Professional Documents
Culture Documents
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:
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
following the sequence of the specific research problem regarding the Impact of
Table 1. Time spent by the grade 10 students playing Mobile Legends per
day
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
cultural practice.
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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
students receiving the grade on their initial grading with a percentage of 29.55.
performance for their first grading. According to a South Carolina article, grades
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 shows the possible impact of playing mobile legends to the grade
Spending little effort in doing their schoolwork ranked first with the
Ford (2019), every hour that a child spends on video games is not spent doing
more educational benefits. Having a little more time to do their studies may result
in more effort.
on their specific tasks and has a verbal interpretation of "Disagree" and having a
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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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
(2021) study shows that video games could help adolescents develop problem-
solving skills through strategic video games and role-playing games, and young
them in their studies. Gaming can allow children to see things differently and
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
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
the results indicates that playing Mobile Legends doesn’t affect the work attitude
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explained that online gaming capture player’s imagination helping them to stay
I prefer playing
solo rather than in
a team.
weaker.
behavior.
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 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
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
(2019) playing with friends as it increases the bond between us, and teamwork
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
only means that playing online games specifically Mobile Legends may provide
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
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
the body when playing Mobile Legends for too long ranked first with the weighted
(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
problems like eye strain, blurred vision and etc. It has verbal interpretation of
(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
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
good posture with prolonged use of your phone or computer can help limit or
Students feel depressed and anxiety increases is the fourth in the ranking
by Sweet (2021), gaming can help reduce symptoms of depression and anxiety.
The fifth effect that ranked the least is playing mobile legends affects
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
The inconsistency of the time and schedule of sleep ranked first with the
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
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
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
Causing sleep subsequently is the second to the last rank with the
the study of Richter (2020), video games make us stay up late. It tempt us to play
Having bad quality sleeps ranked the least with the weighted mean of 2.06
volume is negatively related to the overall sleep quality of adults, which might be
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.
Lessens the time for exercise ranked first with the weighted mean of 2.45
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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
It reduces time for studying and doing school activities has a verbal
second rank. According to the study of Van De Meehn (2011), the negative
correlations that have been found between gaming and overall school
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
health risk factor because students spend too much time on playing online
games.
hindering from doing assigned tasks makes it the fourth difficulty. Labonete
(2018) scrutinized that online games have given many challenges from students'
Preventing from doing household chores is the last difficulty with the
Fernandez (2019) inspected that online games that are the product of dynamic
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Students find it hard to do certain important things such as household chores and
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.
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
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
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
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
CHAPTER 5
SUMMARY, CONCLUSION AND RECOMMENDATIONS
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
Pertinent data were obtained thru google form. The statistical tools used were
SUMMARY OF FINDINGS
1. How much time does the students spent on playing Mobile Legends?
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
quarter?
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;
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,
school activities and lastly, by letting them develop low self-esteem which makes
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,
3.3 Health?
anxious, letting them to experience body aches, stiffness, pains and numbness,
having less sleep, poor quality sleep, experiencing difficulty in sleeping, making
time and schedule of their sleep inconsistent, and finally, by making them to
by consuming most of their time, reducing their time for studying, lessens their
time for exercising, preventing them from doing house chores and lastly,
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
hypothesis is rejected.
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
Based on the data, the p- value is 0.1576 which is greater than the
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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
between the time spent on playing mobile legends and the health of the students.
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
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
CONCLUSIONS
2. Playing mobile legends has nothing to do with the students work attitude,
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
4. As well as, their time management. The more they spend their time
playing mobile legends, the more that they will struggle balancing their
RECOMMENDATIONS
appropriately. Set time limits for yourself and stick to them to keep your
2. Keep phones and other electronic gadgets out of the bedroom so you
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.
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