Professional Documents
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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
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
Several studies in psychology have found out that increased time spent on the
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
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.
2
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.
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/
This research investigated the effects of playing Mobile legends to the academic
1. What is the effect of playing Mobile Legends to the academic performance of the Grade
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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
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?
This research aims to know the effects of playing Mobile legends to the academic
a. Age
b. Sex
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2. To determine the benefits and consequences of playing mobile legends to the
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
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.
This research may provide solutions to the students on how they manage their time
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
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
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
Definition of Terms
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
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CHAPTER II
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
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
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
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
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'
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
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
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
respondents who are playing OMG on their mobile phones. To collect the necessary data, a
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
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
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
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
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-
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
making virtual friends fill spare time. Researchers assume that excessive use of online
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
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
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
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
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
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
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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,
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
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
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
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
17
is no apparent causal association between video game playing and academic achievement."
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
(Allison, Wahlde, Shockley, & Gabbard, 2006). According to several research, video
games are akin to addictions such as gambling, which have significant societal
massively multiplayer online role-playing games (MMORPGs) have been dubbed "heroin
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
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
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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
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
Academic Performance
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"
19
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
This study looked at the links between internet use and electronic game play and
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
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
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.
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
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
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
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
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.
22