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Grade 8 STE Students Perception towards Mobile Legends:A Case


Study

A Qualitative Research Proposal Presented to the


Special Science Program
La Castellana Nationa High School

In Partial Fulfillment of the Requirement in the


Subject Research 4

Balgomera, Alvin
Urbano, Cezar Jhon
Calumberan, Rachelle
Lauren, Kate
Rubio, Hydie
Salcedo, Krizel Julien

Research Advisers
Dora Carmen B. Castro
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ABTRACT

Online Gaming refers to games that are played over some form of computer

network, most often on the internet. Recently, it has receives much attention for their

potential addictive nature. One example of this online game is Mobile Legends.

People often perceive playing Mobile Legends and other online games a threat to the

academic performance of students. However, the effect that interactive digital media has

on the learning process is not completely negative. As Pew Research Center reported

57% of teens ages 13 to 17 have made friends online. It is not that the medium itself is a

natural damage, but much of the information that gets transmitted through it may be.

Grade 8 Special Science Program Students of La Castellana National High School

are considered to be fond in playing Mobile Legends as part of their leisure activity. For

this particular reason, the researchers had decided to conduct a study regarding the

perception of Grade 8 STE students towards playing mobile legends in terms of

social,cognitive and psychological aspect.

The researchers asked the approval of the teacher in charge of Grade 8 STE before

distributing the questionnaire,after which the data was be gathered and interpreted.
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Results showed that in terms of social aspect it is seen that students has an almost equal

out view of playing Mobile Legends.In the other hand in terms of cognitive aspect

students perceives that playing Mobile Legends can harm students on the way they think

and act.The same result was seen in terms of psychological aspect,students perceive that

playing Mobile Legends can change the perception of a student psychologically.


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Table of Contents

Page number

Title Page i

Abstract ii

Acknowledgement iii

Table of Contents iv

Introduction 1-6

I. Statement of the Problem

II. Hypotheses

III. Conceptual Framework

IV. Theoretical Framework

V. Scope and Limitation

VI. Definition of Terms

Methodology 6-8

Results and Discussion 9-11

Conclusion Recommendation 12

Appendices

Methodology
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I .Research Design:

Descriptive-survey Research Design

Descriptive research tackles the characteristics of the population or phenomenon that


is being studied. It is entirely in the nature of a demographic segment which describes the
data without focusing the reason of the phenomenon, hence, the term “observational” is
used. In relation to this, the data of the study will be accumulated in terms of having a
survey in which investigators administer a survey to a sample or to the entire population
of the people to describe their attitudes. This questionnaire will have open-ended
question where the aim of using this questions is to draw concrete conclusions about the
respondents. This could be the need to derive patterns, traits and behaviors of the
respondents.

.II Participants:

The participants was acknowledged from the Grade 8 STE curriculum of La


Castellana National High School. This students are particularly targeted due to the fact
that the students are into online gaming and this may have an effect in their Social,
Cognitive and Psychological Aspects in alignment to the researcher’s main goal which is
to determine the perception of these students regarding the topic.

A. III Sampling Techniques:

This study utilized the Convenience Sampling Technique, which respondents was
chosen for the convenience of the researcher as well as availability of the population, in
collecting the sample.

IV. Research Instrument:

Social Aspects
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Direction:Check the box of your corresponding answer.


Social
1. Is playing online game like Mobile Legends beneficial to society?
Yes
No

2. Do you feel that playing online game like Mobile Legends are responsible for obesity
in children?

Yes
No

3. Do online games like Mobile Legends encourage gamers act out the content in reality?

Yes
No

4. Does playing online games like Mobile Legends strengthen the spirit camaraderie

Yes
No

Cognitive Aspects

1. Do you believe that playing online game like Mobile Legends are beneficial for a
child to play?

Yes
No

2. Do you believe that playing online games like mobile legends can help you gain more
knowledge.

Yes
No

3. Do online games like mobile legends advocate a revolution in education?


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Yes
No

4. Do online games like mobile legends increase the types of content that can be learned
formally?

Yes
No

 Psychological Aspects

1. Do online games like Mobile Legends encourage gamers act out the content in
reality?

Yes
No

2. Do you believe that playing online game like Mobile Legends are beneficial for a
child to play?

Yes
No

3. Do you believe that playing online games like mobile legends has a negative effect on

the behaviour of a person.

Yes
No
4. Do you believe that playing online games like mobile legends can lead to

stress,anxiety and depression.

Yes
No
A.V Data Gathering Procedure

The researcher sought the approval of the section adviser of the students. The

researchers set an exact date and time to perform the survey. During the actual date, Data
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was gathered catering the answers of the Grade 8 STE students that was based on the

questionnaire given by the researchers with the permission from the school authorities

and teachers concerned. Coordination was established for a better view for the study. The

researchers also ease the tension and they also clarified that this is done for research

purposes only. After answering the questionnaires, the data gathered was kept and the

identification of the students was kept private.

VI . Data Analysis Plan

Data was analyzed with the help of our statistician. The following tools was used for

the following statements:

1. Descriptive narrative was used on open-minded items or questionnaire.

2. Simple frequency tables and percentage were calculated and inferences are

drawn by comparing this figures.

3. Descriptive narrative was used to describe Grade 8 STE Students Perception

towards Mobile Legends.

VII .Ethical Issues:

Permission was asked from the sample space.The integrity of all data was kept full

confidentiality and anonymity and researchers made sure that the sample space had
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joined to be one of the participants voluntarily.

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