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SANGLEY POINT NATIONAL HIGH SCHOOL


SENIOR HIGH SCHOOL

THE IMPACT OF MOBILE LEGENDS ON FILIPINO VALUES AS


PERCEIVED BY SELECTED SENIOR HIGH SCHOOL LEARNERS AT
SPNHS S.Y. 2021-2022

Senior High School


Sangley Point National High School

JHENELYN ANNE E. AREVALO KIMBERLY L. TAMBIOCO

SHANE P. ISORENA IVAN RAFAEL Y. LEGASPI

LOVELY JENA D. SANTIAGO SHANLEY KENT R. MORANTE


JOHN MARK D. MUYCO

Inquiries, Investigation, and Immersion

2022
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THE IMPACT OF MOBILE LEGENDS ON FILIPINO VALUES AS


PERCEIVED BY SELECTED SENIOR HIGH SCHOOL LEARNERS AT
SPNHS S.Y. 2021-2022

A Research Paper
Presented to the Faculty of Senior High School
Sangley Point National High School
Cavite City, Cavite

In Partial Fulfillment of the Requirements for the Subject


Inquiries, Investigation, and Immersion

By

JHENELYN ANNE E. AREVALO IVAN RAFAEL Y. LEGASPI


SHANE P. ISORENA SHANLEY KENT R. MORANTE
LOVELY JENA D. SANTIAGO JOHN MARK D. MUYCO
KIMBERLY L. TAMBIOCO

JUNE 2022
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CERTIFICATION-AND-APPROVAL SHEET

This research entitled THE IMPACT OF MOBILE LEGENDS ON FILIPINO VALUES


AS PERCEIVED BY SELECTED SENIOR HIGH SCHOOL LEARNERS AT SPNHS
S.Y. 2021-2022, prepared and submitted by AREVALO, J., ISORENA, S.,
SANTIAGO, LEGASPI, I., J., TAMBIOCO, K., MORANTE, S., MUYCO, J., in partial
fulfillment of the requirements for the subject Inquiries, Investigation, and Immersion,
has been examined and recommended for Oral Examination.
Research Committee

DANILO D. SANTIAGO
Adviser

DEONISA R. MECADIO MA. VICTORIA G. SANTERO


Member Member

---------------------------------------------------------------------------------------------------------------------
---------------
APPROVAL
Approved by the PANEL OF EXAMINERS on Oral Examination on [month, day,
year] with a grade of _____.

MS. VICCIA ANDREA R. LAMPAS, MC


Chair

DEONISA R. MECADIO MA. VICTORIA G. SANTERO


Member Member

Accepted in partial fulfillment of the requirements for the subject Inquiries,


Investigation, and Immersion.
MARIETA R. ABULOG
Asst. School Principal II
Officer-In-Charge
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School Principal II - SHS


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ACKNOWLEDGEMENT

The researchers would like to extend their deepest and sincerest gratitude to all

the persons who have helped in making this research study possible. It has been

made by the guidance, supervision, cooperation, and participation of the following.

To Mrs. Viccia Andrea R. Lampas, our Inquiries, Investigation, and Immersion

subject Teacher who has the patience, time and effort, for always helping us

researchers our research became successful with her guidance.

To Mr. Lawrence Christopher Conception, our Research Validator for guiding and

helping us validate our research instrument.

To all Sangley Point Senior High School -SHS Learner's who served as our

respondents, for giving time and consideration to answer our survey form; which make

them a great help for us researchers to finish this research.

Most of all, to our Almighty God, who gives his guidance and protection in our

daily lives, for giving us knowledge and wisdom that we need to make our research

successful.

The researchers would like to acknowledge and give thanks to those persons

mentioned above, who have brought success to reach our goals.


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CERTIFICATION OF ORIGINALITY

This is to certify that the research work presented entitled THE IMPACT OF MOBILE

LEGENDS ON FILIPINO VALUES AS PERCEIVED BY SELECTED SENIOR HIGH

SCHOOL LEARNERS AT SPNHS S.Y. 2021-2022 from Sangley Point National High

School – Senior High School embodies the result of original and scholarly work

carried out by the undersigned. This research does not contain words or ideas taken

from published sources or written works by other persons, except where proper

referencing and acknowledgements were made.

JHENELYN ANNE E.
AREVALO
SHANE P. ISORENA
LOVELY JENA D. SANTIAGO
KIMBERLY L. TAMBIOCO
IVAN RAFAEL Y. LEGASPI
SHANLEY KENT R.
MORANTE
JOHN MARK DIAZ MUYCO

JUNE

2022
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ABSTRACT

Title: The Impact of Mobile Legends on Filipino Values as Perceived by


Selected Senior High School Learners at SPNHS S.Y. 2021-2022

Researchers: Jhenelyn Anne E. Arevalo, Shane P. Isorena, Lovely Jena D.


Santiago, Kimberly L. Tambioco, Ivan Rafael Y. Legaspi, Shanley
Kent R. Morante, John Mark D. Muyco

School: Sangley Point National High School – Senior High School

Year: 2021-2022

Adviser:

The Problem

The main objective of the study is to determine the Impact of Mobile Legends on

Filipino Values as Perceived by Selected Senior High School Learners at Sangley

Point National High School.

Specifically, this research needed answers to the following sub-problems: (1)

How often do they play Mobile Legends?; (2) How long have the participants been

playing Mobile Legends?; (3) What Filipino Values were reinforced among the

participants as a result of playing Mobile Legends?; (4) Is there a significant difference


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between reinforced Filipino Values when participants were grouped according to their

length of exposure and frequency of playing?

Research Methodology

This chapter describes the research design, population, sample size, sampling

technique, description of the respondent's research instrument, data collection

procedure, and statistical treatment of data used by the researcher to collect and

analyze the necessary data throughout the study. To provide the researchers with

accurate and necessary information, the most appropriate method was used.

The study utilized the mixed descriptive-correlational method of research to know

Impact of playing Mobile Legends on Filipino Values.

The respondents of the study are those ho play Mobile Legends who are officially

enrolled of the 2nd semester of school year 2021-2022 from grade 11 and grade 12

students of Sangley Point National High School - Senior High School in Cavite City.

The instruments used are the following: Playing Mobile Gamers to determine who

would be included in the study among the (sample size) randomly selected Senior

High School students, they were asked from the start if they played mobile Legends.

The study did not include those who said no.; Demographic Profile included several

demographic information of the respondents. Participants' age, gender, grade level,

section, and specialization were all asked.; Duration and Frequency in terms of how

often, how long, and how frequently they play Mobile Legends in a week, the
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participants were asked.; Reinforced Filipino Values participants were asked to rate

on to what extent they have reinforced the following Filino Values out of playing

Mobile Legends; in terms of Close Family Ties, Loyalty (Katapatan), Obedience,

Politeness (the use of Po at Opo), Resignation (Bahala na), Respect for Elderly,

Flexibility.

Data were gathered through Survey Questionnaire.

Weighted mean was computed to determine the extent of reinforced Filipino Values

out of playing Mobile Legends.

Findings

Findings revealed that ...

Conclusions

Based on the findings, the following conclusions were derived …. (in paragraph

form)

Recommendations

Based on the conclusions, the following were recommended…. (in paragraph form)
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TABLE OF CONTENTS

Page

TITLE PAGE
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CERTIFICATION-AND-APPROVAL SHEET
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ACKNOWLEDGEMENT
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CERTIFICATION OF ORIGINALITY
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ABSTRACT
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TABLE OF CONTENTS
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LIST OF TABLES
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LIST OF FIGURES
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Chapter 1: THE PROBLEM AND REVIEW OF RELATED LITERATURE

Introduction
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Background of the Study


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Theoretical Framework
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Conceptual Framework
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Research Paradigm
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Statement of the Problem
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Hypothesis
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Scope and Limitation
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Significance of the Study
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Definition of Terms
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Review of Related Literature and Studies
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Synthesis and Relevance of the Related Literature and Studies --------------
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Chapter 2: METHODOLOGY

Methods of Research
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Population, Sample Size and Sampling Technique


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Description of Respondents
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Research Instrument
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Data-Gathering Procedure
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Statistical Treatment of Data


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Chapter 3: RESULTS AND DISCUSSION


Presentation, Analysis and Interpretation of Data
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Chapter 4: SUMMARY, CONCLUSION, AND RECOMMENDATION
Summary
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Conclusion
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Recommendations
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REFERENCES
Electronic Sources
Journals and Periodicals
APPENDICES
Appendix A: Letters of Permission
Appendix B: Sample Survey Questionnaire
Appendix C: Validation of Research Instrument
Appendix D: Statistics Certification
Appendix E: Certification of Editing
Appendix F: Curriculum Vitae
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LIST OF TABLES

TABLE NUMBER PAGE


TABLE HEADINGS
Table 1 Conceptual Paradigm 1
Table 2 Scale's Design 1

Table 3 Frequency and of Respondents "Playing


Percentage Distributions Mobile Legends"
1

Table 4 Frequency and 1


Percentage Distributions
of Respondents "AGE"

Table 5 Frequency and of Respondents


Percentage Distributions "SECTION"
1

Table 6 Frequency and


Percentage Distributions 1
of Respondents
"HOUR'S"

Table 7 Frequency and


Percentage Distributions 1
of Respondents
"WEEK/S"

Table 8 Frequency and of Respondents


Percentage Distributions "YEAR/S"
1
Table 9 Table 10
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LIST OF FIGURES

FIGURE HEADING PAGE


NUMBER FIGURE
Figure 1 Research Paradigm 1

Figure 2 Frequency and of Respondents


Percentage Distributions "GRADE LEVEL"
1

Figure 3 Frequency and of Respondents


Percentage Distributions "SPECIALIZATION"
1

Figure 4 Frequency and of Respondents


Percentage Distributions "GENDER"
1

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10
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CHAPTER I
THE PROBLEM AND REVIEW OF RELATED LITERATURE

INTRODUCTION

The COVID-19 Pandemic drastically changed lives in the world. It makes a way

for people to cope-up with this pandemic. People nowadays are now bored and look

for time-killer activities.

Almost two (2) years of children and students are not allowed to go out of their

houses because of the virus. So, instead of them playing outside with their friends or

peers they chose to spend most of their time using gadgets.

Browsing Social Media Platforms like Tiktok, Facebook, Youtube, and others. But

since some of them are not interested in those platforms, they usually choose to play

online games. The most popular game that is in demand is Mobile Legends: Bang

Bang.

According to Moonton's Official Website "Mobile Legends: Bang Bang" is

currently one of the most popular MOBA-type mobile games overseas, and has been

ranked No. 1 in the App Store bestseller list in many overseas countries. It is also one

of the first games to hold e-sports events in Southeast Asia and was identified as an

e-sports event in the Southeast Asian Games in 2018.


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Based on Chua, K. Rappler's official website (2019), Mobile Legends is a

multiplayer online battle arena (MOBA) for iOS and Android devices developed and

published by Shanghai Moonton Technology, a game development company based in

Kuala Lumpur, Malaysia. The game was launched in 2016.

At its core, Mobile Legends pits 2 teams of 5 against each other, with the main

objective being to destroy the opponent's base. At the start of the game, each player

gets to select a hero. Each hero has a unique set of attributes and skills. There are

currently 92 heroes in the game, grouped into 6 different roles: tank, fighter, assassin,

marksman, support, and mage.

These roles determine the responsibilities of players for their respective teams.

Support heroes, for instance, can buff or heal their teammates. That's why they should

stick with their allies to keep them alive or strong in battle.

Players must also level their heroes up by defeating enemy forces, specifically

computer-controlled minions, turrets, and heroes. Doing so earns them in-game

money, which they can spend on items that boost the stats of their heroes.

A typical game of Mobile Legends runs an average of 10 to 15 minutes, unlike

MOBA titles for PC like Dota 2 and League of Legends, which can last anywhere from

40 minutes to an hour.
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According to Connor W. (2021). There are 3.1 billion people who are video game

consumers, or almost 40% of the world's population are playing video games. 8% of

the 3.1 billion gamers are mobile gamers.

Aside from that, In the given report by William, C., GIVEMESPORT, (2021).

Mobile Legends had over one billion installs and 100 million monthly active users in

November 2020. During the same time, the Philippines alone had 100 million

registered users and 25 million monthly active users.

That is why Mobile Legends is one of the most popular online games for children

and students these days. It is captivating and easy to play. Since games are here to

make people's lives more interesting.

Though playing Mobile Legends is considered a time killer, stress reliever, and

enjoyable play, it also has a big impact on the values of Filipino children.

As stated by Dennis D. & Jennifer C. (2017). Students’ learning takes place

unexpectedly, but the appropriate usage of playing online games also leads to some

problems such as being distracted at school.

BACKGROUND OF THE STUDY

Playing Mobile Games most specially Mobile Legends has had a greater

impact on the values of children and students here in the Philippines, since COVID-19
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emerged all of them are not allowed to go outside, come to school, visit relatives, and

even play outside.

British Council (n.d.). All levels of students from Primary, Secondary, to Tertiary

levels can be identified as gamers. It is a well-known fact that children and teenagers

might be addicted to it, some are having difficulty sleeping, some are lacking time

management and forgetting the importance of having time management, learn to say

bad or curse words, and even their attitude toward their parents, friends, and

teachers.

Juventus Box (2019). However, it has been observed that there are also

positive effects to them, like playing Mobile Legends serves as a time-killer, enhances

team coordination, and critical thinking to find ways or strategies to win the game that

they may apply to their daily lives.

Moreover, Course Hero (2021). Playing Mobile Legends can improve brain

functions. Improving brain functions means that it can help exercise your brain. In that

way a person can think wisely, it can help a person think of a strategy, can relieve

stress, can remove your problems for a while, And also, it helps to make new friends

with other countries or other places and can help you to communicate with others.

Also, According to New Sport Academy (2022). Teenagers tend to be addicted

to such games. They get distracted easily and seem to have a lot of things in their

hands when they start to play. Games can affect how they think, work and function.
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The Researchers draw these teenagers into Mobile Games, and how they affect their

values.

Besides, the study aims to reduce the use of gadgets for online gaming while

also informing participants about how it might influence their values. Players, in

particular, can lose their cool. As a result, you may hear or read some improper

phrases while playing it. The purpose of this study is to see if playing mobile games

has a stronger influence on the values of Filipino youth.

THEORETICAL FRAMEWORK

Psychological motives and online games addiction (Chin-Sheng Wan & Wen-Bin

Chiou, 16 Jun 2006). The negative impact of online games has received much

attention as well as having become a popular research topic. This research explored,

from flow theory and humanistic needs theory, the psychological motivations of

Taiwanese adolescents who are addicted to online games. The purpose of Study 1

was to investigate the relationship between players' flow state and their online games

addiction.

The results indicated that the flow state was negatively correlated with the

addictive inclination and it was not a significant predictor for players' subsequent

additive inclination. Findings also revealed that the addicts' flow state was significantly

lower than that of non-addicts. Thus, the flow state might not be the key psychological

mechanism of players' addiction. In Study 2, the results showed that the psychological
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needs of players of online games were close to the two-factor theory which depicts

satisfaction and dissatisfaction dimensions Addicted players' need-gratification was

similar to the feature of the dissatisfactory factor. That is, the absence of playing

online games is more likely to generate a sense of dissatisfaction; the addicts'

compulsive use of online games seems to stem from the relief of dissatisfaction rather

than the pursuit of satisfaction. In contrast, online games tend to provide nonaddicts

PREDICTOR Criterion
VARIABLE Variable
 Mobile Legends  Filipino Values

with a sense of satisfaction rather than a sense of dissatisfaction.

CONCEPTUAL FRAMEWORK

INTERVENING
Table 1. ConceptualVARIABLE
Paradigm

 Demographic Profile
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Table 1. Illustrating the predictor represent as an Independent Variable, Criterion

Variable represent as a Dependent Variable, while Intervening Variable represent as a

Sub-variable.

RESEARCH PARADIGM

Fig 1. Research Paradigm

Figure 1. Shows I-P-O model to illustrate the study flows.

Input represent the research problem, Process represent the tools that will be

used to collect data , Output represent the prediction or goal after gathering and

analyzing the data.

STATEMENT OF THE PROBLEM


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The researchers want to know how Mobile Legends influences the values of

students at Sangley Point National High School - Senior High School.

Specifically, this study sought answers to the following questions:

1) What are the characteristics of the individual's information of the

respondent in terms of:

a. Age

b. Gender

c. Strand

2) How often do they play Mobile Legends?

3) How long have the participants been playing Mobile Legends?

4) What Filipino Values were reinforced among the participants as a result of

playing Mobile Legends?

5) Is there a significant difference between reinforced Filipino Values when

participants were grouped according to their length of exposure and

frequency of playing?

HYPOTHESIS

The null hypothesis is tested:

That there is no significant relationship between reinforced Filipino values

when participants were grouped according to their length of exposure and

frequency of playing.
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SCOPE AND LIMITATION


The study is descriptive research, measuring the awareness and knowledge

regarding the study. Furthermore, the purpose of this study was to examine the

Impact of Mobile Legends on Filipino values among 300 senior high school students

at Sangley Point National High School, 2021-2022.

The researchers limited the participants to those who play Mobile Legends only,

and the problems that researchers may encounter in terms of availability of each

member, Internet connection, gadgets, and lack of experience or knowledge about

research.

SIGNIFICANCE OF THE STUDY

The researchers expressed the value or importance of the research study and

this is where the significant contribution of the result was enumerated.

This research study will be beneficial to the following:

1. Students. This study will provide information with regards to how playing

Mobile Legends affects the values of Filipino students.

2. Parents/Guardians. This study will help parents/guardians to be more

aware of how playing Mobile Legends can affect their child's behavior and

values. And hopefully, this will serve as a guide on how they can limit the

usage of gadgets for their child when playing Mobile Legends and other

online games.
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3. Teachers. This research will also inform teachers on how playing Mobile

Legends might affect their students' attitudes, academic performance, and

mood during class.

4. The developer of this online game. This research will also assist them in

identifying additional factors to consider, particularly for students, while

designing and upgrading the game, resulting in a more student-friendly

online game in the future.

5. Future Researchers. The result of the study will serve as a guide for other

researchers who would embark on conduct of a similar nature.

DEFINITION OF TERMS

The following terms are conceptually and operationally defined to make a better

understanding of the study.

COVID-19 Pandemic. Is an ongoing global pandemic or issue that affects the

lives of people across the globe.

E-Sports. A form of competition where the individual or organized team

competes using a video game.

MOBA. Is a relatively new gaming genre that is becoming increasingly popular

Multimedia.

Multimedia. Is a type of communication that combines various content forms.


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Rappler. A Philippines online news website founded by Maria Ressa along with

a group of fellow Filipino journalists.

REVIEW OF RELATED LITERATURE AND STUDIES

This section highlights some related literature and studies that are relevant to our

study. It contains internet and other electronic sources that show how does the

gaming platform Mobile Legends affects people's values.

A. Mobile Game Players' Demographic Profile

Many people in our generation chose to play online games to kill boredom

because of the COVID-19 pandemic. They are not allowed to go outside so playing

online games can ease their boredom inside the house or some of them play as a

time killer as long as they enjoy what they are playing.

According to VB (2022). Approximately 86% of Gen - Z ers use their mobile

devices to play games. Of all generations, Gen Zers are the most likely to enjoy other

gaming platforms, such as PC and consoles, demonstrating that they have a strong

desire to play games.

Statista (2021), 32.7% of US-based mobile gamers are 25 to 34 years old, which

is also the largest age group.

Mopun, W. (2020). "Mobile games statistics from 2020 show that 43% of women

play Mobile games 5+ weekly". At the same time, only 38% of men play that
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frequently. Another research from 2018 showed that more than 56% of Mobile gamers

played at least ten times every week. All in all, women play Mobile games more

frequently than men. A study shows that approximately 4.5% of women spend money

in-game compared to only 3.3% of men.

In addition, Google Play (2020), 49% of gamers in the US are women. Also, 56%

of women between the ages of 10 and 5 play online games.

Lastly, Google Play (2019), 40% of men feel that men and women are treated

equally in the gaming industry.

B. Frequency of Playing Mobile Games

It shows how frequently gamers play mobile games by age group.

According to Clement, J. (2021), "Frequency of playing Mobile games in the U.S.

2020, by age group", In 2020, over 60% of 18 to 24 years old in the U.S. identified as

committed mobile gamers. This was the largest share of adults nationwide who played

games on their Mobile device once, if not multiple times a day. Overall, gaming

frequency decreased within the older age groups, except 45-54 years old who were

the second largest group when it came to daily Mobile gaming.

Rakuten Insight (2022) in an article entitled Frequency of playing Online Games

Philippines 2020, over 4 percent stated playing online games daily as of March 2020.

In contrast, only four percent played once or twice a month.


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According to Ceci, L. (2022) Industry data by Adjust, the average app session

lengthy per user in 2020 grew across all verticals. In 2020, users had longer sessions

on hyper-casual gaming apps, spending an average of 18.78 minutes playing.

Between 2019 and 2020, time spent on shopping apps experienced a modest

increase of 2 percent, reaching 9.18 minutes.

C. Length of Playing Mobile Games

According to Statista (2021). Cybercafes sprouted all over the country starting

the early 2000s. They were a source of fascination not only because the internet was

relatively new in the country at that time, but also because it was still limited and

expensive.

D. Filipino Values

Filipino is known as Family Oriented, Positive thinkers, Faith and Religious, and

Hospitable.

According to Outsource Accelerator (2021). The term kapwa, or a shared inner

self, lies at the core of Filipino values and psychology. A person who treats another as

a kapwa has a shared sense of identity and consciousness with that other person.

Both at the individual and community level, strong emphasis is placed on social

acceptance and maintaining social harmony. As such, social approval and caring

about what others will think, say or do strongly influence social behavior.
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Here are some of the values that Filipinos are known for:

The family

Outsource Accelerator (2021). The family is at the center of the Filipino

community. Children are not expected to leave their parents’ house until they get

married; and even after then, many couples opt to stay with or close to their or their

spouse’s parents.

Also, they’re expected to care for their aging parents instead of sending them to

a retirement home. This is why it’s common to see different generations or multiple

families living in a single residence.

The value that Filipinos put into caring for one’s family can also be seen as one

of the reasons why nurses and caregivers from the country provide their patients and

clients with a high level of care.

Humor and positivity

Outsource Accelerator (2021). Optimism, humor, and positivity are valued traits

in the Philippines. The country has a long list of national holidays, and many provinces

and cities have their own sets of local holidays. At the same time, in the face of

challenging situations, members of the community are encouraged to look at the

brighter side of things.


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The inclination for finding the good in the bad can be traced to the country’s

location, which lies in the path of typhoons and sits along the Pacific Ring of Fire. In a

place where natural calamities are commonplace, humor and positivity work as a

coping mechanism, much like how some children laugh to hide their embarrassment

after slipping or falling.

Flexibility and adaptability

Outsource Accelerator (2021). The term bahala na, which can be translated to

“whatever happens, happens”, is one of the more familiar phrases used in the country.

It is perhaps the most representative of how Filipinos value adaptability and quick

thinking. The expression exemplifies one’s belief in a higher power and submitting

one’s fate to elements that cannot be controlled.

People who use the term bahala na do not see anything wrong with it, as it

serves as a sort of positive affirmation that allows them to deal with a problem right

then and there.

However, those who see it as a negative Filipino trait often view it as a form of

fatalistic submission or a way to absolve one from the responsibility of their actions.

Faith and religion


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Outsource Accelerator (2021). Spirituality is deeply ingrained in Filipinos. A form

of animism was already being practiced in many pre-colonial societies and Islam has

been firmly established in the southern islands even before the pre-Hispanic era.

These days, religion still plays a big part in society and the everyday lives of

Filipinos.

The Catholic Church’s views still affect the passing of some laws, most towns still

hold fiestas to honor their patron saints, and many regular non-working national

holidays are dedicated to celebrating various religious activities and events.

To many Filipinos, religion helps shape their values and principles.

Filipino hospitality

Outsource Accelerator (2021). Filipinos are naturally hospitable. Guests can be

expected to extend a warm welcome to their guests regardless of where they come

from, how well they know their host, and why they’re visiting someone’s home.

Hosts typically provide their guests with food and entertainment and, if there’s

time, a tour around the local destinations.

Before they leave, guests are entreated to take home pasalubong or souvenirs,

which often come in the form of delicacies and local sweets.

SYNTHESIS AND REVIEW OF THE RELATED LITERATURE AND STUDY


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The literature and related studies from both foreign sources and here indicates

how technology in the form of online games has become ingrained in the lives of

gamers, particularly teenagers. It addressed how video games evolved and became

more modern as the internet grew in popularity. It provided an overview of the various

sorts of online games prevalent around the world that are now popular among Filipino

youth, as reported in local media. The pieces of literature also show that computer

gaming addiction is becoming increasingly common among players. The purpose of

this study is to see if there is a link between mobile Legends and Filipino values at

Sangley Point National High School - Senior High School.

CHAPTER 2
METHODOLOGY

This chapter presents the research design, population, sample size, sampling

technique, description of the respondent's research instrument, data gathering

procedure, and statistical treatment of data utilized by the researcher to collect and

analyze the necessary data in the course of the study. The most appropriate method

was used to enable the researchers to come up with accurate and needed

information.

METHODS OF RESEARCH
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The researcher used quantitative research to know the Impact of playing Mobile

Legends on Filipino values.

Based on Johnson & Christensen (2019). Quantitative methodology to determine

the existence of relationships or causality between two or more variables using

numerical data.

This study used the descriptive design because it involves the factors that may

affect the values of students. Thus, to test the hypothesis.

Nassaji (2015), states that the goal of descriptive research is drawing and

classify the phenomenon.

According to Creswell (2022), correlational research designs are used by

investigators to describe and measure the degree of relationship between two or more

variables or sets of scores.

POPULATION, SAMPLE SIZE, AND SAMPLING TECHNIQUE

Purposive sampling was applied in choosing the respondents.

According to Creswell (2020), a purposive sample is a non-probability sample

that is selected based on the characteristics of a population and the objective of the

study.

Hence, the criteria for choosing respondents to be exact (300) participants out of

191 of total population. Hence, those students who play Mobile Legends who are
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officially enrolled for the 2nd semester of school year 2021-2022 from Grade 11 and

12 students of Sangley Point National High School - Senior High School in Cavite

City.

DESCRIPTION OF RESPONDENTS

This chapter contains a description of respondents from collected data in a figure

form.

Fig. 2

Frequency and Percentage Distributions of Respondents "GRADE LEVEL"

Figure 2. Shows the ninety (90) or 64.3% respondents are grade 12 students and fifty

(50) or 37.7% respondents re grade 11 students.

Fig. 3
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Frequency and Percentage Distributions of Respondents "SPECIALIZATION"

Figure 3. Reveal the fifty-eigth (58) or 41.4% respondents are Security Services and

Peacekeeping (SSP), fifty-one (51) or 36.4% respondents are Computer Systems Servicing

(CSS), and thirty-one (31) or 22.1% respondents re Shield Metal Arc Welding (SMAW).

Fig. 4

Frequency and Percentage Distributions of Respondents "GENDER"


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Figure 7. Shows the ninety-One (91) respondents or 65% were male and fourty-

nine (49) respondents were female.

RESEARCH INSTRUMENT

To answer the problems and their specific objectives, the research instrument

had the following components:

1) Playing Mobile Games

In order to identify who among the (sample size) randomly selected senior

high school students would be included in the study; they were asked from

the very beginning if they played Mobile Legends. Those who answered

no were not included in the study.

2) Demographic Profile

Several demographic characteristics of the respondents were incorporated

in the survey instrument. Participants were asked their age, gender, grade

level, and specialization.


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3) Duration and Frequency

The participants was asked how frequent they play Mobile Legends; in

terms of how often, how long, and how frequent they play Mobile Legends

in a week.

4) Reinforced Filipino Values

In other to know the relationship between the Variables. Using Likert scale

by rating on to what extent you have reinforced (strengthen) the following

Filipino Values out of playing Mobile Legends.

DATA - GATHERING PROCEDURE

Permission to conduct the study was obtained from the school administration and

instructors at Sangley Point National High School- Senior High School before

distributing the online survey questionnaire.

Following approval of the request, the researchers used the online survey form to

describe the significance, purpose, and relevance of the study to three (3) random

section advisers. The link will expire in one week.

After gathering data, the researchers then went on to write chapters 3 and 4 of the

research.

STATISTICAL TREATMENT OF DATA


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All of the data was put through a simple percentage calculation, weighted mean,

and one-way ANOVA. These numbers were arranged in a table and evaluated.

The following statistical tools were used to analyze the data collected to solve the

study's problems.

1) Percentage Computation

P(%) = f/n x 100

Where:

P(%) = Percentage

f = Frequency of the Respondents

n = Total Number of the Respondents

Frequency and percentage distribution were used to get a general view of the data

generated.

2) Weighted Arithmetic Mean

X = ∑x/n

Where:

X = Weigthed Mean

∑x = Summation of Frequency and Scale


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n = Total number of Response

The mean score was used to measure the extent to which playing mobile games

reinforced Filipino values.

In addition, the four-point Likert scale was employed to provide an appropriate

assessment of responses.

The scale’s design is illustrated below:

Filipino Values:

Table 2. Scale's Design

SCALE POINT SYSTEM VERBAL


INTERPRETATION
1.00 - 1.50 1 Not at All
1.51 - 2.50 2 Slightly Reinforced
2.51 - 3.50 3 Moderately Reinforced
3.51 - 4.00 4 Extremely Reinforced

The researchers assessed the extent to which respondents' Filipino values were

reinforced by playing mobile games. The point system has comparable measures and

interpretations.

3) One-way of Analysis of Variance (ANOVA)

F = MSB/MSw
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Where:

MSb = Mean Square for Between Groups

MSw = Mean Square for Within Groups

Explanation?

CHAPTER 3

RESULTS AND DISCUSSION

This chapter presents the data gathered from selected Senior High School Learners

at Sangley Point National High School who's served as a respondents in this

particular study. It provides the analysis and interpretation of data that has been

organized according to the research problem and questions enumerated.

1) Description of Respondents

Table 3.
Frequency and Percentage Distributions of Respondents "Playing Mobile
Legends"
Do you play Mobile Legends?

RESPONSE FREQUENCY PERCENTAGE (%)

YES 140 73.3%


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No 51 26.7%

TOTAL 191 100%

Table 3. Shows how many respondents play Mobile Legends.

Out of One hundred ninety-One (191) only one hundred forty (140) respondents

said that they're playing Mobile Legends has seventy-three point three percent

(73.3%), while fifty-one (51) respondents are not playing Mobile Legends has twenty-

six point seven percent (26.7%).

Table 4.
Frequency and Percentage Distributions of Respondents "AGE"

AGE FREQUENCY PERCENTAGE

18 52 37.1%

19 36 25.7%

17 34 24.3%

20 9 6.4%

16 4 2.9%

21 4 2.9%

22 1 0.7%

TOTAL 140 100%

Table 4. Reveals that fifty-two (52) respondents or 37.1% were eighteen (18)

years old, thirty-sixth (36) respondents or 5.7% were nineteen (19) years old. In

addition, thirty-four (34) respondents or 24.3% were seventeen (17), nine (9)
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respondents or 6.4% were twenty (20) years old. Furthermore four (4) respondents or

2.9% were sixteen (16) and twenty-one (21) years old. Lastly, one (1) respondent or

0.7% are twenty-two (22) years old.

Table 5.
Frequency and Percentage Distributions of Respondents "SECTION"

SECTION FREQUENCY PERCENTAGE

Makatarungan 42 30%

Magiting 27 19.29%

Maka-bayan 17 12.14%

Kalinangan 10 7.14%

Maka-bansa 9 6.43%

Maka-diyos 7 5%

Mas-kalikasan 7 5%

Matikas 6 4.29%

Maka-pilipino 4 2.86%

Mapalad 3 2.14%

Marangal 3 2.14%

Makatao 3 2.14%

Masigasig 2 1.43%

Matatag 0 0

Masikhay 0 0
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TOTAL 140 100%

Table 9. Shows the frequency and percentage of the respondents sections.

Fourty-two (42) or 30% were section Makatarungan, twenty-seven (27) or

19.29% were section Magiting, seventeen (17) or 12.14% were section Maka-bayan,

ten (10) or 7.14% were section Kalinangan, nine (9) or 6.43% were section Maka-

bansa, seven (7) or 5% for both section Maka-diyos and Maka-kalikasan.

In addition six (6) or 4.29% section Matikas, four (4) or 2.86% section Maka-

pilipino, three (3) or 2.14 for section Mapalad, Marangal, Makatao. Lastly, two (2) or

1.43% respondents were section Masigasig.

2) Frequency of Playing Mobile Legends

Table 6
Frequency and Percentage Distributions of Respondents "HOUR/S*
How often do you play Mobile Legends?

HOUR/S FREQUENCY PERCENTAGE

Three (3) hours a day 42 30%

Two (2) hours a day 41 29.29%

More than four (4) hours 36 25.71%


a day
Less than one (1) hour a 21 15%
day
TOTAL 140 100%
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Table 6. Shows the percentage of the respondents regarding how often do they

play Mobile Legends.

Results discovered that forty (40) or 30% of respondents said that they play three (3)

hours a day, fourty-one (41) or 29.29% said that they play two (2) hours a day. In

addition, thirty-six (36) or 25.71% respondents said that they play more than four (4)

hours a day, also there is twenty-one (21) or 15% respondents said that they play

Mobile Legends less than one (1) hour a day.

Table. 7
Frequency and Percentage Distributions of Respondents "WEEK/S"
How many times in a week do you play Mobile Legends?

WEEK/S FREQUENCY PERCENTAGE

More than four times a 63 45%


week
Thrice (3) a week 39 27.86%

Twice (2) a week 27 19.29%

Less than once (1) a 11 7.86%


week
TOTAL 140 100%

Table 7. Stated the percentage of the respondents regarding how many times in

a week respondents play Mobile Legends. Result appears that there is sixty-three (63)

or 45% respondents said that they play more than four (4) times a week, thirty-nine

(39) or 27.86% respondents said that they play thrice (3) a week, twenty-seven (27) or
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19.29 respondents said that they play twice a week, and eleven (11) or 7.86%

respondents said that they are playing less than once (1) a week.

3) Length of playing Mobile Legends

Table 8.
Frequency and Percentage Distributions of Respondents " YEAR/S"
How long do you play Mobile Legends?

YEAR FREQUENCY PERCENTAGE

Present 2022 44 31.43%

2020-2021 43 30.71%

2018-2019 38 27.14%

Since year 2016-2017 15 10.71%

TOTAL 140 100%

Table 8. Reveal the fourty-four (44) or 31.43% participants said that they start

playing year 2022, fourty-three (43) or 30.71% participants said that they start playing

year 2020-2021, and thirty-eight (38) or 27.14 participants said that they start playing

year 2018-2019, while there is fifteen (15) or 10.71% participants said that they start

playing Mobile Legends since year 2016-2017.

4) Filipino Values
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Figure 5.

Frequency, Percentage, Mean and Verbal Interpretation Distribution of Respondents

"Reinforced Filipino Values "

Legend;
Mean Range Likert Scale Verbal Interpretation

1.00 - 1.50 1 Not At all


1.51 - 2.50 2 Slightly Reinforced
2.51 - 3.50 3 Moderately Reinforced
3.51 - 4.00 4 Extremely Reinforced

Figure 5. Reveal the frequency, percentage, mean, verbal interpretation on four point

system to measure the extent to which respondents' Filipino values were reinforced by

playing mobile games.


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Respect for Elderly has sixty-six (66) or 47.1 percent rate Extremely Reinforced,

forty-eight (48) or 34.3% rate Moderately Reinforced, twenty-one (21) or 15.0% rate

Slightly Reinforced, five (5) or 3.6% rate Not at all. The mean is 3.25 and the verbal

interpretation is Moderately Reinforced.

Politeness has fifty (50) or 35.7% rate Extremely Reinforced, fifty-one (59) or

42.1% rate Moderately Reinforced, twenty-six (26) or 18.6% rate Slightly Reinforced,

five (5) or 3.6% rate Not at all. The mean is 3.10 and the verbal interpretation is

Moderately Reinforced.

Flexibility has forty-three (43) or 30.7% rate Extremely Reinforced, sixty (60) or

42.9% rate Moderately Reinforced, thirty-one (31) or 22.1% rate Slightly Reinforced,

six (6) or 4.3% rate Not at all. The mean is 3.00 and the verbal interpretation is

Moderately Reinforced.

Loyalty has thirty-four (34) or 24.3% rate Extremely Reinforced, seventy-five (75)

or 536% rate Moderately Reinforced, twenty-seven (27) or 19.3% rate Slightly

Reinforced, four (4) or 2.9% rate Not at all. The mean is 2.99 and the verbal

interpretation is Moderately Reinforced.

Obedience has thirty-one (31) or 22.1% rate Extremely Reinforced, seventy-two

(72) or 51.4% rate Moderately Reinforced, thirty-three (33) or 23.6% rate Slightly

Reinforced, four (4) or 2.9% rate Not at all. The mean is 2.9 and the verbal

interpretation is Moderately Reinforced.


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Close Family Ties has nineteen (19) or 13.6% rate Extremely Reinforced,

seventy-

six (76) or 54.3% rate Moderately Reinforced, thirty-seven (37) or 26.4% rate Slightly

Reinforced, eight (8) or 5.7% rate Not at all. The mean is 2.76 and the verbal

interpretation is Moderately Reinforced.

Resignation has twenty-seven (27) or 19.3% rate Extremely Reinforced, forty-six

(46) or 32.9% rate Moderately Reinforced, forty-six (56) or 40.0% rate Slightly

Reinforced, eleven (11) or 7.9% rate Not at all. The mean is 2.64 and the verbal

interpretation is Moderately Reinforced.

The overall mean and interpretation of seven (7) Filipino Values are 2.95 Moderately

Reinforced.

CHAPTER 4

SUMMARY, CONCLUSION, AND RECOMMENDATION

This chapter highlights the major findings of the study. It also examines the

findings, inferences drawn from the findings, and recommendations based on the

findings.
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SUMMARY

This study was conducted to determine the impact of Mobile Legends on Filipino

Senior High School Learners.

A total of One hundred ninety-one (191) participants were randomly selected from

Grade 11 and 12 for the school year 2021-2022.

A self-made survey questionnaire was used to collect information from the

respondents.

The researchers used purposive sampling as a sampling technique.

Data were validated and evaluated by employing statistical analyses to come up

with the results. The data were analyzed on May 25, 2022.

FINDINGS OF THE STUDY

Below were the findings of the research:

1. What are the characteristics of the individual's information of the

respondent in terms of: age, gender, and strand?

Out of one hundred ninety-one (191) respondents, the researchers find out that

most Mobile Legends player fifty-two (52) responses or 37.1% were eighteen

(18) years old, thirty-sixth (36) respondents or 5.7% were nineteen (19) years

old, and thirty-four (34) respondents or 24.3% were seventeen (17)


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Researchers find out that ninety-One (91) respondents or 65% were male and

fourty-nine (49) respondents were female Mobile Legends player.

Furthermore, based on findings fifty-eigth (58) or 41.4% respondents are Security

Services and Peacekeeping (SSP), fifty-one (51) or 36.4% respondents are

Computer Systems Servicing (CSS), and thirty-one (31) or 22.1% respondents re

Shield Metal Arc Welding (SMAW).

2. How often do they play Mobile Legends?

Results discovered that forty (40) or 30% of respondents said that they play three

(3) hours a day.

3. How many times in a week do you play Mobile Legends?

Result appears that there is sixty-three (63) or 45% respondents said that they

play more than four (4) times a week.

4. How long have the participants been playing Mobile Legends?

Out of one hundred ninety-one (191) respondents the fourty-four (44) or 31.43%

participants said that they start playing year 2022.

5. What Filipino Values were reinforced among the participants as a result of

playing Mobile Legends?


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Researchers find out that out of one hundred ninety-one (191) respondents most

reinforced Filipino Values Respect for Elderly (M=3.25), Politeness (M=3.10),

Flexibility (M=3.00), Loyalty (M=2.99), Obedience (M=2.93), Close Family Ties

(M=2.76), Resignation (M=2.74). As an overall mean is (M=2.95).

4. Is there a significant difference between reinforced Filipino Values when

participants were grouped according to their length of exposure and

frequency of playing?

__________

CONCLUSIONS

The following conclusions were reached based on the findings:

1. ________

2. ________

3. _________

4. __________

5. ___________

RECOMMENDATIONS

The following recommendations are made based on the findings and

conclusions:
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1. To the Students. The results of the showed that _______________________,

Therefore, students should _______________

2. To the Parents/Guardians. The results of the showed that

_______________________, Therefore, parents/guardians should __________

3. To the Teachers. The results of the showed that _______________________,

Therefore, teachers should _______________

4. To the Developers of online games. The results of the showed that

_______________________, Therefore, developers should ______

5. To the Future researchers. Future researchers may use the findings of this study

to conduct similar research. It is recommended that _____________


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REFERENCES

A. E - BOOKS
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Babbie, E. R. (2010). The Practice of Social Research. 12th ed. Belmont, CA:

Wadsworth Cengage, 2010; Muijs, Daniel. Doing Quantitative Research in

Education with SPSS. 2nd edition. London: SAGE Publications, 2010.

https://libguides.usc.edu//quantitative

Dr. Chin-Sheng Wan & Wen-Bin Chiou (200). CyberPsychology & Behaviour ( Vol. 9,

No..3). Mary Ann Leibert, Inc.

https://www.liebertpub.com/doi/abs/10.1089/cpb.2006.9.317

B. ELECTRONIC SOURCES

British Council (n.d.). Video Games are Good for you, Retrieved March 20, 2022, from

British Council, Learn English Teens.

https://learnenglishteens.britishcouncil.org/skills/reading/b2-reading/video-

games-are-good-you

Cecu, L. (2022, January 21). Average App Session Length per user 2022 by Vertical,

Retrieved March 19, 2022, From Statista.

https://www.statista.com/statistics/243779/total-minutes-spent-on-average-
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SENIOR HIGH SCHOOL

app-by-category/

Chua, K. (2019, November 24). Mobile Legends: Bang Bang': What you need to know,

Retrieved October 19, 2021, from RAPPLER.

https://www.rappler.com/technology/features/mobile-legends-what-to-know-sea-

games-2019

Clement, J. (2021, September 15). Frequency of Playing Mobile Games in the U.S.

2020, by age group, Retrieved March 18, 2022, from Statista.

https://playtoday.co/blog/stats/mobile-gaming-demographics/#43

Course Hero (2021, December 13). Positive And Negative Effects Of Playing Mobile

Legends. Retrieved April 10, 2022, from Course Hero.

https://www.coursehero.com/file/47278431/POSITIVE-AND-NEGATIVE-

EFFECTS-OF-PLAYING-MOBILE-LEGENDSdocx/

Insight, R. (2022, January 18). Frequency of Playing Online Games Philippines 2020.

Retrieved March 28, from Statista.

https://www.statista.com/statistics/1117270/philippines-frequency-of-playing-

online-games/

Johnson, B. & Christensen, L. (2020, January ). Educational Research: Quantitative,

Qualitative, and Mixed Approaches, Retrieve March 16, 2022, from Research

Gate.

https://www.researchgate.net/publication/

334524360_Educational_Research_Quantitative_Qualitative_and_Mixed_Appr

oaches
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SENIOR HIGH SCHOOL

Juventus Vox (2019, April 30). Is Mobile Legends Good?, Retrieved May 5, 2022, from

SunStar.

https://www.sunstar.com.ph/article/1803509/cagayan-de-oro/opinion/is-mobile-

legends-good

Moonton (201). Mobile Legends: Bang Bang, Retrieved October 17, 2021.

https://www.moonton.com/#/game?language=en

Rossel, J.D. (2021, March 30). Mobile Legends Player Count: How Many People Still

Play ML, Retrieved October 20, 2021, from AFKGAMING.

https://www.google.com/amp/s/afkgaming.com/amp/story/mobileesports/news/

7319-mobile-legends-player-count-how-many-people-still-play-ml

New Sport Academy (2022, March 11). The Latest Research on Teenage Video Game

Addiction, Retrieved April 16, 2022, from New Sport Academy.

https://www.newportacademy.com/resources/treatment/teenage-video-game-

addiction/

VB (2022, January 06). 15 Stats on Mobile Gaming Demographics fr 2021, Retrieved

March 17, 2022, from PLAYTODAY.

https://playtoday.co/blog/stats/mobile-gaming-demographics/#43

Williams, C. (2021, February 24). Gaming Study reveals how much of the global

population now plays video games, Retrieved October 22, 2021, from

GIVEMESPORT.

https://www.givemesport.com/1653435-gaming-study-reveals-how-much-of-the-

global-population-now-plays-video-games
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C. JOURNALS AND PERIODICALS

Understanding Filipino traits, values, and culture. (2021, October 14), What are Filipinos

Known for?. Outsource Accelerator.

https://www.outsourceaccelerator.com/articles/filipino-traits-and-values/
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APPENDICES
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APPENDIX A: LETTERS OF PERMISSION

ADVISERS LETTER
DATE: JUNE 06, 2022

DANILO D. SANTIAGO
[DESIGNATION]
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Sangley Point National High School – SHS

Dear Mr. Dannie Santiago,

Good Day!

We, the Grade 12 - Makatarungan student of Computer Systems Servicing (CSS) are
currently enrolled in Inquiries, Investigation, and Immersion.

We humbly request your service and expertise to be our research adviser. We greatly believe
that your knowledge will enrich our research work. Your dedication to your career is very
valuable to us.

Thank you for your kind consideration and we hope that our request will be fulfilled.

Sincerely yours,

Jhenelyn Anne E. Arevalo


Shane P. Isorena
Lovely Jena D. Santiago
Kimberly L.Tambioco
Ivan Rafael Y. Legaspi
Shanley Kent R. Morante
John Mark D. Muyco

Noted by:

MS. VICCIA ANDREA R. LAMPAS, MC


Subject Teacher

STATISTICIAN LETTER
DATE: ___________________
_________________________
[NAME OF THE TEACHER]
[DESIGNATION]
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Sangley Point National High School – SHS

Dear __________________:

Good Day!

We, the Grade 12 - Makatarungan student of Computer Systems Servicing (CSS) are
currently enrolled in Inquiries, Investigation, and Immersion.

We humbly request your service and expertise to be our research statistician. We


greatly believe that your knowledge will enrich our research work. Your dedication to
your career is very valuable to us.

Thank you for your kind consideration and we hope that our request will be fulfilled.

Sincerely yours,

Jhenelyn Anne E. Arevalo


Shane P. Isorena
Lovely Jena D. Santiago
Kimberly L. Tambioco
Ivan Rafael Y. Legaspi
Shanley Kent R. Morante
John Mark D. Muyco

Noted by:

MS. VICCIA ANDREA R. LAMPAS, MC


Subject Teacher

GRAMMARIAN LETTER
DATE: ___________________

_________________________
[NAME OF THE TEACHER]
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[DESIGNATION]
Sangley Point National High School – SHS

Dear __________________:

Greetings!

The undersigned are Grade 12 - Makatarungan students of Computer Systems


Servicing (CSS) and are currently enrolled in Inquiries, Investigation, and Immersion
undertaking a research entitled "The Impact of Mobile Legends on Filipino Values
as Perceived by Selected Senior High School Learners at SPNHS S.Y. 2021-
2022".

With your expertise, we humbly ask your permission to be our research paper
grammarian.

Thank you for your kind consideration and we hope that our request will be fulfilled.

Sincerely yours,

Jhenelyn Anne E. Arevalo


Shane P. Isorena
Lovely Jena D. Santiago
Kimberly L. Tambioco
Ivan Rafael Y. Legaspi
Shanley Kent R. Morante
John Mark D. Muyco

Noted by:

MS. VICCIA ANDREA R. LAMPAS, MC


Subject Teacher
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APPENDIX B:
SAMPLE SURVEY QUESTIONNAIRE

THE IMPACT OF MOBILE LEGENDS ON FILIPINO VALUES AS


PERCEIVED BY SELECTED SENIOR HIGH SCHOOL LEARNER'S AT
SPNHS S.Y. 2021-2022
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Dear SPNHS - SHS Students,

God Day! We're Grade 12 Makatarungan of Computer Systems


Servicing, Inviting you to be part in this academic survey to help analyze
"The Impact of Mobile Legends on Filipino Values As Perceived by
Selected Senior High School Learner's At SPNHS S.Y. 2021-2022 ". We
would like to ask you to participate in our study. Please allow us to borrow
your little time by answering our online survey questionnaire. The
answers that we gather will be confidentially. Thank you for the
consideration.
Thanks and Regards
Jhenelyn Anne E. Arevalo
Shane P. Isorena
Lovely Jena D. Santiago
Kimberly L. Tambioco
Ivan Rafael Y. Legaspi
Shanley Kent R. Morante
John Mark D. Muyco

Part I. Mobile Legends Player

Directions: Please fill up this information sheet completely.

* Do you play Mobile Legends?

o YES

o NO (If no, please return the questionnaire. Thank

you)
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Part II. Demographic Profile

Directions: Please fill up this information sheet completely.

* Age: ______

* Gender: ___Male ___Female

* Grade Level: ___Grade 11 ___Grade 12

* Specialization:

o Security Services and Peacekeeping (SSP)

o Computer Systems Servicing (CSS)

o Shielded Metal Arc Welding (SMAW)

Section: ___________

Part III. Frequency and Time Spent

Direction: Put a check on a corresponding box.

1. How long have you been playing Mobile Legends?

o Since year 2016-2017

o 2018-2019
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o 2020-2021

o Present 2022

2. How often do you play Mobile Legends?

o More than four (4) hours a day

o Three (3) hours a day

o Two (2) hours a day

o Less than one (1) hour a day

3. How many times do you play Mobile Legends in a week?

o More than four (4) times a week

o Thrice (3) a week

o Twice (2) a week

o Less than once (1) a week

Part IV. Filipino Values


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Directions: Please rate on to what extent you have reinforced

(strengthen) the following Filipino Values out of playing Mobile

Legends.

VALUES Extremely Moderately Slightly Not at All

Reinforced Reinforced Reinforce (1)

(4) (3) d (2)

Close Family

Ties

Loyalty

( Katapatan)

Obedience

Politeness

(the use of po

and opo)

Resignation

(bahala na)

Respect for

Elderly
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Flexibility

Thank you very much for participating in this research. We really

appreciate it have a great day!😊


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APPENDIX C:

VALIDATION OF RESEARCH INSTRUMENT

"THE IMPACT OF MOBILE LEGENDS ON FILIPINO VALUES AS

PERCEIVED BY SELECTED SENIOR HIGH SCHOOL LEARNERS AT


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SPNHS S.Y. 2021-2022"

Jhenelyn Anne E. Arevalo


Shane P. Isorena
Lovely Jena D. Santiago
RESEARCHERS
Kimberly L. Tambioco
Ivan Rafael Y. Legaspi
Shanley Kent R. Morante
John Mark D. Muyco
Using the criteria developed for evaluating the survey
questionnaire, an expert evaluated and validated the self- made
questionnaire instruments specifically for this study.

To the evaluator, please write the rating at the appropriate box.

NAME OF VALIDATOR: LAWRENCE CHRISTOPHER A. CONCEPTION, Ed.D

DATE OF VALIDATED: APRIL 29, 2022

Ratings:

5 - Excellent 4 - Very Good 3 - Good 2 - Fair 1 - Poor

INTERPRETATION:

4.21 - 5.00 3.41 - 4.20 2.61 - 3.40 1.81 - 2.60 1.00 - 1.80
Excellent Very Good Good Fair Poor
CRITERIA RATING
1. The test directions and the items are 4
written in a clear and understandable
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manner.
2. The items are presented and organized 4
in a logical manner.
3. The number of questions per area is 4
representative enough of all the questions
needed for the research.
4. The scale adapted is appropriate for 2
the item.
5. The questionnaire is short enough that 3
the respondents respect it ang would not
drain much precious time.
6. The questionnaire is interesting and 2
has a fair appeal such as the respondents
will be induced to respond to it and
accomplished it fully.
7. The questionnaire can obtain some 2
depth to the responses and avoid
superficial answer.
8. The items/questions and their alternate 3
responses are neither too suggestive nor
unstimulating.
9. The questionnaire elicit responses, 4
which are definite but not mechanically
forced.
10. Questions/items are stated in such 4
way that the responses will not be
embarassing to the person/persons
concerned.
11. Questions/items are formed in a 4
manner to avoid suspicion on the part of
the respondents concerning hidden
responses in the questionnaire.
12. The questionnaire is too narrow nor 2
restricted or limited in philosophy.
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13. The responses to the questionnaire 4


when taken as a whole could answer the
basic purpose for which the questionnaire
is designed and therefore considered
valid.
TOTAL RATING 3.23
INTERPRETATION GOOD

REMARKS:

In Part IV, Filipino Values, 2 cannot relate what is the connection

of Hospitality and Indebtedness to playing Mobile Legends as an

Impact to Filipino values. What is the correlation of playing mobile

games and Filipino Values? Leave elaborate.


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APPENDIX D:
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APPENDIX E:

STATISTICS CERTIFICATION
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CERTIFICATION OF STATISTICIAN

This is to certify that the research paper entitled The Impact of

Mobile Legends on Filipino Values as Perceived by Selected Senior

High School Learners at SPNHS S.Y. 2021-2022 by Jhenelyn Anne

Estremera Arevalo, Shane Pariño Isorena, Lovely Jena David

Santiago, Kimberly Lobusta Tambioco, Ivan Rafael Yenko Legaspi,

Shanley Kent Rosal Morante, John Mark Diaz Muyco was statistically

checked and computed by the undersigned.

This certification was issued to the researchers on [date signed] for

whatever legal purposes it may serve.

__________________________

[NAME OF THE STATISTICIAN]

Statistician
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APPENDIX E:

CERTIFICATION OF EDITING
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CERTIFICATION OF EDITING

This is to certify that the research paper entitled The Impact of

Mobile Legends on Filipino Values as Perceived by Selected Senior

High School Learners at SPNHS S.Y. 2021-2022 by Jhenelyn Anne

Estremera Arevalo, Shane Pariño Isorena, Lovely Jena David

Santiago, Kimberly Lobusta Tambioco, Ivan Rafael Yenko Legaspi,

Shanley Kent Rosal Morante, John Mark Diaz Muyco was edited and

proofread by the undersigned.

This certification was issued to the researchers on [date signed] for

whatever legal purposes it may serve.

__________________________

[NAME OF THE Editor]

Editor
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APPENDIX F:

CURRICULUM VITAE
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JHENELYN ANNE ESTREMERA AREVALO


Address: BLK 28 Lot 8 Bahay Pangarap Subd. Brgy.
Sampaloc IV, Dasmariñas City, Cavite
Email: arevalojhenelynanne@gmail.com

OBJECTIVES
Aiming to leverage my skills and knowledge to achieve
my goals.

EDUCATIONAL ATTAINMENT:
Secondary Senior High School: Sangley Point National High School - Senior
High School
Address: Heracleo Alano Naval Base, Sangley Point, Cavite City
Strand: Computer Systems Servicing (CSS)
Batch 2020-2022

Junior High School: Dasmariñas Integrated High School (DIHS)


Address: Burol I, Dasmariñas City, Cavite
Batch 2016-2019

Primary: Dasmariñas II Central School (DIICS)


Address: Burol I, Dasmariñas City, Cavite
Batch 2012-2015

Tugatog Elementary School


Viente Reales, Valenzuela City, Metro Manila
Batch 2010-2011

SKILLS:
- Hard working - Knowledgeable in Dress Making
- Fast Learner - Knowledgeable in Basic Computer
- Knowledgeable in Housekeeping Literacy

PERSONAL INFORMATION
Date of Birth: June 05, 2004
Age: 17 y/o
Place of Birth: Valenzuela District Hospital
Civil Status: Single
Gender: Female
Religion: Catholic
Citizenship: Filipino
Height: 5'4
Weight: 46 Kg.
Father's Name: Erlino Delos Santos Arevalo
Mother's Name: Elizabeth Estremera Arevalo
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I hereby certify that the information above are legitimate.

Jhenelyn Anne E. Arevalo

Signature
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LOVELY JENA DAVID SANTIAGO

Address: San Fernando Sur, Phase 3, Cabiao, Nueva


Ecija
Email: lovelyljsantiago@gmail.com

EDUCATIONAL ATTAINMENT
Secondary High School: Sangley Point National
High School – Senior High School
Address: Heracleo Alano Naval Base, Sangley Point, Cavite City
Strand: Computer System Servicing (CSS)
Batch 2020-2022

Junior High School: Cabiao National High School


Address: San Juan South, Cabiao Nueva Ecija
Batch 2016-2020

Primary: Cabiao Central School


Address: Maligaya, Cabiao Nueva Ecija
Batch 2011-2016

SKILLS
- Hardworking
- Familiar with some Basic Computer Programs
- INSTALLATION / SERVICE OF CCTV

PERSONAL INFORMATION
Date of Birth: October 17, 2003
Age: 18 y/o
Place of Birth: Cabiao Nueva Ecija
Civil Status: Single
Religion: Catholic
Citizenship: Filipino
Height: 5’4
Weight: 65
Fathers Name: Jerry V. Santiago
Mothers Name: Rona D. Santiago

I hereby certify that the information above are legitimate.


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Lovely Jena D. Santiago


Signature
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IVAN RAFAEL YENKO LEGASPI


Address: 134 faustino st. San antonio Cavite City
Email: Ivanrafaellegaspi@gmail.com

OBJECTIVES
To be successful in life

EDUCATIONAL ATTAINMENT
Secondary High School: Sangley Point
National High School Senior High School
Address: Heracleo Alano Naval Base Sangley Point National High School
Batch 2021-2022

Junior High School: Sangley Point National High School


Address: Heracleo Alano Naval Base Sangley Point National High School

Primary: Holy Nazarene School of Learning

SKILLS

- Basketball - Guitar

PERSONAL INFORMATION

Date of Birth: May 12, 2002


Age: 20
Birth of Place: Cavite City
Civil Status: Single
Gender: Male
Religion: Aglipayan
Citizenship: Filipino
Height: 5’9
Mother's Name: Edwin Legaspi
Father's Name: Anna liza Yenko

I hereby certify that the information above are legitimate.

Ivan Rafael Y. Legaspi


Signature
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JOHN MARK DIAZ MUYCO


Address: 217 Custodio Street Dalahican Cavite city
Email: johnmarkmuyco01@gmail.com

OBJECTIVES
To get an opportunity where I can make the best of
my potential and contribute to the organization's
growth and to achieve my goals

EDUCATIONAL ATTAINMENT
Secondary High School: Sangley Point National High School - Senior High
School
Address: Heracleo Alano Naval Base Sangley Point National High School
Batch 2021-2022

Junior High School: Cavite National High School

Primary: Buhay Na Tubig Imua Cavite

SKILLS
- Knowledgeable in Cooking - Knowledgeable in Computer
- Knowledgeable in Housekeeping - Hard working
- Knowledgeable in Drawing

PERSONAL INFORMATION
Date of Birth: August 18 2001
Age: 20
Place of Birth: Quezon City Manila
Civil Status: Single -gender: Male
Religion: Catholic
Citizenship: Filipino
Height: 5'7
Father's Name: Edgardo Tungol Pabalan, Foreman
Mother's Name: Sherly Diaz Muyco, House wife

I hereby certify that the information above are legitimate.

John Mark D. Muyco


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Signature

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