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THE EFFECTS OF PLAYING MOBILE GAMES TO TIME

MANAGEMENT GRADE 12 STUDENTS OF DNHS

A Survey Report
Presented to the Faculty of Senior High School
DIPLAHAN NATIONAL HIGH SCHOOL
Poblacion, Diplahan, Zamboanga Sibugay

In Fulfillment of the Requirements in


Grade 12-Science, Technology, Engineering,
And Mathematics

Morales, Shella Mae M.


Temblor, Jovelle A.

Jillian Grace R. Permale


EAPP Adviser
Table of contents
I. Executive Summary………………………………………………………………….
II. Results of the Study…………………………………………………………………
III. Results and Discussion…………………………………………………………….
IV. Conclusion………………………………………………………………………….
V. References……………………………………………………………………………
I. Executive Summary
The study dealt with the Impact of playing mobile legends to time management
among Grade 12 Students of Diplahan National High School. This aimed to determine the
effects of playing mobile legend among SHS in DNHS.
There were Ten (20) respondents which are composed of males and females from
Academic Tracks which is Science Technology Engineering and Mathematics strand
(STEM).
The study was laid out in descriptive design where researcher formulated
questionnaire through Likert Scale. By collecting answers received from the surveys given
out to the respondents, each criterion was tallied and was divided to the total numbers of
tallies of all criteria .Then, the quotient was converted to a percentage by multiplying it to
100.
The parameters used to evaluate the results were the effects of mobile games among
the Grade 12 students in DNHS. The results of the study showed that playing mobile legends
has an effects to Time management of the students. The study will show the process on how
such technology affects the behavioral skills and time management of a student.
Based on the general results, the researchers conclude that playing mobile legends has
an effect on time management of a student. Furthermore students, teacher, and parents should
be aware of the effects of playing mobile legends and should have a regulate the time playing
such game because it could ruin every students focus on their study.
II. Background of the study
Mobile legends is a very popular game currently being played. This game is very
popular to adults and especially to young teenager like boys and even girls. It was originally
created by Moonton Shanghai and Mulong Network and Technology Co.ltd. in China. It was
first released in July 11, 2016. A total of 10 million accounts are known to have downloaded
this game on the Google play store.
The concept of this game where the two teams will fight and their goal is to destroy
the enemies’ base. This game needs teamwork and strategy. Every members in a team need to
have a good connection to each other and a right participation to get what they want. Most of
the students become addicted because of the ladder system of Mobile Legends, as the player
goes up, the more rewards and loot their earn. The more power, runes, spell magics they have
the stronger they appear on the game. This kind of RPG is abundant to those students who
want to be the king of the hill.
Many students downloaded it, mostly junior and senior high students. They wanted to
play it out of curiosity and want to follow the trend. It seems that this game is really
entertains the youth because of its unique genre. Through playing online games they escape
from the real world, they want to explore the gaming world or as a part of their leisure time as
well as this online game is entertaining but rasa it might be cause of destruction to time
management of the students, that they will give most of their attention on playing instead of
studying their lessons, assignments and projects, they will just play and focus to the game,
while on the other hand, the school works will be undone until the schooldays will passed.
This dependence on playing online games by teenagers often does not have a well-
controlled time management. Online game addicts spend more time and neglect other
activities. This is in accordance with Macan (2014) which says that one of influential aspects
in time management is over time control. This over time control relates to being able in
manage time and control things that can affect use of time.
Mobile legends is one of the most popular online game. This game can deal with
stress to the activities that we're facing every day in school. It proves that this game is really
entertaining because of the number of students who download it. But playing this over prior
things is really a big problem.

III. Results and discussion


The respondents already spoken based on their answers it show that most of the
selected grade 12 students play mobile legends every day. They stated that they play it for an
hour of more than that each day. The researchers let the respondents compare their time spent
for the past years and to present time. Half of them said that they play it more often than
before, in the second hand half of the respondents said that the time their time spent on
playing mobile legends was decreased.
There are so many possible behaviors that can change to the students because of
playing mobile legends. First it makes the students becomes lazy to do their school works.
Laziness hits them when they start playing mobile legends, because it truly entertains them.
Second the players becomes short-tempered. For some instances, when someone interrupts a
player while playing they will get easily mad and shout because they are really affected to
their lost of their game. Third it makes the players increase their confidence. Lastly it teaches
the players to be irresponsible. They forgot to do their priorities such as school works,
household chores, etc. and because of lack of time management even they plan to do their
requirements they will already forget to accomplish it because of entertainment of ML.
Mobile legends affects the natural way of living of a student. First their imagination
had been bloom and getting wider that before. Once the mobile legends introduced and
played by a student it may affects their academic performance directly because they are
getting addicted playing it.
IV. Conclusion
The study showed that fifteen (15) or seventy five percent (75%) of the respondent
had high level of playing mobile legends, and five (5) or twenty five percent (25%) had
average level of playing mobile legends.
The study revealed that playing mobile games had a significant relationship to the
time management of the Grade 12 students of Diplahan National High School.
V. References
Abid, A (2020). The Impact of Playing Mobile Legends to Time Management of the
Selected Grade 11 Students.
https://www.scribd.com/document/445190613/THE-IMPACT-OF-
PLAYING-MOBILE-LEGENDS-TO-TIME-MANAGEMENT
Dunrique, D., Castillo, J. (2018) Online Gaming: Impact on the Academic Performance and
Social Behavior of the Students in Polytechnic University of the Philippines Laboratory
HighSchool
https://knpublishing.com/index.php/KneSocial/article/view/2447
THE EFFECTS OF PLAYING MOBILE GAMES TO TIME

MANAGEMENT GRADE 12 STUDENTS OF DNHS

Name: Sex:

Strand: Date:

1. How often do you play Mobile Legend?

Always Sometimes

Rarely Never

2. How many hours do you spend in playing Mobile Legend?

1-2 hours 3-5 hours

5-10 hours 10 hours and above

3. Comparing the time you spent in Mobile Legend, do you play it more often or
less?

Often Less

Never

4. Does playing Mobile Legend affects the behavior of a student?

Yes No

5. Does playing Mobile Legends reduce the allotted time for doing homework?

Yes No

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