Professional Documents
Culture Documents
2022
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A Research Paper
Presented to the Faculty of Senior High School
Sangley Point National High School
Cavite City, Cavite
By
JUNE 2022
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CERTIFICATION-AND-APPROVAL SHEET
DANILO D. SANTIAGO
Adviser
---------------------------------------------------------------------------------------------------------------------
---------------
APPROVAL
Approved by the PANEL OF EXAMINERS on Oral Examination on [month, day,
year] with a grade of _____.
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
subject Teacher who has the patience, time and effort, for always helping us
To Mr. Lawrence Christopher Conception, our Research Validator for guiding and
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
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
CERTIFICATION OF ORIGINALITY
This is to certify that the research work presented entitled THE IMPACT OF MOBILE
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
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
Year: 2021-2022
Adviser:
The Problem
The main objective of the study is to determine the Impact of Mobile Legends on
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
between reinforced Filipino Values when participants were grouped according to their
Research Methodology
This chapter describes the research design, population, sample size, sampling
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 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
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
Politeness (the use of Po at Opo), Resignation (Bahala na), Respect for Elderly,
Flexibility.
Weighted mean was computed to determine the extent of reinforced Filipino Values
Findings
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
------------------------------------------------------------------------------------------------------------ i
CERTIFICATION-AND-APPROVAL SHEET
--------------------------------------------------------------- ii
ACKNOWLEDGEMENT
-------------------------------------------------------------------------------------------- iii
CERTIFICATION OF ORIGINALITY
--------------------------------------------------------------------------- iv
ABSTRACT
-------------------------------------------------------------------------------------------------------------- v
TABLE OF CONTENTS
--------------------------------------------------------------------------------------------- vi
LIST OF TABLES
------------------------------------------------------------------------------------------------------ vii
LIST OF FIGURES
----------------------------------------------------------------------------------------------------- viii
Introduction
-------------------------------------------------------------------------------------------- 1
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Chapter 2: METHODOLOGY
Methods of Research
------------------------------------------------------------------------------ 17
Description of Respondents
--------------------------------------------------------------------
Research Instrument
-------------------------------------------------------------------------------
Data-Gathering Procedure
-----------------------------------------------------------------------
LIST OF TABLES
LIST OF FIGURES
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
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
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.
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
multiplayer online battle arena (MOBA) for iOS and Android devices developed and
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,
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
Players must also level their heroes up by defeating enemy forces, specifically
money, which they can spend on items that boost the stats of their heroes.
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
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
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
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.
unexpectedly, but the appropriate usage of playing online games also leads to some
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
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
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.
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
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
similar to the feature of the dissatisfactory factor. That is, the absence of playing
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
CONCEPTUAL FRAMEWORK
INTERVENING
Table 1. ConceptualVARIABLE
Paradigm
Demographic Profile
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Sub-variable.
RESEARCH PARADIGM
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
The researchers want to know how Mobile Legends influences the values of
a. Age
b. Gender
c. Strand
frequency of playing?
HYPOTHESIS
frequency of playing.
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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
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
research.
The researchers expressed the value or importance of the research study and
1. Students. This study will provide information with regards to how playing
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
4. The developer of this online game. This research will also assist them in
5. Future Researchers. The result of the study will serve as a guide for other
DEFINITION OF TERMS
The following terms are conceptually and operationally defined to make a better
Multimedia.
Rappler. A Philippines online news website founded by Maria Ressa along with
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
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
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
Statista (2021), 32.7% of US-based mobile gamers are 25 to 34 years old, which
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 addition, Google Play (2020), 49% of gamers in the US are women. Also, 56%
Lastly, Google Play (2019), 40% of men feel that men and women are treated
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
Philippines 2020, over 4 percent stated playing online games daily as of March 2020.
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
Between 2019 and 2020, time spent on shopping apps experienced a modest
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.
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
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
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
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
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
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
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
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.
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
Filipino hospitality
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
Before they leave, guests are entreated to take home pasalubong or souvenirs,
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
this study is to see if there is a link between mobile Legends and Filipino values at
CHAPTER 2
METHODOLOGY
This chapter presents the research design, population, sample size, sampling
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
numerical data.
This study used the descriptive design because it involves the factors that may
Nassaji (2015), states that the goal of descriptive research is drawing and
investigators to describe and measure the degree of relationship between two or more
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
form.
Fig. 2
Figure 2. Shows the ninety (90) or 64.3% respondents are grade 12 students and fifty
Fig. 3
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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
Figure 7. Shows the ninety-One (91) respondents or 65% were male and fourty-
RESEARCH INSTRUMENT
To answer the problems and their specific objectives, the research instrument
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
2) Demographic Profile
in the survey instrument. Participants were asked their age, gender, grade
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.
In other to know the relationship between the Variables. Using Likert scale
Permission to conduct the study was obtained from the school administration and
instructors at Sangley Point National High School- Senior High School before
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
After gathering data, the researchers then went on to write chapters 3 and 4 of the
research.
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
Where:
P(%) = Percentage
Frequency and percentage distribution were used to get a general view of the data
generated.
X = ∑x/n
Where:
X = Weigthed Mean
The mean score was used to measure the extent to which playing mobile games
assessment of responses.
Filipino Values:
The researchers assessed the extent to which respondents' Filipino values were
reinforced by playing mobile games. The point system has comparable measures and
interpretations.
F = MSB/MSw
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Where:
Explanation?
CHAPTER 3
This chapter presents the data gathered from selected Senior High School Learners
particular study. It provides the analysis and interpretation of data that has been
1) Description of Respondents
Table 3.
Frequency and Percentage Distributions of Respondents "Playing Mobile
Legends"
Do you play Mobile Legends?
No 51 26.7%
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-
Table 4.
Frequency and Percentage Distributions of Respondents "AGE"
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%
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
Table 5.
Frequency and Percentage Distributions of Respondents "SECTION"
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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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-
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
Table 6
Frequency and Percentage Distributions of Respondents "HOUR/S*
How often do you play Mobile Legends?
Table 6. Shows the percentage of the respondents regarding how often do they
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
Table. 7
Frequency and Percentage Distributions of Respondents "WEEK/S"
How many times in a week do you play Mobile Legends?
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.
Table 8.
Frequency and Percentage Distributions of Respondents " YEAR/S"
How long do you play Mobile Legends?
2020-2021 43 30.71%
2018-2019 38 27.14%
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
4) Filipino Values
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Figure 5.
Legend;
Mean Range Likert Scale Verbal Interpretation
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
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
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)
Reinforced, four (4) or 2.9% rate Not at all. The mean is 2.99 and the verbal
(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
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
(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
The overall mean and interpretation of seven (7) Filipino Values are 2.95 Moderately
Reinforced.
CHAPTER 4
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
A total of One hundred ninety-one (191) participants were randomly selected from
respondents.
with the results. The data were analyzed on May 25, 2022.
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
Researchers find out that ninety-One (91) respondents or 65% were male and
Results discovered that forty (40) or 30% of respondents said that they play three
Result appears that there is sixty-three (63) or 45% respondents said that they
Out of one hundred ninety-one (191) respondents the fourty-four (44) or 31.43%
Researchers find out that out of one hundred ninety-one (191) respondents most
frequency of playing?
__________
CONCLUSIONS
1. ________
2. ________
3. _________
4. __________
5. ___________
RECOMMENDATIONS
conclusions:
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5. To the Future researchers. Future researchers may use the findings of this study
REFERENCES
A. E - BOOKS
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Babbie, E. R. (2010). The Practice of Social Research. 12th ed. Belmont, CA:
https://libguides.usc.edu//quantitative
Dr. Chin-Sheng Wan & Wen-Bin Chiou (200). CyberPsychology & Behaviour ( Vol. 9,
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
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,
https://www.statista.com/statistics/243779/total-minutes-spent-on-average-
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app-by-category/
Chua, K. (2019, November 24). Mobile Legends: Bang Bang': What you need to know,
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.
https://playtoday.co/blog/stats/mobile-gaming-demographics/#43
Course Hero (2021, December 13). Positive And Negative Effects Of Playing Mobile
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.
https://www.statista.com/statistics/1117270/philippines-frequency-of-playing-
online-games/
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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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
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
https://www.newportacademy.com/resources/treatment/teenage-video-game-
addiction/
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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Understanding Filipino traits, values, and culture. (2021, October 14), What are Filipinos
https://www.outsourceaccelerator.com/articles/filipino-traits-and-values/
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APPENDICES
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ADVISERS LETTER
DATE: JUNE 06, 2022
DANILO D. SANTIAGO
[DESIGNATION]
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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,
Noted by:
STATISTICIAN LETTER
DATE: ___________________
_________________________
[NAME OF THE TEACHER]
[DESIGNATION]
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Dear __________________:
Good Day!
We, the Grade 12 - Makatarungan student of Computer Systems Servicing (CSS) are
currently enrolled in Inquiries, Investigation, and Immersion.
Thank you for your kind consideration and we hope that our request will be fulfilled.
Sincerely yours,
Noted by:
GRAMMARIAN LETTER
DATE: ___________________
_________________________
[NAME OF THE TEACHER]
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[DESIGNATION]
Sangley Point National High School – SHS
Dear __________________:
Greetings!
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,
Noted by:
APPENDIX B:
SAMPLE SURVEY QUESTIONNAIRE
o YES
you)
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* Age: ______
* Specialization:
Section: ___________
o 2018-2019
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o 2020-2021
o Present 2022
Legends.
Close Family
Ties
Loyalty
( Katapatan)
Obedience
Politeness
(the use of po
and opo)
Resignation
(bahala na)
Respect for
Elderly
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Flexibility
APPENDIX C:
Ratings:
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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REMARKS:
APPENDIX D:
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APPENDIX E:
STATISTICS CERTIFICATION
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CERTIFICATION OF STATISTICIAN
Shanley Kent Rosal Morante, John Mark Diaz Muyco was statistically
__________________________
Statistician
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APPENDIX E:
CERTIFICATION OF EDITING
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CERTIFICATION OF EDITING
Shanley Kent Rosal Morante, John Mark Diaz Muyco was edited and
__________________________
Editor
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APPENDIX F:
CURRICULUM VITAE
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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
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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Signature
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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
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
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
SKILLS
- Basketball - Guitar
PERSONAL INFORMATION
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
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
Signature