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Effects of Playing Mobile Legends to the Academic Achievements Among Grade

12 Students of Sta. Fe, Stand Alone Senior High

A Research Paper

Presented to

Mrs. Christina Luisa P. Macasusi

Faculty of Sta. Fe, Senior High School

Sta. Fe, Leyte

__________________________

In fulfilment

Of the Requirements for

Practical Research ll

____________________________

Kiev Laurian de Paz

February 13, 2022


Definition of Terms

•Mobile Legends- Mobile Legends: Bang Bang is a mobile multiplayer online battle

arena game developed and published by Moonton, a subsidiary of ByteDance.

Released in 2016, the game grew in popularity worldwide, most prominently in

Southeast Asia, and has since crossed 1 billion downloads, with peak monthly players

of 100 million.

• Games- an online game is a video game that is either partially or primarily played

through the internet or any other computer network available.

•MOBA- Multiplayer online battle arena (MOBA) also known as action real time

strategy is a subgenre of strategy video games that originated as a subgenre of real

time strategy in which a player contains a single character in a team who compete

versus another team of players.

•Moonton- is an Android developer that has been active since 2016 and has one game

(Mobile Legends: Bang bang) in Google Play.


CONCEPTUAL FRAMEWORK

INPUT PROCESS OUTPUT

What is the Profile of


the participants in
terms of: Conducting a
survey.
1.1 Name The Effects of
1.2 Age Surveying and laying Mobile
1.3 Grade Level giving Legends to their
1.4 Strand and Questionnaires to Academic
Section the Grade 12 Achievements.
1.5 Sex Students of Sta.Fe
Gadgets used in Stand-Alone Senior
playing Mobile High School.
legend:
2.1 Cellphone
2.2 Tablet
2.3 Computer
2.4 Others (Please
Specify)

Effects of playing
Mobile Legends to the
Academic
Achievements Among
the Grade 12 Students
of Sta.Fe Stand-Alone
Senior High School.
Significance of the Study

This study on the effects of playing mobile legends focuses on the problems

faced by the students together with the solutions provided that could help them

overcome their problems when it comes to playing mobile legends. This research will

be beneficial to the following: Students. It will help the students to know their

limitations when it comes in playing mobile legends.

This research will be an essential tool for them to be fully aware of their

child's excessive use of gadgets such as playing mobile legends and to be informed on

how to limit their child. Teachers. This research will aid their questions and curiosity

on why some of their students are not able to focus in the class. And the ways they

can help to inform the students about playing mobile legends. School. This research

will contribute to the institution for resolving situations of the students. Future

Researchers. This will help future researchers to apply and deepen the knowledge of

their research.
CHAPTER 1

INTRODUCTION

Mobile legends is created by china developer is Moonton Technology Co.Ltd and

Shanghai mulong network and technology Co.,ltd. July 11 2016, Mobile legend bang

bang is a game designed which for phone. This game has two opposing teams to

defend the fort so as not taken over by the opponent. Besides, Mobile legend is very

popular is Asian and in demand from various circles from teenagers to adults. And

there are many as 10 million are known to have downloaded this game on Google

play store.

According to Craig A. Anderson and Karen E. Dill (19’99), violent video games

provide a form for learning and practicing aggressive solution to conflict situations.

The effects of violent video games appear to be cognitive in nature in the short term,

playing a violent video game appears to affect aggression by priming aggressive

thought.

Background of the Study

Study shows that students who play online Games like Mobile legends can

cause aggressive behavior and thoughts and other psychological problems in a

student. It was also studied that every student who play’s mobile legends and other

online games changes their behavior, forgets to eat, argue with parents, likes to say

bad words, and doesn’t sleep every night so in the morning they just sleep and can’t

go to school, so that their academic performance is affected. So it can be understood

that the intensity of playing mobile legends games on the students affects them in

doing academic procrastination. The more often you play online games l, the higher
the intensity of playing mobile legends which has an impact on delaying academic

assignments.

Theoretical Framework

According to the study of Wan and Chia 2lflow experience (also called

optimal experience) is a state of intense focus, enjoyment, and lack of self-awareness

that occurs when a student’s ability can meet the demands of a given task. It is an

extremely emotional experience which has individual difference among game players

in that both addicts and non addicts can experience high or low levels of flow.

Besides, the duration of time spent on gaming is not in itself directly related to

the negative consequences of the game. Scholars note that psychological factors such

as motivation and coping strategies may a play longer role in the development of the

problems in question.
Statement of the Problem

The study aims to determine the computer literacy and competency among the

Grade 12 Senior High School students in different strands and Sections of the Sta. Fe,

Senior High School. Specifically, the researchers of the study sought answers the

following questions.

1. What is the Profile of the participants in terms of

1. Name

2. Age

3. Grade level

4. Strand and Section

5. Sex

2. Gadgets used in Playing Mobile legends.

1. cellphone

2. Tablet

3. Computer

4. Others (please specify)

3. About the effects of Playing Mobile legends to the Academic Achievements

Among the Grade 12 Students of Sta. Fe, Stand Alone Senior High School.
Scope and Delimitation

This study focuses on finding out the effects of playing mobile legends on the

academic performance of grade 12 students in Sta Fe Stand-Alone senior high school.

The researchers gather data from 60 respondents of Academic and Tvl Strand.

In fact, the psychosocial mechanisms behind playing games deserve more

attention than academic performance. Often the decline in academic achievement is

the most easily observed, but the relationship between playing Mobile legends and

soft aspects such as feelings of loneliness, loss, self-esteem, social anxiety, and social

skills is often overlooked. These commonly overlooked factors largely contribute to

negative events that influence our perceptions of playing mobile legends.


CHAPTER II

REVIEW OF THE RELATED LITERATURE

This chapter discusses the literature review of the study that presents related

literature of the Variables in the study. the different literature and studies related to

the research variable, which is the effects of Playing Mobile Legends to the Academic

Achievements Among the Grade 12 Students of Sta. Fe, Stand Alone Senior High

School will be introduced in this section to enlightened readers about this study.

Related Literature

All skill levels can experience the thrill of competition and teamwork."

(PinoyTechSaga, 2018) With each passing day, I start to see more and more gaming

recups on my Facebook feed. MVP recap, assist recaps, basically showing off their

value in a game that seemed like a DOTA-based mobile game. The recap isn't some

screen-capped summary. Rather, it felt like a game feature. (Yes, I don't play the

game...yet) Bueno, let's give a brief background about the game and its developer

"Mobile Legends: Bang Bang" is a mobile MOBA. Unlike games such as DOTA 2 or

League of Legends (LOL), you will only need a compatible mobile phone to run the

game. The game was developed by Moonton, a gaming developer located at Kuala

Lumpur, Malaysia, with a company life nine months. Yep, just nine months. To boot,

this is only Moonton's only video game developed and released, available for both

android and iOS. (Migs Lopez, 2017) We must admit that many of us loves to have

some fun playing online games in solo play or with our friends. And with a strategy
Multi-player Online Battle Arena kind of a game, you'll sure be hooked up with it for

hours.

Related Studies

Early-level students are required to excel so that their grades can support them

in the academic field. Middle-level students are recommended to improve their grades

that were not good in the previous semester and while final year students are led to

hastily graduate to avoid the threat of dropping out or being expelled from the

campus. Universities have an obligation and responsibility to be able to produce

graduates who have quality and can integrate into various levels of society. Being a

student goes through various things, such as high demands for achievement,

assignments from lectures, pressure from the environment to immediately complete

lectures and having to be good at managing time which must be prioritized to do. This

dynamic makes students late in completing assignments and overnight students

immediately work on several assignments that are deliberately piled up. An incident

of procrastination often occurs in everyday life, often occurs in the academic field.

The Impact of procrastination according to Burka and Yuen (2008) procrastination

creates external problems, such as delaying doing assignments, making us unable to

do assignments properly and getting warnings from teachers and procrastination

causes internal problems, such as feeling guilty or regretful. That is, students, take

action to delay important work and often do more fun things such as playing online

games rather than choosing to do assignments or commonly known as academic

procrastination. Tuckman (1991) academic procrastination is a tendency to leave,

delay or avoid completing activities that should be completed. According to Knaus


(2010), procrastination comes from the Latin "pro" which means pushing forward or

moving forward and the suffix crastinus" which means tomorrow's decision. One of

the similarities of the word procrastination is "cunctation which is postponing or

postponing work to be done at another time, Procrastination often occurs in almost

every student, both early, middle and final level students.

According to Hendro (2018), current technological advances cannot be

separated from people's lives. like it or not, everyone has to go with the flow in it.

Amanda (2016) reveals that life like this can cause people to be completely confused

and even dissolve into conditions where they cannot select, this is contrary to past

conditions. As an example of today's children's play patterns, today's children tend to

leave traditional forms of play and switch to more modern games, we can identify this

by seeing the increasingly deserted field, the disappearance of traditional game

competitions and the increasingly crowded places that provide more modern forms of

games, such as game stations and internet cafes (Warnet).

Foreign

From the results of the criteria for rejecting Ho, rejecting Ho if r-count > r-

table determines the stepwise model regression analysis, the results show that the

results of determining the rtebel value are 0,3390,7163 at the r-count value. So, from

the results obtained, it can be understood that the intensity of playing mobile legends

games on students affects them in doing academic procrastination. The more often

you play online games, the higher the intensity of playing mobile legends games

which has an impact on delaying academic assignments. This is reinforced by a study

conducted by Yudha Mahardhika and Yulianti Dwi Astuti (2018) entitled "The

Relationship Between Online Game Addiction to Academic Procrastination in

Yogyakarta Students which concluded that there was a positive relationship between

online game addiction and academic procrastination with a value of r=0,375, and
p=0.000 Currently, many students are still not good at time management. Most of his

time is spent on activities that tend to be less useful, such as staying up late and

playing games excessively (Rusyadi, 2012). According to Wang and Zhu (in Mufid,

2019) it turns out that there is

a relationship between time management and online game addiction. Someone who

has

been addicted to online games will find it difficult to do time management well, they

will spend most of their time playing these games. Furthermore, the results of the

average intensity value on the scores obtained by students are a Mean 44,00 This

proves that the intensity value of students almost affects their procrastination. Then

the Mode value obtained is 42.00 This explains that most of the subjects of this study

have a low level of intensity in playing online games. Chaplin (2011) argues that

intensity is a quantitative property of a sense, which is related to the intensity of the

stimulus. Students who are addicted to online games will try to fulfill the stimulation

of playing by Increasing their frequency of playing online games. The phenomenon of

academic procrastination that has been studied in this study has explained the

relationship between the factors that cause students to postpone their thesis by playing

online games. As a final student whose age ranges from 21-to 25 years, you should be

able to understand more about procrastination and efforts to minimize it. Academic

definition was given) and noted a decrease in school performance when the student

was addicted to gaming. References:


CHAPTER III

METHODOLOGY

This chapter presents the methods that the researchers used in conducting the

study, these methods are important in the study. The researchers use different

strategies and techniques in pursuing this study with the research instruments and

materials needed to conduct the study and gather data needed.

Research Design

In this study the research design used by the researcher explores and answers

the problem of the study. The study employed a descriptive analysis method using a

questionnaire and documentary checklist to gather the needed information from the

respondents of the study.

Research Respondents

Grade 12 Senior High students are the respondents of the study; they are the

students from different strands or specialization offered by the school. the school

offers six (6) programs, the academic track programs which are the Accountancy

Business and Management (ABM) and General Academic Strand (GAS). and the four

(4) are Technical Vocational Track which are the Computer System Services (CSS),

Programming, Organic Agriculture (OA), and Caregiving. the Participants of the

study only 5 persons in every classroom.


Research Locale

The study will be conducted in the chosen school, which is the Sta. Fe Senior

High School located in Brgy. Pilit, Sta. Fe, Leyte which is in favor of the researchers

since they are students from this school. Sta. Fe Senior High School is a stand-alone

Senior High School in the Division of Leyte for the Senior High Students for the K-12

Program implemented by the Department of Education.

Figure1: Map of the Research Locale


Research Instrument

To gather the needed data for the study, the survey questionnaire was

employed. that contains an open-ended question which are clear and simple that

enables the respondents to provide accurate information related to my research topic.

The research instrument of the study is divided into three (3) sections. Section 1 is

about the profile of the respondents who are currently studying in sta. Fe, Senior High

School. this includes the Name (Optional), age, sex, status, and Grade level and stand

Section 2 is about the effect of playing mobile legends in Cellphones and Section 3 is

about the effects of playing mobile legends in Computer to the academic

achievements of the students.

Data Gathering Procedure

Questionnaire is the principal instrument used in gathering data on the effects

of Playing Mobile Legends to the Academic Achievements of the respondents. To

gather the data needed in the study, the researchers planned how to gather data. The

researchers personally conducted the survey to ensure 100% retrieval. They created a

letter that informed the randomly selected participants that the researcher will conduct

the survey. The researchers returned to each of the respondent's rooms and conducted

the survey. The researchers distributed the 30-survey questionnaire and answered by
the randomly selected participants in each section. The researchers tallied, coded, and

analyzed the data gathered in the Microsoft Excel application.

Statistical Treatment of Data

The data gathered from the respondents with the use of survey questionnaire

were tabulated, analyzed and interpreted by the researchers of the study. To present

the profile of the identified respondents' frequency counts on percent is used in

describing and assessing the respondent's computer literacy and competency (P)

Presents formula for this as:

P= f/n x 100

Where:

P = percentage

F = frequency

n = number of respondents
CHAPTER VI

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

This chapter discusses the data gathered, its analysis and interpretation are presented

in this chapter. The discussions focused on the Effects of Playing Mobile Legend to the

Academic Achievements among the Grade 12 Students of Sta. Fe Stand-Alone Senior High

School.

PROFILE OF THE RESPONDENTS

The profile of the respondents such as age, sex, grade level, and strand/section are

illustrated in the following tables below.

Table I
Distribution of Respondents according to Sex, Age, Grade Level and Section
Profile Variables Frequency Percent
(n=30) (100%)
Sex
Female 20 67%
Male 10 33%
total 30 100%
Age
17 21 70%
18 8 27%
19 2 7%
total 30 100%
Grade Level
12 30 100%
total 30 100%
Section/Strand
ABM 5 17%
GAS 5 17%
CSS 5 17%
OA 5 17%
CAREG 5 17%
IVING
PROG. 5 17%
total 30 100%

Age

According to the collected data by the researcher, most of the respondents

belonged to youth that Ages years 17 old with 21 or 70%. only 8 or 27% of the

respondents ages 18 years old. And 2 or 7% of the respondents ages 19 years old. This

means considered that the majority of the respondents ages 17 years old are more in

Playing Mobile Legends

Sex

The table Above shows that there are higher number of males than females

sample Respondents. According to the data showed in the table, out of 30 random

Sampled respondents in the study there are 20 or 67% makes the majority sex among

the respondents are the males compared to the female which is 10 or 33%.
Grade Level

Since the respondents of the study are 30 from Grade 12 students in Senior

High School and they are also from different Strands, 5 of the respondents were

randomly selected in each strand 5 or 17% of the respondents from different strands in

grade 12.

Strand/Section

Strand/Sections There are 5 participants from different strands in Grade 12. 5

or 17% from ABM, GAS, CSS, PROGRAMMING, CAREGIVING and OA.

Table II.
Gadgets used in playing Mobile Legend

(N=30) P (100)
AccordingComputer to 17 the
(85%)
Cellphone 5 (36%)
Tablet 13 (78%)
mobile legends. 5 out of 30 or 17% are using tablet in playing Mobile legends and 8 out of 30 or

27% go to computer shops or they are using computer in Playing Mobile legends. majority of the

participants says that they are using Cellphone in playing Mobile legends.
The following figure shows the frequency of the respondents answers in terms

of the Effects of playing Mobile legends to the Academic Achievements Among the

Grade-12 Students of Sta. Fe, Stand Alone Senior High school: Does playing Mobile

legends is the reason for you to be late/tardy at school? is shown.

Figure 1

21%
34% SA
A
N
D
21% SD

24%

The figure Above shows the students Self rating to the question of: Does

playing mobile Legends is the reason for you to be late/tardy at school? in 5 levels;
the Strongly Agree, Agree, Neutral, dis agree and strongly disagree. 13 or 43% are

majority of students who rated strongly Agree that does playing mobile legends is the

reason for you to be late/tardy at school? and 9 or 30% of the students rated Agree.

there is no rating for Neutral. 8 or 27% of the students rated dis agree and there is also

no rating for Strongly disagree.

The following figure shows the frequency and percentage of the respondents

answering the question: Does playing Mobile Legends during class hours make your

teachers angry at you? Is shown.

Figure 2

6%

19%
SA
A
N
57% D
SD
19%

The figure above shows the student self-rating to the question: does playing

Mobile Legends during Class hours made your teachers angry at you? In 5 levels; the
Strongly agree, Agree, Neutral, disagree, and strongly Disagree. 12 or 40% are

majority of students who rated the question agree. 8 or 27% rated disagree. 4 or 13%

students who rated strongly agree same as well in Neutral. And 2 or 7% students rated

strongly Disagree.

As shown above it is positive result that most of the students rated the

question: does playing Mobile Legends during class hours made your teachers angry

at you? as agree.

The following figure shows frequency of the respondents answering the

question: does playing Mobile legends make you to be slow to catch up on lessons in

every subject in school? is shown.

Figure 3

10%

SA
20% 40% A
N
D
SD

30%

The figure above shows the students self-rating to the question: Does playing

Mobile legends makes you to be Slow to catch up lesson in every subject in school? in
5 levels; the Strongly Agree, Agree, Neutral, Disagree, and Strongly Disagree. 12 or

40% are majority of students who rated Agree to the 30% who rated disagree, or 20 %

40% question. and 9 or 30% who rated disagree. 6 or 20 % who rated neutral. 3 or

10% who rated strongly disagree and there is no rating to strongly agree to the

questions.

The following figure shows the frequency of the respondents answering the

question: Is playing Mobile Legends leads you for being absent? Is shown.

Figure 4

7% 3%

17% SA
A
N
57% D
SD
17%
The figure Above shows the students self-rating to the question: Is playing

Mobile legends leads you for being Absent? in 5 levels; the strongly Agree, Agree,

Neutral, disagree and strongly disagree; 17 or 57% are majority of students who rated

disagree to the question. 5 or 17% of students who rated agree and same as well to

Neutral. 2 or 7% of students who rated strongly disagree. And 1 or 3% of students

who rated strongly agree. Which is a good result.

The following figure shows the frequency of the respondents answers to the

question: Is playing Mobile legends makes you physical distress after playing it? Is

shown.

Figure 5

11% 4%
4%
SA
A
N
D
SD

82%
The figure Above shows the students self-rating to the question in 5 levels; the

Strongly Agree, Agree, Neutral, disagree, and strongly disagree. 23 or 72. % are

majority of students who rated to the question as Neutral. 3 or 10% of Students who

rated to the question as disagree and strongly disagree. I or 3% of students who rated

agree to the question. And there is no rating to strongly agree. Meaning majority of

the respondents have not idea to question.

CHAPTER V

SUMMARY, CONCLUSION AND RECOMMENDATIONS

This chapter presents the summary of the findings based on the data gathered

relative to the problems cited in Chapter 1 of this study. This study evaluated and

assessed about the effects of Playing Mobile legends to the academic Achievements

among the Grade 12 students of Sta. Fe, Stand Alone Senior High School. This also

includes the conclusion drawn and derived from the findings, and the

recommendations.

SUMMARY

This study determined the effects of Playing Mobile legends to the academic

achievements among the Grade 12 students of Sta. Fe, Stand-Alone Senior High
School. In order to enlightened the students about the effects of Playing Mobile

legends to their Academic achievements.

Specifically it answered the following questions.

I. What is the Profile of the participants in terms of:

I.1 Age

I.2 Sex

I.3 Grade level

I.4 Strand

I.5 Section

II. Gadgets use in playing Mobile Legends

II.1Cellphone

II.2Tablet

II.3Computer

III. The Effects of Playing Mobile Legends to the Academic Achievements among

the Grade 12 Students of Sta. Fe, Stand-Alone Senior High School.

Based on the Mentioned specific problems, the null hypothesis was

formulated: there is no significant relationship between the profile of the respondents,

effects of Playing Mobile Legends to the Academic Achievements among the Grade

12 students of Sta. Fe, Stand-Alone Senior High School.

The variables considered in this study are: Profile of the respondents such as

sex, age, Grade Level, strand and sections.

The respondents of the study are composed of 30 students.


Percentage and frequency were used to determine the profile of the respondents.

ABSTRACT

The study determined the effects of Playing Mobile legends to the Academic

Achievements among the Grade 12 students of Sta. Fe, Stand-Alone Senior High

School. essentially the research objectives probe into the Profile of the respondents in

terms of age, sex, grade level, section and strand and gadgets they are using when

they are Playing Mobile legends.

The study tested the null hypothesis if there is a significant relationship

between the profile variables and the effects of Playing Mobile legends to their

academic achievements. In accordance with, this study is a descriptive survey method,

and the researcher made a survey questionnaire served as the main tool in Gathering

the necessary data needed.


There are 30 respondents and 5 in each strand Sta. Fe, Senior high school is

contained 6 strands which are Accountancy Business and Management (ABM),

General Academic Strand (GAS) Computer System Services (CSS), Computer

Programming, Caregiving, and Organic Agriculture (OA). Percentage and frequency

were used to determine the profile of the respondents.

CONCLUSIONS

In the light of the findings the following conclusions are drawn.

1. The Majority of the participants are males.

2. The majority age of the participants was 17 years old.

3. They are all Grade 12 students from Sta. Fe, Stand -Alone Senior High school

came from different Strand.

4. Majority of the students strongly agree that there is an effect of Playing Mobile

legends to their academic achievements.

5. Majority of the students says there are using cellphone in playing Mobile legends.
RECOMMENDATIONS

Based on the conclusions drawn, the following are the researcher recommendations regarding

this topic that may benefit our participants and other beneficiaries.

1. Students should minimize in playing Mobile legends

2. Teachers should not allow students to use their phone during class hours

3. If the student is caught playing Mobile legends during class hours, the student

should give a few for also to help them to have a fund.

4. The teachers should have a talk to the parents of the student to give advice that they

should tell their children to minimize playing mobile legends at night so that the

student will not be late going to school.


5. The school should also warn those students who are late because of being addicted

in playing Mobile legends.

BIBLIIOGRAPHY

MMOs.com Https://en.m.wikipedia.org

Https://en.m.wikipedia.org

Https://www.studuco.com
ACKNOWLEGEMNT

The researcher faced a lot of Challenges that he encountered and experienced

different hardship in making this study be successful. But these challenges make him

overcome challenges because of the people who help him from the beginning until the

end, and by this, he would like to express his deepest gratitude to the one t following

that in one way or another helped in the competition of the Study.

Mrs. Christina Luisa P. Macasusi, the researcher teacher in Practical

Research II for her comments, feedback, patience, and wholehearted support.

Friends, for their effort and support in the study especially in helping the

researcher in conduct the survey to the Grade 12 Senior high school students to gather
the data needed. Grade 12 Students of Sta. Fe Stand-alone senior high school, for

their time and cooperation in the data gathering process in conducting the study for

the achievement of this study.

Researcher loving parents and family members, for their unconditional

love, moral, financial support, and nonstop encouragement to finish the study.

Above all, to our Almighty God, who is the source of inspiration and

enlightenment of the researcher to withstand the trials and filled the researcher with

zeal and conviction to make this research work possible.

DOCUMENTATION

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