Professional Documents
Culture Documents
A Research Paper
Presented to
__________________________
In fulfilment
Practical Research ll
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•Mobile Legends- Mobile Legends: Bang Bang is a mobile multiplayer online battle
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
•MOBA- Multiplayer online battle arena (MOBA) also known as action real time
time strategy in which a player contains a single character in a team who compete
•Moonton- is an Android developer that has been active since 2016 and has one game
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
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
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,
thought.
Study shows that students who play online Games like Mobile legends can
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
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
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. Name
2. Age
3. Grade level
5. Sex
1. cellphone
2. Tablet
3. Computer
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
The researchers gather data from 60 respondents of Academic and Tvl Strand.
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
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
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,
lectures and having to be good at managing time which must be prioritized to do. This
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.
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
moving forward and the suffix crastinus" which means tomorrow's decision. One of
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
leave traditional forms of play and switch to more modern games, we can identify this
competitions and the increasingly crowded places that provide more modern forms of
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
conducted by Yudha Mahardhika and Yulianti Dwi Astuti (2018) entitled "The
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,
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
stimulus. Students who are addicted to online games will try to fulfill the stimulation
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
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
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
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),
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
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
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
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
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
describing and assessing the respondent's computer literacy and competency (P)
P= f/n x 100
Where:
P = percentage
F = frequency
n = number of respondents
CHAPTER VI
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.
The profile of the respondents such as age, sex, grade level, and strand/section are
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
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
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
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
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
The following figure shows the frequency and percentage of the respondents
answering the question: Does playing Mobile Legends during class hours make your
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.
question: does playing Mobile legends make you to be slow to catch up on lessons in
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
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
CHAPTER V
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
I.1 Age
I.2 Sex
I.4 Strand
I.5 Section
II.1Cellphone
II.2Tablet
II.3Computer
III. The Effects of Playing Mobile Legends to the Academic Achievements among
effects of Playing Mobile Legends to the Academic Achievements among the Grade
The variables considered in this study are: Profile of the respondents such as
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
between the profile variables and the effects of Playing Mobile legends to their
and the researcher made a survey questionnaire served as the main tool in Gathering
CONCLUSIONS
3. They are all Grade 12 students from Sta. Fe, Stand -Alone Senior High school
4. Majority of the students strongly agree that there is an effect of Playing Mobile
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.
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
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
BIBLIIOGRAPHY
MMOs.com Https://en.m.wikipedia.org
Https://en.m.wikipedia.org
Https://www.studuco.com
ACKNOWLEGEMNT
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
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
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
DOCUMENTATION