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The Effects of Playing Mobile Legends to the Academic Performance of Grade 11

Students in Amore Academy

A Qualitative Research Paper

Submitted to

Ms. Criselle Mae S. Lambo

In Partial Fulfillment

of the Requirements

for Practical Research 1

Submitted by

Lu, Joshua Miguel B.


Volivar, Chad Larry O.
Pedrera, Raymart E.
Sale, King Winston C.
Ulatan, Jheanrayxque B.
Gado, Kean Ualdz Patrick R.
Padayao, James Apol R.

STEM - F. Lopez

SY 2021-2022

CHAPTER I

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THE PROBLEM AND ITS SETTING

Research Background

Technology has advanced significantly in recent years. New things have been

created as a result of technological advancements, one of these things are Mobile games.

Mobile games include those that are played on a phone, a tablet or an Ipad. "Mobile

Legends, developed by Shanghai Moonton Technology in Kuala Lumpur, Malaysia, is one

of the most popular mobile games in the Philippines. It's a game made just for mobile

phones. There are two opposing teams in this game, and the only way for one win is to

break towers until the opponent team's base destroyed.

Several studies in psychology have found out that increased time spent on the

Internet can lead to negative impact on a person's ability to communicate appropriately

face-to-face with friends, peers, family members including parents. Studies revealed that

the human brain is easy to destruct and one of the reasons is using technology. The

education system tends to go with the flow with this constant change in the society in order

to get things relevant with the generations today.

Michael Tamagan, a young man from the Philippines, died of stage 4 Colon

cancer. He died due to his addiction in Mobile Legends. Michael could no longer take care

of himself after two years of playing Mobile Legends because he was no longer eating at

the proper meal times and he was sleeping by 9:00 a.m. as a result of playing Mobile

Legends. Doctors said Michael inherited colon cancer genetically, but it worsened because

he disregarded himself. Michael Tamagan died of stage 4 Colon cancer later in life.

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In Amore Academy playing online games are rampant, such as playing Mobile

Legends which is commonly played by most students in Amore Academy. Since the

released of Mobile legends many of the students were into this game, we observed that this

affects their attention towards their reponsibilities in home and i school, they gave more

the attention on playing Mobile Legends rather than doing their responsibilities. Thus, this

research wanted to know what are the effects of playing this game, So we can provide

possible solutions that could prevent the negative effects of playing Mobile Legends in

Amore Academy.

Reference (research background)

https://en.m.wikipedia.org/wiki/Moonton

https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372

https://filipinotimes.net/news/2019/06/03/filipino-acquired-cancer-mobile-legends-

addiction/

Statement of the Problem

This research investigated the effects of playing Mobile legends to the academic

performance of Grade 11 students in Amore Academy.

Specifically, it aimed to answer the following questions:

1. What is the effect of playing Mobile Legends to the academic performance of the Grade

11 students of Amore Academy?

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2. Demographic profile of the respondents in terms of:

a. Age

b. Sex

3. How long does Grade 11 students of Amore Academy spend their time play Mobile

Legends?

4. What are the benefits and consequences of playing mobile legends to the academic

performance of the Grade 11 students of Amore academy?

5. Does playing Mobile Legends of Grade 11 students of Amore Academy help on a daily

basis?

6. What are the effects of playing mobile legends on the attention and concentration of

grade 11 students?

Objectives of the Study

This research aims to know the effects of playing Mobile legends to the academic

performance of Grade 11 students in Amore Academy.

Specifically, it aimed to:

1. To determine the Demographic profile of the respondents in terms of:

a. Age

b. Sex

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2. To determine the benefits and consequences of playing mobile legends to the

academic performance of the Grade 11 students of Amore Academy.

3. To know the effects of playing mobile legends on the attention and concentration of

grade 11 students.

4. To know how long does Grade 11 students of Amore Academy spend their time

playing Mobile Legends.

Scope and Limitations

This research focuses on the effects of Mobile Legends on the academic

performance of Grade 11 students. This study is limited only to the players of Mobile

Legends in Grade 11 students of Amore Academy. The respondents will be all Grade 11

students in Amore Academy Trece Martires City and not from other grade levels and

schools.

Significance of the Study

This research may provide solutions to the students on how they manage their time

and get rid of the addiction of playing Mobile legends.

To the students - This research is important to students because it will give them

information about the effects of playing Mobile Legends. they realize too much playing

Mobile Legend can affect their academic performance.

To Mobile Legends players -.This research will assist Mobile Legends players in

understanding the effect of the game on their academic performance and health.

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To Parents - This research will help parents in gaining a better understanding of

the effects of mobile devices on their children.

To Readers - This research will help the readers to understand the effect of mobile

legends

To Future Researchers - This research will help future researchers to use this

research as a guide for them in their research.

Definition of Terms

The following terms are defined for clarify and understanding:

Mobile Legends - Mobile Legends: Bang Bang is a multiplayer online battle arena

(MOBA) game designed for mobile phones. The two opposing teams fight to reach and

destroy the enemy's base while defending their own base for control of a path, the three

"lanes" known as "top", "middle" and "bottom", which connects the bases

Academic performance - Academic performance is the extent to which a student

institution has attained their short or long-term educational goals.

Technology - technical equipment being used by students which include computer,

laptop, Ipad, smartphones, tablets, and other gadgets.

Addiction - condition of being addicted to a particular substance, thing, or activity.

Psychology - the mental characteristics or attitude of a person or group.

Consequences - The result or effect of playing online games.

Benefits - positive effect of playing online games.

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CHAPTER II

REVIEW OF RELATED LITERATURES

This chapter contains the related literature and researches that the researchers

discovered during their research on the subject at hand. It presents relevant discussion on

the benefits and consequences, addiction on online games, academic performance, and

other related topics. The materials, concepts, ideas, findings, and various developments

relevant to the study will be used as a guide in constructing the research. They were taken

from studies, papers, and websites related to the topic.

Playing Mobile Legends

Mobile Legend: Bang Bang

Mobile Legend: Bang Bang  is a MOBA (mobile multiplayer online battle arena)

developed by Moonton and distributed by Moonton. The game was first introduced in

2016, and it rapidly became one of Southeast Asia's most popular smartphone games. It

was also one of the games chosen for the esports competition at the 2019 Southeast Asian

Games in the Philippines. In the game, two teams will battle it out to destroy their

opponent's base while defending their own. Each team will have five players, each of

whom will use joystick  controllers to operate a "hero." Heroes are typically divided into

six roles: assassin, support, tank, fighter, mage, and marksman.

According to Sembiring (2007), students who play online games have worse

learning achievement since their study time is consumed by playing online games.

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Learning motivation, according to the findings of Kertamuda's (2008) study , can impact

a person's capacity to increase accomplishment. This is confirmed by Prasetivo's (2007)

research. which discovered that the stronger one's drive to learn. the better one's academic

success. and the lower one's motivation to learn, the lower one's academic achievement

(Detria. 2013:5

According to Khefti Al Mawaliato's article in the International Journal of Services

and Standards.( October 31, 2021).Online games are now more popular than games that

children and teenagers used to play 30 years ago. This study will examine into

technological advancements that people are interested in, namely the emergence of the

online game Mobile Legend. Mobile Legend has piqued the interest of Indonesians due to

its avatar, communication feature, and ability to buy and trade online characters all in one

app. Thanks to the growth of internet gaming from PC to Smartphone, gamers may now

play games anywhere and at any time. They can easily spend up to six hours each day

looking for an internet connection. Researchers use determinism theory to explain this

incidence. This study uses a virtual ethnographic method in conjunction with a qualitative

approach. In addition, this research includes interviews with seven Mobile Legends players

as well as information on the usage of virtual tracing to collect and document virtual

behaviors. People who play video games grow more disinterested and have less

engagement and dialogue with others around them, according to one study. Individuals'

socio-cultural awareness and communicative sensitivity in society have been diminished

by technology such as Mobile Legend. All users grow more active and narcissistic as they

build many personas in the virtual world. According to the findings of this study, when it

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comes to creating virtual reality, online games have both positive and negative effects on

players.

According to Jessie Richie Naval de Los Santos (2020), The worrisome rise in the

number of pupils addicted to playing online mobile games (OMG) is concerning. As a

result, this research was conducted to solve the issue. This study looked at the gaming

profile of Eastern Visayas State University Tanauan Campus engineering students and how

it relates to their academic achievement (EVSUTC). Specifically, the study used Eta and

Pearson r correlation analyses to investigate the relationship between student's number of

hours spent playing OMG (at school and at home), commonly played OMG (at school and

at home), reasons for playing OMG, and attitudes toward playing OMG and academic

performance.Purposive sampling was used to pick a random sample of 134 student

respondents who are playing OMG on their mobile phones. To collect the necessary data, a

descriptive correlational study methodology was used, as well as a validated survey

instrument. The majority of the pupils played mobile legends and spent the majority of

their time playing OMG since they were bored. The students' general opinions of playing

OMG were classified as Unfavorable (M=2.58, SD=1.13). The amount of hours spent

playing OMG at home (r=-0.188, p=0.039) and the frequency with which OMG was

played at school (r=0.203, p=0.045) were found to be strongly connected with students'

academic achievement. As a result, the amount of time students spend playing OMG at

home and the types of games they play at school have a major impact on their academic

performance. As a result, students' internet usage can be limited to solve the problem.

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A research conducted by Dr. Jose P. Rizal Senior High School the use of social

networking sites and how it affects each individual's communication qualities It

demonstrates why they utilize social networking sites as a means of communication and

relationship building with others, as well as the potential problems that a user can

encounter when using social networking sites. The approach utilized in this study was a

descriptive-survey method that included the use of questionnaires. In February, social

networkers in the Philippines had the highest degree of involvement on social networking

sites, spending an average of 5.5 hours per visitor and visiting the social networking

category an average of 26 times.

 Moreover research has shown that a critical variable in determining academic

achievement in different cultures and educational systems is approaches to learning. In this

study, the author sought to determine whether this variable influences academic

achievement among Filipino college students. The learning process questionnaire (LPQ)

has been the source of intensive cross-cultural study. The results indicated that: (a) the

Learning Process Questionnaire (LPQ) was a valid instrument to assess the learning

approaches of non-low-achieving Filipino college students; (b) the Deep and Achieving

subscale scores of the Learning Process Questionnaire (LPQ) were positively related to

academic achievement even when the effects of school ability and prior academic

achievement were controlled; and (c) with some slight exceptions, the relationship between

the Learning Process Questionnaire (LPQ) scale scores and academic achievement were

generally similar between male and female Filipino students. Implications for the study of

student approaches to learning in different cultures and educational systems are discussed.

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According to Khefti Al Mawalia last December 2020, The Mobile Legend game is

one type of online game that has many enthusiasts. This game tries to introduce a MOBA

base (massive online battle arena) with two types of genres, namely Real-Time Strategy

(RTS) and Role Playing Game (RPG), where the player plays the opposite character and

aims to destroy the opponent. Each hero character in this game has a different role and

must work together to win the match.This game has more varied and unique heroes, like

the hero Fanny who adopted one of the famous anime characters. This game limits players

to only ten players, with five players per team. Each player can only choose one hero from

several hero options. In other words, players cannot play all heroes. The Length of the

game is about ten minutes in one round. There are three main lines on the map, namely the

middle, top, and bottom lines. Each lane has a turret guard, which will attack enemy units

automatically. Each lane also has a "barrack" building, which will make the opponent's

creep or minion stronger if the

opponent manages to destroy the barracks. If the opponent manages to destroy all

the 'barracks,' the opposing team will have a super minion that is much stronger than

ordinary minions. The game ends when a team succeeds in destroying the enemy's base.

Due to the ease of installation on a cell phone, a player can play it anytime and anywhere.

The existence of chat and telephone or voice features between users shows users' social

identity with the social networking site's anonymity. These facilities cause a loss of self-

awareness between individuals to identify and strengthen individuals in a group. Online

MOBA games can make users addicted, show gadget-mediated communication as an

escape medium from bad interpersonal relationships and emotional management, and be

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more interested in making virtual friends fill spare time. Researchers assume that excessive

use of online games will lead to aggressive users. They can be an escape medium from bad

interpersonal relationships and emotional management, and can be more interested in

making virtual friends fill spare time. Researchers assume that excessive use of online

games will lead to aggressive users.

According to Ringgo of en.esportsku.com last May 12 2021, Means you have to

know the Side Effects of Playing Mobile Legends (ML) Games right now. So that you will

be safer later in playing, then avoid these bad things when playing the game. But you must

also understand that there are side effects of playing the Mobile Legends game. Now

things like this you have to be able to pay attention too well. Because it is really dangerous,

if it is neglected constantly

Side Effects of Playing Mobile Legends

Waste of Money To Top Up -  when you play this Mobile Legends game, if you

want to have a Skin, you have to do a Diamond Top Up first. So for children, they have to

spend money to buy credit and top up.

Forgetting the time - If you continue to play the Mobile Legends game, you just

have to be able to remember Time. Because your life does not last forever, it is only

focused on the game. You need to eat, you need to drink, and don’t focus too much on

mobile legends.

Declining health - When you play this game for a long time,it will automatically

make you forget the time too. And that way our health can certainly go down too. Until it

makes you guys fall ill for sure. If something like this happens, then all your activities will

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be disturbed. So that you will also start to get confused, to do what can make things better,

namely the choice is one, rest and don’t play ML all the time.

Lazy to study - Learning is also our basic need as a human being. If you always

focus on the Mobile Legends game, lazy learning can certainly happen and you won’t be

able to let go of things like this. So playing the Mobile Legends game must know the time,

don’t forget important things like learning too. In this way, your future can become a

problem if you are lazy and want to learn.

 Based on article published by Manila Bulletin last August 26 2021, To all Mobile

Legends (ML) lovers, play moderately. This was the advice of Lapu-Lapu City Mayor

Junard “Ahong” Chan after a 24-year-old resident became mentally ill due to excessive

playing of the popular mobile game. Reminder to our youths, please don’t play Mobile

Legends too much because it has bad effects especially if you fail to eat on time.Do not be

complacent,” Chan said in his Facebook page. Chan shared the post of Annabeth Cuizon,

head of the City Social Welfare Development Office, who visited Alucard (not his real

name), who is now suffering mental disorder for playing ML too much. Cuizon said

Alucard spent too much time playing ML and he started complaining of headaches in July.

Cuizon said Alucard’s addiction to the online game caused him to skip meals that may

have triggered the mental illness. The man’s family then learned about the free services of

the Mental Health Clinic that the city is offering in cooperation with the Philippine Mental

Health Association.

According to the Filipino Times news last  June 3, 2019 Michael Tamagan, a

young man from the Philippines, died of stage 4 Colon cancer. He died due to his addiction

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in Mobile Legends. Michael could no longer take care of himself after two years of playing

Mobile Legends because he was no longer eating at the proper meal times and he was

sleeping by 9:00 a.m. as a result of playing Mobile Legends. Doctors say Michael inherited

colon cancer genetically, but it worsened because he disregarded himself. Michael

Tamagan died of stage 4 Colon cancer later in life

Mobile Phone

Despite the fact that cell phone-based learning (C-teaching) in the field of teaching

English as a foreign language (EFL) has gotten a lot of attention in the last ten years, much

of the research has been limited to distance language education. Mobile devices are most

effective when paired with social activities, traditional educational activities, and other

information and communication technology, according to researchers (Librero, Ramos,

Ranga, Trinona, & Lambert, 2007; Stead, 2005).

According to a recent market survey released by Xinhua, Filipinos are utilizing

their mobile phones not only to converse but also as mobile computers. TNS, a global

customized research firm, said in a report that Filipino consumers are not only utilizing cell

phones to make calls and send text messages and photos, but also as a tool to access the

internet on-the-go, allowing them to be connected at all times. 75 percent of the 38,000

Metro Manila respondents said they used their phones to shoot photos or videos, 45

percent to surf the internet, 44 percent to access social networking sites, and 37 percent to

check their emails. Based on the findings of the survey, the study was undertaken from

November 2012 to January 2013.

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According toA. W. Kates, H. Wu, and C. L. S. Coryn (2018), Despite the fact that

mobile phones have been widely used in recent decades, little is known about their impact,

particularly on student learning and academic performance. Although there is a growing

interest in mobile devices and their correlates and consequences for children, results vary

across related studies, and the magnitude of the overall effect is unknown. The goal of this

study is to look into any possible links between mobile phone use and educational

achievement.

International Studies Soyemi J., Oloruntoba, S.A. conducted the study. & Okafor

B., used the Federal Polytechnic students of Ilaro, Ogun State in Nigeria as a case study to

evaluate phone usage and identify the effects internet-enabled mobile phones have on the

academic achievement of students at higher institutions. The purpose of this study was to

discover and analyze the relationship between student academic performance and the use

of a mobile phone during class hours, which is widely regarded as a source of distraction

for students. This research was conducted out utilizing standardized questionnaires that

were given to 45 students to obtain their individual perspectives.was undertaken from

November 2012 to January 2013.

Online Games

Internet games (also known as online games) are online games that may be

accessed over the Internet. They differ from video and computer games in that they are

often platform agnostic, relying exclusively on client-side technology. Online games are

those that are played through a computer network, most often the Internet.

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According to Kuss & Griffiths (2012), teens who play online games are just having

fun. they are doing not just actually play due to some style of seriousness, but also because

they solely want to feel relief. During school hours, students tend to feel stressed because

of numerous school works and thru playing it'll relive their stress. it is undeniably

questionable that playing online games provide them something that no-one can give. keep

with some researches it's beneficial. It enables the mind of the players to be more active,

especially those puzzle-based games. Furthermore, it helps the player to return up with

decisions in tight situations, especially those adventure games that keep the players to be

alert, active and strategic.Students' learning occurs in unexpected ways, yet incorrect use of

online gaming causes certain issues, like being distracted at school. Furthermore, if the

child's attention is split, their health and social lives are unwittingly impacted. Several

psychological studies have discovered that greater time spent on the web can have a

detrimental influence on an individual's capacity to interact correctly face-to-face with

friends, peers, relations, including parents.

In modern society, playing video games is frequently connected with low academic

achievement. Some study backs up this anecdotal belief. A research published in 2000

discovered a negative relationship between GPA and time spent playing video games

(Anderson & Dill, 2000)

he organization was rather vulnerable. Despite the fact that time alone accounted

for a 4% difference in GPA, the findings remain substantial. Several previous studies,

however, believe that study outcomes have been mixed. According to a 1997 study, "there

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is no apparent causal association between video game playing and academic achievement."

The evidence is also "sparse and conflicting" (Emes, 1997, p. 4 13).

The impact of interactive digital media on the learning process is not entirely bad.

The medium itself is not intrinsically faulty, but much of the information carried through it

may be. "Content appears to be key," according to a 2008 study on media attention and

cognitive ability (Schmidt & Vander water, 2008).

There is also conflicting research on the social consequences of online games

(Allison, Wahlde, Shockley, & Gabbard, 2006). According to several research, video

games are akin to addictions such as gambling, which have significant societal

consequences. Because they are "simultaneously competitive and intensely sociable,"

massively multiplayer online role-playing games (MMORPGs) have been dubbed "heroin

ware" (Allison, Wahlde, Shockley, & Gabbard, 2006)

Students might get obsessed with these games and lose interest in school, friends,

and life in general. Video games may have a good societal impact as well. Prosocial

conduct is one measure of this that has received a lot of attention in the study. When one

individual acts to aid another, this is referred to as prosocial conduct. While studies on this

issue is divided, there is evidence that games that emphasize prosocial conduct result in

prosocial outcomes (Schie & Wiegman, 1997)

Several well-designed empirical research on the influence of serious games on

learning outcomes have been published in recent years. Sawyer defines serious games as

games made by the video game industry that have a significant relation to knowledge

learning (Sawyer, 2002).

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Zyda (2005) Sawyer's description is expanded, who adds that serious games are

games whose primary objective is not amusement, enjoyment, or fun. Serious games,

instructional gaming, and virtual worlds created for educational reasons demonstrate the

potential of modern technologies to engage and encourage people beyond recreational

pursuits.

Online games, according to Justine Visda, Heinson Tan, and Bryan Yaranon, are

tough to resist, especially when they are in our local neighborhood. Students find it

delightful and joyful, and they eventually forget about their work and issues, but it has a

bad impact on them, which is known as addiction. Addiction, according to them, is too

much playing, and it cannot be resisted because most young people complain about being

bored with their daily lives, particularly with their schoolwork. That is why online games

are addicting and enjoyable for them

Academic Performance

In modern society, playing video games is frequently associated with poor

academic achievement. Some of the anecdotal suggestions are backed up by research. A

study from 2000 discovered a link between GPA and time spent playing video games

(Anderson & Dill, 2000). The link was not particularly strong. Despite the fact that time

alone accounted for a 4% difference in GPA, the findings remain substantial. Several older

studies, on the other hand, claim that research findings are mixed. According to a 1997

study, "There is no apparent causal association between video game playing and academic

achievement," the study concludes, adding that the evidence is "sparse and conflicting"

(Emes, 1997, p. 413)

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Anand (2007) claims that the Video games are extremely popular in the United

States, with at least 90% of houses having children who have played (rented or owned)

video games. This is a new high that will continue to rise. 55 percent of console gamers

and 66% of online gamers are over the age of 18. The The collegiate demographic appears

to be the most active gamers, owing to a lack of parental supervision and more flexible

schedules that allow for more play time (Anand, 2007).

This study looked at the links between internet use and electronic game play and

academic performance in Australian children on weekdays and weekends. It also looked

into whether an addiction to the internet and video games is linked to academic

achievement. A total of 1704 children aged 11 to 17 years old were studied from the

Young Minds Matter (YMM) cross-sectional countrywide survey. The connection between

internet use and electronic gaming and academic performance (as evaluated by the

NAPLAN–National standard score) was investigated using generalized linear regression

models adjusted for survey weights. Approximately 70% of the sample spent more than 2

hours per day on the internet, and approximately 30% spent more than 2 hours per day

playing electronic games.

The purpose of this study was to see how online games affected students' academic

performance at New Israel High School. As video games grow more common in students'

lives, educators are attempting to include them into reading, math, science, and social

studies courses in order to improve student learning. Some of the features that make

videogames appealing to players are also features that make these games beneficial in the

classroom. The next chapters define games, focusing particularly on video games, and

20
present statistics on gaming by studying peer-reviewed and other professional publications.

In addition, this study illustrates how video games can improve learning and provides

examples of video games that can be incorporated into the regular curriculum to

supplement training.

In modern society, playing video games is frequently associated with poor

academic achievement. Some of the anecdotal suggestions are backed up by research. A

study from 2000 discovered a link between GPA and time spent playing video games

(Anderson & Dill, 2000). The link was not particularly strong. Despite the fact that time

alone accounted for a 4% difference in GPA, the findings remain substantial. Several older

studies, on the other hand, claim that research findings are mixed. According to a 1997

study, "There is no apparent causal association between video game playing and academic

achievement," the study concludes, adding that the evidence is "sparse and conflicting"

(Emes, 1997, p. 413) Anand (2007) claims that the Video games are extremely popular in

the United States, with at least 90% of houses having children who have played (rented or

owned) video games. This is a new high that will continue to rise. 55 percent of console

gamers and 66% of online gamers are over the age of 18. The The collegiate demographic

appears to be the most active gamers, owing to a lack of parental supervision and more

flexible schedules that allow for more play time (Anand, 2007).

This study looked at the links between internet use and electronic game play and

academic performance in Australian children on weekdays and weekends. It also looked

into whether an addiction to the internet and video games is linked to academic

achievement. A total of 1704 children aged 11 to 17 years old were studied from the

21
Young Minds Matter (YMM) cross-sectional countrywide survey. The connection between

internet use and electronic gaming and academic performance (as evaluated by the

NAPLAN–National standard score) was investigated using generalized linear regression

models adjusted for survey weights. Approximately 70% of the sample spent more than 2

hours per day on the internet, and approximately 30% spent more than 2 hours per day

playing electronic games.

The purpose of this study was to see how online games affected students' academic

performance at New Israel High School. As video games grow more common in students'

lives, educators are attempting to include them into reading, math, science, and social

studies courses in order to improve student learning. Some of the features that make

videogames appealing to players are also features that make these games beneficial in the

classroom. The next chapters define games, focusing particularly on video games, and

present statistics on gaming by studying peer-reviewed and other professional publications.

In addition, this study illustrates how video games can improve learning and provides

examples of video games that can be incorporated into the regular curriculum to

supplement training.

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