playing
MOBA games could affect the students’ academic performance or not. To achieve higher
education quality, there are different factors that could affect the students’ academic performance
based on Walberg’s educational productivity. Where in playing MOBA games falls under the
peer group outside the school factor and use of out-of-school time factors. Therefore, the
researchers claim that playing MOBA games affect students’ academic performance.