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Impact of Mobile Legends on the Academic Performance among


Grade10 Students at Bauan Technical High School

A Research Proposal
Presented to
The Faculty of the Senior High School
BAUAN TECHNICAL HIGH SCHOOL
Bauan, Batangas

In Partial Fulfilment
Of the Requirements for the K to 12
BASIC EDUCATION CURRICULUM

By:

ABECIA, ANGEL BON ANTHONY H.


MAGBOO, JHON LUDOLF M
UY, KRYDZTOM CLAISSE M.
ALBERTO, HYACINTH C.
ILAGAN, KRIZZA ASHLEY A.

June 2022
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CHAPTER 4
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter presents the data gathered, the results of the statistical

analysis done and interpretation of findings. These are presented in tables

following the sequence of the specific research problem regarding the Impact of

Mobile Legends on the Academic Performance among Grade10 students at

Bauan Technical High School.

Table 1. Time spent by the grade 10 students playing Mobile Legends per
day

INDICATORS FREQUENCY PERCENT


More than 9 hours 4 1.82%

7-9 hours 0 00.00%

4-6 hours 21 9.55%

1-3 hours 195 88.64%

Less than 1 hour 0 00.00%


TOTAL 220 100.00%

Table 1 illustrates how much time grade 10 students spent on playing

Mobile legends every day, and the data demonstrate that practically every

student that plays mobile legends does so for 1-3 hours, with a frequency of 195

and an 88.64 percentile. It is then followed by playing the said game for 4-6 hours

with 21 answers by the respondents and lastly playing for more than 9 hours with

the last four students. Playing games, explained by Halevy (2016), is a

fundamental human activity, an important driver of human development and

learning, an essential component of many social interactions, and a cherished

cultural practice.
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Table 2. Academic performance of the grade 10 students during the first


grading

INDICATORS FREQUENCY PERCENT VERBAL


INTERPRETATION
90-100 65 29.55% OUTSTANDING

85-89 80 36.36% VERY


SATISFACTORY

80-84 57 25.91% SATISFACTORY

75-79 15 6.82% FAIRLY


SATISFACTORY
Below 75 3 1.36% DID NOT MEET
EXPECTATIONS
MODE 85-89 VERY
SATISFACTORY
LEGEND: 90-100(Outstanding), 85-89(Very Satisfactory), 80-84(Satisfactory),75-79
(Fairly Satisfactory), Below 75 (Did not meet expectations)

The findings in table 2 revealed that the student's academic performance

during the first grading was usually between 85 and 89, with a total of 80 students

having the grade, obtaining 36.36 percent and a verbal interpretation of very

satisfactory. Academic performance from 90 to 100 is next on the list, with 60

students receiving the grade on their initial grading with a percentage of 29.55.

This concludes that the respondents have a very satisfactory academic

performance for their first grading. According to a South Carolina article, grades

give a standardized method of conveying student performance to other parties,

such as departments where students are enrolled and students themselves.


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Table 3. Significant relationship between the time spent by grade 10


students in playing mobile legends and their academic performance during
the first semester.

INDEPENDENT DEPENDENT R-VALUE P-VALUE REMARKS DECISION


VARIABLE VARIABLE

Mobile Academic -0.1707 0.0112 Very low REJECT


Legends performance negative null
correlation hypothesis

Correlation at the level of 0.05 (two tailed), Significant at p<0.05

Table 3 shows the relationship exist between the time spent by the grade

10 students in playing mobile legends and their academic performance during the

first semester. The result revealed that there is a significant very low negative

relationship between the time spent by the grade 12 students in playing mobile

legends and their academic performance during the first semester (r= -0.1707, p=

0.0112). However, the direction of the relationship was inverse. As a result, the

researchers decided to reject the null hypothesis. In lined with the result, Rodica

(2019) explained that online gaming has a huge impact to the students regarding

to their academic performance which lead them to poor or low grade and physical

distress as well.

Table 4. Effects of playing Mobile Legends to the grade 10 students in


terms of their work attitude

INDICATORS WEIGHTED VERBAL RANK


MEAN INTERPRETATION
I can’t concentrate 2.36 Disagree 2
on my studies.

I lost my interest 2.07 Disagree 4


on studying.
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I spend little effort 2.52 Agree 1


doing my
schoolwork.

I prefer to play 1.70 Strongly Disagree 5


Mobile Legends
rather than to
participate in any
school activities.
2.18 Disagree 3
I have developed
low self-esteem
which makes me
hesitant to engage
in learning.
COMPOSITE 2.17 Disagree
MEAN
Notes: 3.26-4.00 Strongly Agree; 2.51-3.25 Agree; 1.76-2.50 Disagree; 1.00-1.75
Strongly Disagree

Table 4 shows the possible impact of playing mobile legends to the grade

10 students of Bauan Technical High School in terms of their work attitude.

Spending little effort in doing their schoolwork ranked first with the

weighted mean of 2.52, and a verbal interpretation of “Agree”. In accordance with

Ford (2019), every hour that a child spends on video games is not spent doing

homework, reading, creating, or participating in other activities that might have

more educational benefits. Having a little more time to do their studies may result

in more effort.

Not being able to concentrate in their studies as the second rank

recognizes the respondents to regenerate their way of imagination into focusing

on their specific tasks and has a verbal interpretation of "Disagree" and having a

weighted mean of 2.36. Confirming to a study by the British National Literacy

Trust (2020), playing video games provides young people with a way to read,

improves their self-confidence and reading skills, promotes their creativity and
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writing, supports positive communication with family and friends, increases

empathy, and supports mental well-being.

Developing poor self-esteem that makes them hesitant to engage in

learning ranked third place, with a verbal interpretation of "Disagree" and a

weighted mean of 2.18. Picton and his colleagues (2020) states that playing

video games motivates some young people to read for information, while others

feel it could help boost their reading confidence or creative support writing. It

helps them with their self-confidence and talking skills, making them more

engaged in learning.

The result recorded as the fourth rank is losing interest in their studies and

has a verbal interpretation of "Disagree" and a weighted mean of 2.07.Michelle's

(2021) study shows that video games could help adolescents develop problem-

solving skills through strategic video games and role-playing games, and young

adolescents may be better at solving problems, making them excited to apply

them in their studies. Gaming can allow children to see things differently and

encourage them to grasp topics faster and more profoundly.

The indicator that ranked the least is preferring to play Mobile Legends

Legends rather than participating in any school activities. It has a weighted mean

of 1.70 and a verbal presentation of "Strongly Disagree". In consonance with

Kuss & Griffiths, teens who play online games are just having fun. They do not

just actually play because of seriousness but also because they want to feel

relief. Students tend to feel stressed during school hours due to loads of school

work, and playing it will relieve their stress.

With the composite mean of 2.17 and a verbal interpretation of “Disagree”,

the results indicates that playing Mobile Legends doesn’t affect the work attitude
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of the grade 10 students of Bauan Technical High School. Michelle (2021)

explained that online gaming capture player’s imagination helping them to stay

focused on a certain task and builds their perseverance to achieve a goal.

Table 5. Effects of playing Mobile Legends to the grade 10 students in


terms of their social behavior

INDICATORS WEIGHTED VERBAL RANK


MEAN INTERPRETATION

I prefer playing 2.10 Disagree 4


Mobile Legends
than to hanging
out with my
classmates or
friends.
2.25 Disagree 1
I find it difficult to
interact with
others personally,
as opposed to
interacting with
other players on
Mobile Legends. 2.23 Disagree 3

I prefer playing
solo rather than in
a team.

Online social 2.23 Disagree 3


interaction in
Mobile Legends
reduces my offline
contact with other
people.
2.24 Disagree
Playing Mobile 2
Legends makes
my offline social
circle smaller and
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weaker.

COMPOSITE 2.21 Disagree


MEAN

Notes: 3.26-4.00 Strongly Agree; 2.51-3.25 Agree; 1.76-2.50 Disagree; 1.00-1.75


Strongly Disagree

Table 5 suggests the possible effects of playing Mobile Legends to the

grade 10 students of Bauan Technical High School in terms of their social

behavior.

With the weighted mean of 2.25 and a verbal interpretation of “Disagree”,

difficulty to interact with others personally, as opposed to interacting with other

players on Mobile Legends ranked first. According to Whittaker (2020), “Gaming

for both children and adults alike serves as a common interest and point of

conversation which can create bonds and enhance social skills. Multi-player and

online games allow for constant communication between players which results in

the development of both meaningful and casual relationships.”.

The effect recorded as the second rank is Playing Mobile Legends makes

the students’ offline social circle smaller and weaker and has verbal interpretation

of “Disagree” and also having a weighted mean of 2.24. Based on the concept of

Alternative Payments (2020), gaming hasn’t been creating loners out of people –

it allowed them to broaden their social circles by being introduced to other people

from all around the globe.

Students prefer playing solo rather than in a team and online social

interaction in Mobile legends reduces students’ offline contact with other people

have a verbal interpretation of “Disagree” and 2.23 as their weighted mean. This

entails that students prefer playing with a team and their offline contact with other

people is not affected by playing. In connection to the concept of Farooque


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(2019) playing with friends as it increases the bond between us, and teamwork

mostly leads to good score or sometimes a win

The effect that ranked the least is students prefer playing Mobile Legends

than hanging out with classmates or friends has a weighted mean of 2.10 and a

verbal interpretation of “Disagree”. This implies that students prefer to spend time

and hangout with their friends and classmates than playing online games.

According to Books (2021), teenagers want to hang around with their peers

because they feel the same anxieties, fears, insecurities, and emotions.

Friendships help them understand that they are not alone and what they feel is

common and normal.

With a composite mean of 2.21 and a verbal interpretation of Disagree, it

only means that playing online games specifically Mobile Legends may provide

many benefits to students in terms of social behavior. As explained by Dumrique

and Castillo (2017) playing On-Line Games results to a positive effect in the

social behavior of the respondents. Even if the students spend hours playing

online games, their personal interactions with others are not affected. They still

have their friends personally and are able to socialize effectively.

Table 6. Effects of playing Mobile Legends to the grade 10 students in


terms of their health

INDICATORS WEIGHTED VERBAL RANK


MEAN INTERPRETATION
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Playing mobile 2.11 Disagree 5


legends affects my
weight, leading to
overweight and
obesity because I
don’t have time to
exercise.
2.31 Disagree 2
I experienced
vision problems
(like eye strain,
blurred vision and
etc.) 2.13 Disagree 4

I feel depressed
and my anxiety is
increasing. 2.32 Disagree 1

When I played
Mobile Legends
for too long, I
experienced
stiffness, aches,
pains, and
numbness in
2.25 Disagree 3
different parts of
my body.

I developed bad
posture because
of playing Mobile
Legends.
COMPOSITE 2.22 Disagree
MEAN
Notes: 3.26-4.00 Strongly Agree; 2.51-3.25 Agree; 1.76-2.50 Disagree; 1.00-1.75
Strongly Disagree

Table 6 indicates the possible effects of playing Mobile Legends to the

grade 10 students of Bauan Technical High School in terms of their health.

Experiencing stiffness, aches, pains, and numbness in different parts of

the body when playing Mobile Legends for too long ranked first with the weighted

mean of 2.32 and a verbal interpretation of “Disagree”. According to Adams


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(2021), “Mobile games are easier and simpler to play. For most games, you only

need to use a single finger. Mobile games can still require a lot of effort and skill

but they are ultimately far less complicated.”.

The effect recorded as the second rank is students experienced vision

problems like eye strain, blurred vision and etc. It has verbal interpretation of

“Disagree” and also having a weighted mean of 2.31. Based on Bedinghaus

(2022), using mobile phones for a short period of time can help prevent vision

problems. He also stated that it is vital to take breaks when using mobile phones

or playing mobile games.

The students developed bad posture because of playing Mobile Legends

ranked third in the table. Having a verbal interpretation of “Disagree” and 2.25 as

the weighted mean. This entails that most of respondents doesn’t develop bad

posture when playing. In connection, Lambert (2019) concluded, Maintaining

good posture with prolonged use of your phone or computer can help limit or

prevent potential neck and shoulder pain.

Students feel depressed and anxiety increases is the fourth in the ranking

having a weighted mean of 2.13 and a verbal interpretation of “Disagree”. Stated

by Sweet (2021), gaming can help reduce symptoms of depression and anxiety.

These games help foster feelings of social connectedness, a sense of

achievement, and emotional regulation skills, among other benefits.

The fifth effect that ranked the least is playing mobile legends affects

students weight, leading to overweight and obesity. It has a weighted mean of

2.11 and a verbal interpretation of “Disagree”. The respondents implies that their

weight is not affected by playing online mobile games like Mobile Legends.

Moreover, students still have time to exercise and manage their weight. In
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connection to the concept of Obes (2020) it is explained that video games is not

significantly associated with obesity and is not a tool for weight reduction and

weight gain.

With the composite mean of 2.22, the students “disagree” with the

statements regarding the effects of playing Mobile Legends in their health. This

implies that playing Mobile Legends does not cause problems on students’ health

and may provide benefits to them. According to Green (2022) playing online

mobile games can provide surprising health benefits.

Table 7. Effects of playing Mobile Legends to the grade 10 students in


terms of their sleeping hours

INDICATORS WEIGHTED VERBAL RANK


MEAN INTERPRETATION
I have less sleep. 2.34 Disagree 2

I have bad quality 2.06 Disagree 5


sleep because of
playing Mobile
Legends.
2.24 Disagree 3
I experienced
difficulty in
sleeping.
2.35 Disagree 1
The time and
schedule of my
sleep is not
consistent.
2.22 Disagree 4
It causes me to
sleep later and
wake up later.
COMPOSITE 2.24 Disagree
MEAN
Notes: 3.26-4.00 Strongly Agree; 2.51-3.25 Agree; 1.76-2.50 Disagree; 1.00-1.75
Strongly Disagree
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Table 7 displays the possible effects of playing mobile legends to grade 10

Students of Bauan Technical High School in terms of their sleeping hours.

The inconsistency of the time and schedule of sleep ranked first with the

weighted mean of 2.35 and a verbal interpretation of "Disagree". However,

Gomes et al. (2011) discussed that most students tend to sacrifice sleep just to

play online games and video games resulting to changing sleep routines and

poor sleeping habits.

With the weighted mean of 2.34, having less sleep got the second rank

with verbal interpretation of "Disagree". Dilly (2017), found out that children who

played video games for a long period of time spent less time in deep, restorative

(slow wave) sleep. At the same time, their sleep-onset latency (the time it took

them to fall asleep) increased.

Experiencing difficulty in sleeping has a verbal interpretation of "Disagree"

and a weighted mean of 2.24 making it the third rank. As mentioned by Peracchia

(2018), videogaming for too long, in fact, is able to delay onset and interfere with

sleep duration and efficiency.

Causing sleep subsequently is the second to the last rank with the

weighted mean of 2.22 and "Disagree" as the verbal interpretation. Contrary to

the study of Richter (2020), video games make us stay up late. It tempt us to play

more and more rather than go to bed and unwind.

Having bad quality sleeps ranked the least with the weighted mean of 2.06

and verbal interpretation of "Disagree". Exelmans (2014) conclude that gaming

volume is negatively related to the overall sleep quality of adults, which might be

due to underlying mechanisms of screen exposure and arousal.

With the composite mean of 2.24 and a verbal interpretation of “Disagree”,


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playing Mobile Legends doesn’t affect the sleeping hours of the grade 10

students of Bauan Technical High School. Breus (2021) said that the amount of

time spent in gaming was a predictor of several changes to sleep and sleep

problems, including reduced sleep quality, fatigue, insomnia symptoms and wake

times.

Table 8. Effects of playing Mobile Legends to the grade 10 students in


terms of time management

INDICATORS WEIGHTED VERBAL RANK


MEAN INTERPRETATION
Consumes most of 2.30 Disagree 3
my time.

It reduces my time 2.32 Disagree 2


for studying and
for doing school
activities.
2.45 Disagree 1
It lessens my time
for exercising.
2.18 Disagree 5
It prevents me
from doing house
chores.
2.24 Disagree 4
It hinders me from
doing my assigned
tasks.
COMPOSITE 2.30 Disagree
MEAN
Notes: 3.26-4.00 Strongly Agree; 2.51-3.25 Agree; 1.76-2.50 Disagree; 1.00-1.75
Strongly Disagree

Table 8 evince the possible effects of playing mobile legends to grade 10

Students of Bauan Technical High School in terms of time management.

Lessens the time for exercise ranked first with the weighted mean of 2.45
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and a verbal interpretation of “Disagree”. As specified by Roig (2020), increased

screen time, including video gaming is associated with low levels of physical

activity and that video gamers who exceed screen-time limits are at greater risk

of experiencing health issues associated to physical inactivity.

It reduces time for studying and doing school activities has a verbal

interpretation of "Disagree" and weighted mean of 2.32 which makes it in the

second rank. According to the study of Van De Meehn (2011), the negative

correlations that have been found between gaming and overall school

performance are augmented by reports of other school-related skills and

behaviors.

With the weighted mean of 2.30, the fact that it is time consuming

becomes the third difficulty with the verbal interpretation of "Disagree". As said by

Jackson LA (2011), online gaming is one of the most common leisure activities

among students. Frequent online games have been suggested to be a new

health risk factor because students spend too much time on playing online

games.

"Disagree" as the verbal interpretation and 2.24 as the weighted mean of

hindering from doing assigned tasks makes it the fourth difficulty. Labonete

(2018) scrutinized that online games have given many challenges from students'

behavior striking their academic performance to constantly change positively or

negatively their personality, as it brings various types of behaviors that affects

students in different ways.

Preventing from doing household chores is the last difficulty with the

weighted mean of 2.18 and "Disagree" as the verbal interpretation. Lopez-

Fernandez (2019) inspected that online games that are the product of dynamic
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modern technologies become too enticing an entertainment type to be ignored.

Students find it hard to do certain important things such as household chores and

school activities while playing mobile games.

With the composite mean of 2.30 and a verbal interpretation of “Disagree”.

It means that playing Mobile Legends doesn’t affect the time management of the

grade 10 students of Bauan Technical High School. Blake (2020) reveals that too

much playing online will make a negative impact on a student and usually it can

result in lack of time for more important activities like studying and outdoor

games.

Table 9. Significant relationship between the time spent in playing Mobile


Legends and its effect to grade 10 students of Bauan Technical High
School in terms of their work attitude, social behavior, health, sleeping
hours and time management

EFFECTS TIME R- P- REMARKS INTERPRETATION


SPENT IN VALUE VALUE
PLAYING
MOBILE
LEGENDS
Work attitude Time spent 0.068 0.313 Very low Insignificant
in playing positive
Mobile correlation
Legends

Social 0.096 0.158 Very low Insignificant


Time spent
behavior positive
in playing
Mobile correlation
Legends
Health 0.101 Insignificant
Time spent 0.111 Very low
in playing positive
Mobile correlation
Legends
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Sleeping Time spent 0.160 0.018 Very low Significant


hours in playing positive
Mobile correlation
Legends
Time 0.163 0.015 Very low Significant
Time spent
management in playing positive
Mobile correlation
Legends

Correlation at the level of 0.05 (two tailed), Significant at p<0.05

The result revealed that the time spent in playing Mobile Legends by the

grade 10 students of Bauan Technical High School was found insignificant and

has nothing to do with their work attitude (r = 0.068, p = 0.313). However,

Studuco (2020) explained that, dedicating too much time playing video games

robs students of the time they need to learn, do homework, and to interact

socially with others. However, strictly forbidding students from playing video

games may prevent them from getting some of the benefits that video games

offer.

Also, the time spent by the students in playing mobile legends was

insignificantly correlated with their social behavior (r = 0.096, p = 0.158). On the

other hand, Fisher (2019) said that, earlier research has found possible negative

effects of video games to include less time spent with friends and social

difficulties among adolescents and young adults. Conversely, some research has

evidence of positive effects if video games are played with real-life friends or

online acquaintances.

As well as, to their health, it was found out that there is no significant

relationship exists between the time they spent on playing mobile legends and

their health (r = 0.111, p = 0.101). Meanwhile, Smith (2021) stated that, playing

non- violent online games can help to reduce depression, anxiety, and stress.
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However, spending too much on gaming can result to poor posture, eye

problems, carpal tunnel syndrome, and so on.

In the contrary, the result showed that there was a significant relationship

between the time they consume in playing Mobile Legends and their sleeping

hours (r = 0.160, p = 0.018). In lined with the study of Fitryasari (2020), addiction

to online games makes gamers students experience changes in sleep patterns

and reduce the quality of sleep.

Moreover, the time spent in playing Mobile Legends was significantly

correlated with their time management (r = 0.163, p = 0.015). Suargani (2020)

revealed that, if someone experiences an online gaming addiction, then their

daily activities will fall apart.


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CHAPTER 5
SUMMARY, CONCLUSION AND RECOMMENDATIONS

This chapter exhibits comprehensive summary of findings, conclusion

based on the obtained results and recommendations drawn from the conclusions.

Generally, this chapter aims to cover up the end result of the study.

The study was conducted online. The respondents were the grade 10

students of Bauan Technical High School. They were selected using purposive

sampling. It employed quantitative research and utilized descriptive method.

Pertinent data were obtained thru google form. The statistical tools used were

mean, percentage, and Pearson’s r correlation.

SUMMARY OF FINDINGS

The findings of the study were summarized according to the statement of

the problems stated in chapter 1.

1. How much time does the students spent on playing Mobile Legends?

88.64% of the grade 10 students, specifically 195 students spend 1-3

hours playing Mobile Legends per day. 21 students which is the 9.55% of the

total respondents consumes 4-6 hours of their day playing the said game. Lastly,

playing the same game for more than 9 hours was claimed by the 1.82 % of the

total respondents or the 4 students.

2. What is the academic performance of the students during first

quarter?

The academic performance of the grade 10 students during the first

semester was usually between 85 and 89 with an interpretation of very

satisfactory, 36.36% of the total respondents or 80 students achieved this grade.


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29.55% of the students, precisely the 65 students received 90-100 with an

interpretation of outstanding as their grade. 25.91% which is composed 57

students got 90-100 as their grade with an interpretation of satisfactory. 6.82% or

15 students specifically reached 75-79 with an interpretation of fairy satisfactory

as their grade. Lastly, the 3 students or the 1.36% of the total respondents

received below 75 which means that they didn’t meet expectations as their grade.

3. How does a playing mobile legend affect the students in terms of;

3.1 Work attitude?

Playing mobile legends affects the work attitude of the students by

preventing them to concentrate to their studies, making them lose their interest in

studying, allowing them to spend a little effort in doing their school works,

encouraging them to play mobile legends only instead of participating in any

school activities and lastly, by letting them develop low self-esteem which makes

them hesitant to engage in learning.

3.2 Social behavior?

Playing mobile legends affects the social behavior of the students by

allowing them to play mobile legends alone rather than to hang out with their

friends, making it difficult to interact with others personally, choosing to play solo

rather than in a team, reducing offline contact with other people and finally,

making their social circle smaller and weaker.

3.3 Health?

Playing mobile legends affects the health of the students by preventing

them to exercise, resulting to vision problems, making them depressed and

anxious, letting them to experience body aches, stiffness, pains and numbness,

and lastly, by developing bad posture.


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3.4 Sleeping hours?

Playing mobile legends affects the sleeping hours of the students by

having less sleep, poor quality sleep, experiencing difficulty in sleeping, making

time and schedule of their sleep inconsistent, and finally, by making them to

sleep later and wake up later.

3.5 Time management?

Playing mobile legends affects the time management of the students

by consuming most of their time, reducing their time for studying, lessens their

time for exercising, preventing them from doing house chores and lastly,

hindering them from doing their assigned tasks.

4. Is there a significant relationship playing the Mobile Legends and the

academic performance among the grade 10 students in terms of:

The data showed that the r- value is – 0.1707 and the p- value is 0.0112

which is less than the significance level of 0.05. This means that, there is a

significant very low relationship between playing mobile legends and the

academic performance among the grade 10 students. Since, the r- value is

negative the direction of their relationship is inverse. Therefore, the null

hypothesis is rejected.

4.1 Work attitude?

The data revealed that the p – value is 0.3125 which is greater than

the significance level of 0.05. For that reason, it was found that there is an

insignificant relationship between the time spent on playing mobile legends and

the students work attitude.

4.2 Social Behavior?

Based on the data, the p- value is 0.1576 which is greater than the
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significance level of 0.05. This implies that there is no significant relationship

between the time spent on playing mobile legends and the social behavior of the

students

4.2 Health?

The data exhibits that the p- value is 0.1008 which is greater than the

significance level of 0.05. This indicates that there is an insignificant relationship

between the time spent on playing mobile legends and the health of the students.

4.3 Sleeping hours?

The data showed that the r- value is 0.1600 and the p- value is 0.0176

which is less than the significance level of 0.05. This indicates that there is a

significant very low relationship between the time spent on playing mobile

legends the students sleeping hours. Since the r -value is positive the direction of

their relationship is directly proportional.

4.4 Time management?

The data revealed that the r- value is 0.1634 and the p -value is 0.0153

which is less than the significance level of 0.05. This means that there is a

significant very low relationship between the time spent on playing mobile

legends and the time management of the students. Since the r- value is positive

then the direction of their relationship is directly proportional.

CONCLUSIONS

Based on the indicated findings, the following conclusions were drawn:

1. Playing mobile legends can affect the academic performance of the

students. An increasing number of hours spent in playing mobile legends

corresponds to the decrease in student’s academic performance.


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2. Playing mobile legends has nothing to do with the students work attitude,

social behavior and their health.

3. Playing mobile legends can also affect student’s sleeping hours. The

longer the time they spent in playing mobile legends the more they will

experience the negative effect of it to their sleep;

4. As well as, their time management. The more they spend their time

playing mobile legends, the more that they will struggle balancing their

time for other important things.

RECOMMENDATIONS

After thorough assessment and considering the foregoing findings and

conclusions of the study, the following recommendations are presented:

1. Make a schedule that divides game time and studying time

appropriately. Set time limits for yourself and stick to them to keep your

gaming time under control.

2. Keep phones and other electronic gadgets out of the bedroom so you

don't play late at night to maintain a good sleep schedule.

3. Inform the guardian or the parents of the students about the effects of

online games like mobile legends in order for the students to have a

proper guidance.

4. Promote a responsible use of online/video games by making students

aware of the risk connected to their abuse.

5. Encouraging the students to participate in other activities that will help

them to develop and grow as a person so that they will become busy for a

good reason instead of spending too much time playing online games.
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5. Make sure that any homework, test, or online activities are cared for

before seated to game. After you finish your daily studies, use gaming as a

treat for yourself.

6. A further study concerning the effects of playing online games to the

students in order to determine the possible solutions to prevent its

negative impact to students and gamers.

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