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“The Relationship Between Mobile Legends Participation and Academic Performance of Grade

11 Stem Students in ACLC College of Ormoc City Inc.”

A Research Paper
Presented to the Senior High School Faculty of
ACLC College of Ormoc City, Inc.

In Partial Fulfillment
Of the Requirements for the Inquiries, Investigation, and Immersion subject
Senior High School Department
Strand Name

By

Aseo, Carlo A.
Calabia, Kurt Jheann A.
Cator, Francesca Mikaella P.
Gendoy, Shaun Jayden S.
Monesit, Sharmaine P.
Ocon, Nina Ira G.
Reataza, Denese P.
Salinas, Kate Hazel C.

March 2024
CHAPTER I INTRODUCTION

Background of the Study

The unparalleled surge in the popularity of mobile gaming has sparked widespread
interest in understanding its potential implications for student’s academic performance.
According to Samuel (2010:7), an online game is a networked game where players compete with
one another to complete tasks, complete objectives, and rack up the best score possible in the
virtual environment. Online games benefit student’s physical, mental, and imaginative faculties
as well as their intellectual capacities. However, they can also have the unfavorable effect of
making schoolwork and other academic obligations less important, as students use their leisure
time to play games instead of studying. Amidst this landscape, this study endeavors to determine
the complex interplay between student’s participation in Mobile Legends and their academic
performance.

One of the most popular games in the Philippines which Filipinos are drawn to playing
mobile game is the Mobile Legends: Bang Bang. According to the official website of the game
mobile legends, the game was published by Moonton on July 14, 2016. Mobile Legends is a
popular multiplayer online battle arena (MOBA) game designed for mobile devices. It features
fast-paced, real-time battles where players team up and complete against each other in strategic
combat scenarios. According to the study of Rochmayanti et.al., (2021), players of Mobile
Legend are dominated by students of all ages, including adults and students in elementary,
middle, and high school, as well as college students. Students who play Mobile Legends games
continually face the risk of developing addiction. Addiction to the Mobile Legen game will be
harmful, especially to one’s ability to do well in school. Children’s development, especially their
drive to learn, is impacted by the Mobile Legend game. Sembirin (2007) asserts that because
playing online games takes up study time, students who play these kinds of games perform worse
academically. The results of a study by Kertamuda (2008) indicate that learning motivation can
affect one’s ability to increase performance. This research was confirmed by Detria (2013:5)
which discovered that the stronger one’s drive to learn, the better one’s academic success, and
the lower one’s motivation to learn, the lower one’s academic achievement which indicates that
the more they engage in mobile legends, the lower their motivation in academic performance and
vice versa.

Local studies have aimed to unravel the impact of engaging in the popular mobile game
on student’s scholastic achievements. Some findings in these studies suggest that excessive
participation in Mobile Legends may lead to decreased academic performance among students.
This could be attributed to the time and cognitive resources devoted to gaming, which might
interfere with student’s study habits and concentration on academic tasks. According to the study
of De los Santos et.al., (2020), shows that the most commonly played online mobile game among
respondents at school and at home is Mobile Legends (ML) and based on the revealed study
findings, that the number of hours consumed by the students on playing online mobile games at
home was found significantly correlated with student’s academic performance, which indicates
the direction of the relationship was inverse which shown an increasing number of hours spent, it
corresponds to the decrease in student’s academic performance. Academic performance of the
students is a primary feature and one of the main objectives of education, which may be defined
as the information acquired by the student and evaluated by a teacher through marks or
educational goals set by students and teachers to be attained over a particular amount of time
(Narad and Abdullah, 2016). Academic Performance may serve as a beneficial tool for assessing
learning in an educational setting. (Redondo-Florez et.al., 2022). Meeting requirements for
academic performance objectives, targets, and goals established in the course or program a
student is enrolled in. They are reflected in grades, which are the outcome of evaluations based
on the whether students pass exams, subjects, or courses.

This research seeks to determine the relationship between the Mobile Legends
participation on students’ academic performance, exploring both the positive and negative
correlates in a subtle manner, especially the grade 11 STEM students. The findings of the study
can also provide insights if a high level of mobile legends participations can worsen academic
performance or not

Statement of the Problem


This study aims to determine the relationship between mobile legends and academic performance
in 1st semester among grade 11 STEM students.

Specifically, this sought to answer the following questions:

1. What is the demographic profile of the students in terms of:


1.1 Age
1.2 Gender
1.3 Grade
1.4 Duration of playing Mobile Legends
2.What is the level of mobile legends participation of grade 11 STEM students?
3. What is the academic performance of STEM students in 1st semester?
4. Is there any significant relationship between mobile legends and the academic
performances of STEM students in 1st semester?

Significance of the Study

The researchers believe that the study would be beneficial to the following:
Students,This study will help students to become more aware of the effects of mobile
legends in their academic performances and they will become aware on what will happen to
them when they’re addicted in playing mobile legends.

Teachers: They will gain knowledge on how mobile legends affects the academic
performances of their students. This study will also help them to find a new method to teach
them about mobile gaming addiction.

Parents: This study will help parents to become more aware of the effects of the mobile
legends in the academic performance of their children.

Future Researchers: This study might provide the foundation for future research.
Scope and Limitations

This study covers selected Grade 11 in STEM at ACLC College of Ormoc City Inc. The
researchers gathered all information about the possible effects of Mobile Legends on student’s
academic performance. To those who have knowledge about or experiences with a phenomenon
of interest on playing Mobile Legends.

This study is only conducted at ACLC College of Ormoc City Inc. Researchers also focus in
playing Mobile Legends and will not include any other mobile games.

Definition of Terms
To have a better understanding of this study, the following terms were defined:

1. Mobile Legends: Mobile Legends: Bang Bang is a multiplayer online battle arena (MOBA)
game designed for mobile phones. This game is free-to-play and is only monetized through in-
game purchases like characters and skins. Each player can control a selectable character, called a
hero, with a unique abilities and traits.

2. Academic Performance: Cumulative assessment of Grade 11 students’ scholastic


achievements and progress based on their grades during the first semester throughout the
academic term.

3. Mobile Legends Participation: Active engagement and involvement exhibited by Grade 11


students in playing mobile legends during the designated timeframe of the study, including the
factors such as the duration of time of playing the game and the observable impact on students’
academic performance in the 1st semester.

Hypothesis
H0: There is no significant relationship between Mobile Legends and student’s academic
performance among grade 11 STEM students in ACLC College of Ormoc
HA: There is a significant relationship between Mobile Legends and student’s academic
performance among grade 11 STEM students in ACLC College of Ormoc

CHAPTER II
REVIEW OF RELATED LITERATURE

This chapter indicates the related literature and studies, locally, and internationally were
gathered to support the study. This gave important concepts and ideas for the development of the
study.

Related Literature

With the fast development of mobile technology, many functions of desktop computers
have been transferred to mobile devices like ipad and smartphone, which is especially the case
for game applications. According to Yamani (2022), mobile games are basically online video
games that may be connected to the internet are specifically designed for mobile phones. Mobile
games are designed and optimized for play on mobile devices such as smartphones and tablets.
These games are typically downloadable from app stores such as google play store and apple
store, from easy puzzle games to challenging multiplayer experiences. Mobile games utilize
touchscreens controls designed to be accessible for on-the-go gaming. Mobile games cover a
wider range of genre, including action, adventure, puzzle, strategy, simulation, and role-playing
games. As technology continues to advance, mobile games have become increasingly advanced
in terms of graphics, gameplay, mechanics, and social features.

In our generation today, young people, known as “wired generation,” have been
overusing their mobile devices. Overusing mobile devices can affect various of things, including
their academics. According to Meysam Eyvazlou et al., (2016), overusing mobile phones can
affect the quality of sleep which recognized as one of the important issues in the health literature.
One of the reasons why people tend to excessively use their mobile phones is because of mobile
games. Mobile games can lead into addiction.
According to Yongtao Ghan et al., (2022), addiction is a phenomenon when an individual
reaches a state of physical and psychological dependence that cannot be extricated or controlled.
The same is true for mobile gaming addiction. The idea that gaming could become an addiction
first gained traction in 2013 when the disorder was included in the “Diagnostic and Statistical
Manual of Mental Disorder” (DSM). The disorder was listed as a condition that time. According
to Hee Joung Seok et al., (2018), people with internet gaming addiction have compromised
academic or job functioning because of the amount of time they spend playing. Moreover,
internet gaming addiction has been found to be linked to poor school performance and difficulty
in concentration.

Mobile Legends is a popular multiplayer online battle arena (MOBA) game that has
captured the attention of millions of players worldwide, especially among students. The game's
addictive nature stems from several factors that appeal to students and keep them coming back
for more. Mobile Legends can be highly addictive to students is the sense of accomplishment and
satisfaction that comes with mastering the game. As players progress through the levels and
improve their skills, they are rewarded with new abilities, items, and achievements. This constant
progression and growth can be highly motivating for students, as they strive to become better
players and climb the ranks within the game.

Additionally, the social aspect of Mobile Legends is another factor that contributes to its
addictive nature. Players can team up with friends or join random groups to compete against
other players in real-time battles. This social interaction can be incredibly engaging for students,
as they collaborate with others to strategize and work towards a common goal. The sense of
camaraderie and teamwork that comes from playing with others can create a strong sense of
connection and belonging, making it difficult for students to step away from the game.

Mobile Legends offers students a combination of satisfaction, social interaction, and


competition that can make it difficult to resist. As students continue to immerse themselves in the
world of Mobile Legends, they may find it hard to break away from the game and may become
addicted to the thrill of battling it out with their peers. In order to prevent excessive gaming and
prioritize academic responsibilities, it is important for students to practice self-discipline and
moderation when playing Mobile Legends.

There are several studies that have examined the impact of mobile gaming, including
games like Mobile Legends, on academic performance. One such study, titled "The Effects of
Mobile Legends: Bang Bang on Student Academic Performance" by Bautista, Tandog, and
Daval-Santos (2020), found that excessive or addictive use of the game can lead to lower
academic performance due to decreased study time and increased distraction. According to Kaur
and Rizvi (2019) explored the effects of mobile gaming on academic performance among high
school students and found a negative correlation between excessive gaming and academic
achievement. these studies suggest that excessive use of mobile games like Mobile Legends can
have a detrimental effect on academic performance by interfering with study habits, time
management, and overall academic motivation.

Theoretical Framework

Social Learning Theory

Kendra Cherry (2022) states that this theory was introduced by Albert Bandura. This proposed
that learning occurs through observation, imitation, and modeling and is influenced by factor
such as attention, motivation, attitudes, and emotions. The theory accounts for the interaction of
environmental and cognitive elements that affect how people learn. In the context of this study,
the excessive use of Mobile Legends: Bang Bang is considered as addiction, and this affects the
student’s behavior, thus causing poor academic performance.
Conceptual Framework

CHAPTER 3
METHODOLOGY

Research Method
The research method to be utilized for this study is quantitative. Quantitative research
involves quantifying and analyzing variables to obtain results (Apuke, 2017). As this study will
analyze the collected data in numerical quantity by applying statistical analysis, this method is
deemed most appropriate.

Design
This research study will be conducted using Correlational Research design because the
goal of this study is to determine the relationship between mobile legends and academic
performance of the students. Correlational research is a non-experimental study wherein two
variables are measured. A correlational study may find a relationship that is beneficial, an
unfavorable correlation, or perhaps, no correlation at all. Little to no effort was made to control
the unrelated factors (Price, 2017).

Environment
The research study is conducted in ACLC College of Ormoc Inc.- Ormoc City Campus
specifically at Senior High School Department. It is
located at Lilia Avenue in Cogon, Ormoc City, Leyte.
Process:
-Approval of the
conduct of the Output:
study The relationship of
Profile of
-Actual survey to mobile legends on
respondents: grade 11 STEM
the respondents
A. Age -Retrieval of student’s academic
questionnaires performances.
B. Gender
C. Section -Analyze the data
from the answers
of respondents
A member of the AMA Education System (AMAES) founded by Dr. Amable R. Aguiluz V – the
father of IT education in the Philippines. Established in 1986, ACLC stands for AMA Computer
Learning Center, as it was originally a computer training center offering skill-based courses on
computer hardware and software. To date, ACLC remain to be a popular choice for TESDA
Short Courses in the Philippines.

Respondents
Grade 11 STEM students of ACLC College of Ormoc City Inc.

Sampling Method
This study will use the purposive sampling method in the selection process for
respondents. Purposive sampling, according to Campbell et al. (2020), is the process of
systematically matching the sample to the aims and objectives of the research, with the goal of
enhancing the scope of the research and ensuring the accuracy of the data and findings. This
sampling technique will be used when the target respondents satisfy the unique criteria (Grade 11
STEM students who actively play Mobile Legends, either male or female) set by the researchers
to be included in the study. A total of N students was enrolled in the Grade 11 STEM
department, and the researchers will survey N students who meet the research criteria.

Instrument
The researchers will gather and evaluate numerical data to identify patterns and generalize
findings to respondents. Survey questionnaires will be used in quantitative research as a
component of the data-gathering process. The study’s data will be evaluated to determine the
relationship between mobile legends and student’s academic performance.
Survey Questionnaires. The researchers will modify a questionnaire from a related
study by Navarra et.al., (2024) which will be used to measure mobile legends participation of the
students. The researchers will make some changes to the original set of questions by selecting
and adjusting them to ensure they are relevant to the research study.
Grade Sheet. The researchers will ask permission from the advisers of each section in
grade 11 STEM department and the respondents for their general average during their first
semester for the researchers to determine their academic performance. This will be kept
confidential, and their privacy will be maintained.

Procedure
This study will take 4-7 working days for data gathering. The researchers will provide a
consent letter to the advisers of each section in grade 11 STEM students. The respondents will
also be provided a consent letter for their general average during their first semester for the
researchers to determine their academic performance. The respondent’s private information will
be maintained.

Respondents will then be given the questionnaires. The participants will answer according
to the questions that is given.

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