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PRACTICAL RESEARCH 2
A Research submitted to
Alfon G. Rusiana
Ronel A. Gabas
Ryden M. Lobitana
Researchers
Chapter 1
Introduction
developed and published by Shanghai Moontoon Technology. The game has become
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,
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
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
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,
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
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
1. How does playing Mobile Legends affect the academic performance of the
a. Class Participation
Hypothesis
This would show the expected effect of independent variable “Playing Mobile
Always Low
Sometimes Average
Never High
of the grade 12 Students of Buug National High School. If the intensity of playing
The researchers aims to widen their knowledge with regards to the influence
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
To the future Researcher- The ideas presented can be used as reference data in
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
For better understanding and clarification of the terms related to this study, the
trivial aspects.
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
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
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
Penamora, A. M. (2021).
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
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
1 Jambi) It could be concluded that Mobile Legends have greater positive influence
and they can also practice other English skills like listening, writing, reading, and
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)
Mastery of the Tenth Grade Student of SMAN 1 Cluring) Vocabulary is one basic
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
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
learning higher than without mobile legend game media. Ananda M.D. (2023)
Selvi Dian Pernata Sari (The Effect of Mobile Legend Game toward students’
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
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
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
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
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
(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).
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).
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)
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
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
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,
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
data collected.
This study will be conducted at Buug National High School. The School is
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.
The target populations of the study are the Grade 12 students, who are
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
Research instrument
The necessary data gathered through the prepared questionnaires which will be
High Scool.
necessary data for the study. After proper permission from the office of the principal,
based in their observation and perception. After the retrieval the questionnaires-
the tabulation of the data was keenly observed to ascertain the reliability of the data.
Grade 12 Students of Buug National High School or the respondents, the data were
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
Where:
2
x = Chi square
Ʃ = Summation
0 = Observed equation
E = Expected frequency
Research Ethics
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
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