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Effects of Playing Mobile Legends in the Academic Performance

Among Grade 12 Students of Buug National

High School S.Y.2023-20224

In Partial Fulfilment to the Subject

PRACTICAL RESEARCH 2

A Research submitted to

(Name of the Teacher}

Manlin, Buug Zamboanga Sibugay

Alfon G. Rusiana

Ronel A. Gabas

Ryden M. Lobitana
Researchers
Chapter 1

Introduction

Background of the study

Mobile Legends is a multiplayer online battle arena (MOBA) mobile game

developed and published by Shanghai Moontoon Technology. The game has become

popular in the Southeast Asia.

Mobile Legends: Bang Bang is a multiplayer (5 vs. 5) online battle arena game

designed for mobile phones. The two opposing teams fight to reach and destroys the

enemy’s base while defending their own base for control for path, the three lanes

known as Top, Middle and Bottom which connects the bases. Weaker computer-

controlled characters called minions, spawn and team base and follow the three bases

and follow the three lanes to the opposite team base, fighting enemies and turrets. In

each team, there are five players who each control an avatar, known as a hero, from

their own device. Heroes can be grouped into 6 different roles, Marksman, Assassin,

Mage, Support, Fighter and Tank.

Mobile Legends tournaments, have been held in the region, including the

annual Mobile Legends: Bang Bang Southeast Asian (MSC) and even each country

having their own local leagues. Mobile Legend was confirmed as the first e-sports

title to be included as a medal event at the 2019 Southeast Asian Games.

The advancement of the technology is accelerating, beginning with

telecommunications technology, the internet, an intelligent computer-based

technology. Until the first cell phones were used to fulfil communication needs, cell

phones could only be used to do a few things, such as easily finding any information
all over the world, playing online games from anywhere, and so on. Mobile Legend

games are extremely popular. Not only to do teenage Boys enjoy playing these online

games, but so do many girls. (Sri Rochmayanai 2021).

Mobile Legend game can be seen from, (1) Addiction, (2) Requiring

refreshment to relieve stress, (3) Environment, (4) There curiosity from within them.

The impact on the adolescent procrastination, being lazy to study, School assignments

being delayed and piling up, not be on time to do it often neglecting assignments,

delaying worship time. (Mochamad Saputra Octamo et al. 2022)

However, the youth of today seem to be spend leisure activities like in the

olden days; outdoor games or playing with toys instead, they spend their free time in

their home, internet cafe’s or computer shops simply to satisfy their hunger, and that

hunger is Mobile Legend has such a profound impact on not only the young, but

dramatically every age group as well. So far, virtually anyone is able to buy load and

punch through key’s in order to get high score, chat with players, get the rarest items,

and level up as fast as possible. Yes, there seems to be no restriction as to whom, how

or what online gaming can extend to.

The purpose of this study to determine the effects of Mobile Legends, whether

it is positive and negative currently enrolled in Buug National High School, S.Y.

2023-2024.
Statement of the Problem

This study aims to know the perceived effects of Mobile Legends to the

academic performance among Grade 12 Students of Buug National High School.

The research wanted to answer the following questions;

1. How does playing Mobile Legends affect the academic performance of the

Grade 12 students of Buug National High School?

a. Class Participation

b. Number of hours spent in studying

c. Frequency of absences in class

2. What is the effect of Mobile Legends on the Grade 12 students of Buug

National High School?

3. Is there a significant effect of Mobile Legends to the academic performance of

Grade 12 students of Buug National High School?

Hypothesis

The following are the hypothesis of the study;

Ho: There is no significant effect of Mobile Legends to the academic

performance of Grade 12 Students of Buug National High School.

Ha: There is a significant effect of Mobile Legends to the academic

performance of Grade 12 Students of Buug National High School.


Conceptual Framework

This would show the expected effect of independent variable “Playing Mobile

Legend” to the dependent variable “The Academic Performance”.

Figure 1. Schematic diagram showing Vice Versa effect of independent variable to

the dependent variable.

Independent Variable Dependent Variable

Playing Mobile Legend Academic Performance

Always Low
Sometimes Average
Never High

Figure 1. The paradigm shows the independent variable “Playing Mobile

Legend” had a significant effect to the dependent variable “Academic Performance”

of the grade 12 Students of Buug National High School. If the intensity of playing

Mobile Legend is “Always” the level of student’s Academic Performance is “Low”, if

the intensity of playing Mobile Legend is “Sometimes” the level of student’s

Academic Performance is “Average”, if the intensity of playing Mobile Legend is

“Never” the level of student’s Academic Performance is “High”.

Significance of the study

The researchers aims to widen their knowledge with regards to the influence

and effect of Mobile Legends to student’s perception towards learning, especially in


their academic performance. This research study is beneficial to the following

individuals:

To the Students- the research material or this study will help the students

have an insight to the impact of Mobile Legends towards their academic performance.

And to they would understand that does really Mobile Legends beneficial to them or

not.

To the Parents- It will serve as basis to help share with other parents’ information

and ideas about parenting. The research study helps the parents to track the usage of

their child with regards with social media, especially in Mobile Legend. Also, it will

help them understand the behavior and study habit of their child when they engage

into such activity “The Mobile Legend”.

To the Teachers- It will provide additional knowledge on what strategy to use to

educate students about the well-known impact of Mobile Legends to student’s

academic performance and in decision making.

To the future Researcher- The ideas presented can be used as reference data in

conducting new researches rather in the validity of other related findings.

Scope and Limitations

This study will focus on the effects of Mobile Legends among Grade 12

students. These respondents will be limited to all Grade 12 Students, who are

currently enrolled in Buug National High School, S.Y. 2023-2024.

Operational Definition of Terms

For better understanding and clarification of the terms related to this study, the

following terms are defined conceptually and operationally.


Academic- marked by a narrow focus on or display of learning especially its

trivial aspects.

Academic Performance- refers to overall scholastic standing of the student

which determined through applying standardized instruments for the grading period.

Buug National High School- as it used to this study it refers to a place where

the study conducted.

Mobile- refers to any mobile phones, which the Mobile Legend game can be

played.

Mobile Legend- it is the game what is listed in the 3d action category and its

highly ranked in several countries. Moreover, it is one of the most popular 5 vs. 5 and

Player vs. Player apps in Google Play with more than 500 million installs.
Chapter II

REVIEW OF RELATED LETERATURE


Related Literature
Allan Molina Panamora (Ml O Lm: Stories of Mobile Legend Gamers in

Accomplishing their Learning Modules Amidst Covid-19 Pandemic) Hence, the

students who got involved and soon got addicted into playing mobile games whether

these are pre-installed, offline, or online have also increased significantly. This

addiction may be associated to learners’ academic performance especially in the

implementation of the new learning modality in the School Year 2021-2022.

Penamora, A. M. (2021).

Abdul Gazam Diriadi Perkasa, et al. (Tertiary Student’s Perception of Mobile

Legends Game on Vocabulary Mastery) The phenomenon of mobile legend is quite

widespread among tertiary students,because all of this game this game is using

English, unique, and everyone interested to play this game.Based on the result of

interview, there were four themes found, namely;

Curiosity,Interaction,Obstacle,Confidence, it is implied that all of the EFL students’

have the same level in the curiosity and confidence theme, therefore all of the EFL

students’ had the different level in interaction and obstacle. It turned out that the

educational background had an impact on this research. Perkasa A.G.D. (2022).

M Rhodiwa Adha (The Influence on Online Game Mobile Legends in

Student’s Vocabulary Mastery at Eleventh Grade of Vocational High School Number

1 Jambi) It could be concluded that Mobile Legends have greater positive influence

than negative influence in learning English, especially in mastering English


vocabulary such as the students’ can add new English vocabulary by playing the game

and they can also practice other English skills like listening, writing, reading, and

speaking. Adha M.R. (2022).

Anita Wahyuni (The Correlations Mobile Legends Games Between Sex

Behavior in Junior High School !0 REmpanga Village) Mobile Legend is a game

program that is connected through a network and can be played at anytime and

anywhere. It is also can be played in groups around the world. Mobile Legend Game

itself has one of the deviations committed by teenagers due to addiction to online

games, among others was to say something dirty, being rude, and lazy behavior.

Wahyuni A. (2020)

Arik Diantro, et al. (The Effect of Mobile Legend Game on Vocabulary

Mastery of the Tenth Grade Student of SMAN 1 Cluring) Vocabulary is one basic

component to be mastered. It is reasonably, remembering that the four language skills

need knowledge of words because they will get nothing without vocabulary. The large

the students master vocabulary the better they perform their language. Based on the

result of the data analysis of T-test formula, it can be known that the result of t- test is

higher than the t table. That is 7,833 > 2,048. The degree of freedom in the level

significant is 30 the valuable of ttable is 2.048 from the analysis. It shows that “There

is a significant effect of Mobile Legend Game on the vocabulary mastery of the tenth-

grade students at SMAN 1 Cluring in the 2018/2019 Academic year. Based on the

result, the English teachers could use Mobile Legends as the alternative teaching

media to make students Vocabulary mastery. Further, students are suggested to use

Mobile Legends to increase their vocabulary. Diantro A. (2020)


Dhea Murti Ananda, (The Effect of Using Mobile Legend Game Toward the

Learning Vocabulary Mastery at Eight Grade of Smp Muhammadiyah 17 Desa Pon)

The result of this research show that there was a significant effect of using mobile

legend game media on students' vocabulary mastery. It can be seen after calculating

and analyzing the t-table df 60 (n+n-2 = 31+31-2) at t-critical 0.05, it is obtained 1.67.

If compared the value of t o and tt, so it shows that the value of t-observed is bigger

than the value of t-table or 2,56> 1,67.  It means that class VIII students of SMP

Muhammadiyah 17 Desa Pon apply mobile legend game media in vocabulary

learning higher than without mobile legend game media. Ananda M.D. (2023)

Selvi Dian Pernata Sari (The Effect of Mobile Legend Game toward students’

vocabulary mastery of Death Note group in Pamekasan) In learning vocabulary, it

will be more interesting with suitable technique one of them using game. The

game that will apply in this research is Mobile Legend Game, Game is one of the

options in order to make students more comfortable during the English learning

process. Sari S.D.P. (2021).

Darma Putra Deka (Student’s Perception on Online Game Mobile Legend

games with College students who are addicted to Online Games) The data shown

that the students agreed Mobile Legends helps them to spell and pronounce the words

better. Furthermore, they admitted that Mobile Legends helps their pronunciation in

their daily life. It also helps expanding their vocabulary. Deka D.P. (2021).

Muhamed Zaki Mubarok, et al. (The Intensity of Playing Mobile Legends Games

with College Student Academic Procrastination) The results showed. 1) some of the

symptoms experienced by students who are addicted to online games. 2) Factors

influencing online game addiction, namely: a) reward, feedback on games b) reducing


boredom c) eliminating the stereotype of loneliness d) social inability of addicted

players e) virtual environment. Mubarok M. Z. (2022).

Michasan Nawawi, et al (Pengaruh Game Mobile Legends Terhadap Minat

Beljar Mahasiswa / Facultas sains dan Teknologi UIN A Allaudin Makassar) The

value of R2 (R Square) 0.112 means that the influence of the Mobile Legend Online

Game variable on learning interest is 11.2% while the effect is influenced by other

factors not examined in this study. Nawawi M., et al (2021).

Adil Dananjaya, et al (Game Mobile Legends for Vocabulary Development)

This study got a positive result with 74%, therefore can be categorized as positive

perception based on likert’s scale. Moreover, it was supported by the interview result

where the interviewees agreed that their vocabulary knowledge is expanding when

playing Mobile Legends. DananJaya A., et al. (2019)

Noh Sharby, et al. (The underlying Factors Affecting Gamers to Play Mobile

Legends) The effects of playing games may be seen in negative terms, such as saying

dirty words when they experience defeat, or there is an error in teamwork in the game so

that it can cause adverse effects on students. Based on the research results collected and

processed, the results of this study indicate that students need curiosity to encourage

them to enrich their English vocabulary collection. And the results showed that they

experienced a slight increase in vocabulary after playing Mobile Legend. Sharby N.

(2022).

Ria Seprina Delos Santos, et al. (Using Mobile Legend Media Procedure

Increase Students Writing kills among The Eleventh Graders at MAN 1 East
Lampung.) The results of this study indicate that there is a significant effect of using

mobile legend media on procedure text. This can be seen from the difference in the

average pre-test and post-test scores of students in the experimental class which increased

from 61.5 to 79.5. The average pre-test score in the control class was 60.25 while the post-

test average in the control class was 66.75. This means that mobile legend media in

procedure text can be applied to improve students’ writing skills. Delos Santos R.S.

(2020).

Debby Pratiwi (Using Mobile Legends Media in Procedure text to increase

Student’s Writing Skills at Grade IX of SMPITALIKHWAN TANJUNG MORAWA

ACADEMIC year 2021-2022) The results of this study indicate that there is a significant

effect of using mobile legend media on procedure text. This can be seen from the

difference in the average pre-test and post-test scores of students in the experimental class

which increased from 61.5 to 79.5. The average pre-test score in the control class was

60.25 while the post-test average in the control class was 66.75. This means that mobile

legend media in procedure text can be applied to improve students’ writing skills. Pratiwi

D. (2022).

Adam Yusron (EIED UMM Student’s Perception’s on the Usage of Mobile

Legends Bang Bang to Assist English Language Learning) Oniline Mobile Legends Game

is one of the media that utilize to learn and deleoped English Skills. Yusron A. (2022)

Khairunnisa Rachman (Increasing Student’s Vocabulary Mastery Through Mobile

Legends Game Online Application at Negeri 4 MAKASSAR) Based on the results of data

analysis, the researcher concluded that the use of Mobile Legends Game online application

can increase students’ vocabulary mastery, it’s proved by the mean score of the students in
pretest and post-test. The result of the research shows that Mobile Legends Game online

application was significantly increased students’ vocabulary mastery. The mean score in

pre-test was 52.83, while in post-test was 81.83. It indicated that the one hypothesis (H1)

was accepted and the null hypothesis (H0) was rejected. It means that Mobile Legends

Game online application could increase the students’ vocabulary mastery in learning

English at SMA Negeri 4 Makassar. Rachman K. (2022).

Devi Christa, et al. (Student’s Perception on Mobile Legends: Bang Bang (MLBB)

as Medium to learn English) This study found that the majority of respondents perceive

MLBB as an effective medium to learn English. 58.1% claimed that MLBB enriched their

vocabulary, 61.3% claimed that MLBB helps them in listening practice, 58.1% claimed

that they can read and spell English well after playing MLBB, 48.4% claimed that MLBB

helps them in writing, and 67.7% claimed that MLBB helps improving their English

pronunciation and speaking skill. Christa D. (2020)

Mochamad Saputura Oetoms, et al. ( Impact of Mobile Legends Gamee on Youth

Procrastination) The results of this study found that the use of the Mobile Legends game

can be seen from (1) addiction, (2) requiring refreshment to relieve stress, (3) following

trends that are emerging in the surrounding environment, (4) there is curiosity from within

them. The impact of the Mobile Legends game can have an impact on adolescent

procrastination, being lazy to study, school assignments being delayed and piling up, not

being on time to do it, often neglecting assignments, delaying worship time. As for there

are other impacts from the negative and positive sides, among others: often say dirty,

wasteful and can improve English. Oetoms M. S. (2022).


Chapter III

RESEARCH METHODOLOGY

This chapter presents the research design, locale of the study, respondents,

research instrument, data gathering procedure, statistical tool used, and research

ethics.

Research Design

This study is descriptive in nature in the sense that it attempted to identify and

describe the effect of playing Mobile Legends to the Academic Performance of the

Grade 12 Students in Buug National High School. It is also quantitative in nature in


the sense that it employed numerical numbers in the analysis and interpretation of the

data collected.

Locale of the Study

This study will be conducted at Buug National High School. The School is

located at Purok 5, Brgy. Manlin, Buug Zamboanga, Sibugay Province

Research Respondents

The respondents of this study are the (N/A) Grade 12 Students of Buug

National High School. They are asked to answer the questionnaire-checklist that was

given to them.

Sample and sampling procedure

The target populations of the study are the Grade 12 students, who are

officially enrolled in Buug National High School. Since the populations to be

investigated are quite large the researcher will not include them all. A sample given to

represent the whole population. In determining the sample size, adopted the Solvin

(1960) as follows;

n
n=
1+ N ( e)2

Where:

n = Sample size

N = Population size

e = desired margin error (0.10)

Research instrument
The necessary data gathered through the prepared questionnaires which will be

distributed to the respondents. There will be 1 set of Questionnaires, with some

copies, which will be administered directly to Grade 12 Students of Buug National

High Scool.

Data Gathering Procedure

The Questionnaire-checklist will be the major tool employed in gathering the

necessary data for the study. After proper permission from the office of the principal,

the researchers personally facilitated the distribution and retrieval of the

questionnaire-checklist. The respondents will be given enough time to answer the

questionnaire-checklist to think, to analyze, and to give logical and sound judgement

based in their observation and perception. After the retrieval the questionnaires-

checklists, the data were tabulated according to sub-problems raised. Correctness in

the tabulation of the data was keenly observed to ascertain the reliability of the data.

Statistical tools used


The data collected will be analyzed and interpreted. In describing and

identifying the effect of Playing Mobile Legend to the academic performance of

Grade 12 Students of Buug National High School or the respondents, the data were

analyzed by using the descriptive statistical measures, such as frequency counts,

weighted mean and percentage.

In determining the effect of Plating Mobile Legend to the Academic

Performance of the Grade 12 Students of Buug National High School, the hypothesis

of the study was subjected to statistical test using chi-square( x ¿¿ 2)¿ test with the

following following formula below.

The chi square formula is shown below:


2
x =Ʃ ¿¿

Where:

2
x = Chi square

Ʃ = Summation

0 = Observed equation

E = Expected frequency

Research Ethics

This critical consideration requires accountability, trust, mutual respect, and

fairness among all the parties. Some of the ethical considerations that this study

ensure for the respondents were as follows; (1) Informed content is requested from the

respondents to ensure that they will fully understand the content of the study. (2)

Ensure that the information they give in the survey is confidentiality. (3) The

information provided is identifiable only by the researcher. (4) Ensure that all the

survey forms are correct. (5) All the respondents were treated with great respect;

Thus, this study will be conducted to identify and described the effects of Playing

Mobile Legends to the Academic Performance of the Grade 12 Students of Buug

National High School.


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