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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
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CHAPTER 1

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.
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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 1 st semester
among grade 11 STEM students.
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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
2.What is the level of mobile legends participation of grade 11 STEM students?
2.1 Duration of years in playing Mobile Legends
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.
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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 1 st 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.
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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
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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

Flow Model Theory

The study entitled The Relationship between Mobile Legends Participation and Academic Performance
of Grade 11 STEM Students is anchored on the Flow Model Theory by Csikszentmihalyi that was published in
1975, which places emphasis on individuals attention in accomplishing desired goals on a specific task. Flow
theory describes the state of flow in which learners are so engrossed in an activity that they lose sense of time
and no other activity matters during that time (Vann & Tawfik, 2020).

In the context of online gaming and academic performance, flow theory can be quite insightful. Online
games often provide players with challenges that match their skill level, which can lead to an experience of
flow. This can result in increased motivation and engagement with the game. However, it's important to note
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that while flow in gaming can lead to improved skills within the game, it doesn't necessarily translate to
improved academic performance. In fact, excessive gaming can lead to a decrease in academic performance due
to the significant amount of time and attention it requires. Therefore, while online games can be a source of
flow, it's crucial to balance gaming with academic responsibilities to ensure overall success (Berkeley GSPP,
2020). Students experience flow, or an optimal experience, when they are engaged in mobile gaming. They
become deeply engrossed in a timeframe where everything appears to lose significance. According to the study
by Santos (2020), entitled “Mobile Games and Academic Performance of University Students," the flow model
theory enables the researcher to examine and determine the relationship between mobile games and the
academic performance of the students. The author also suggested that flow model theory can help to explain
how mobile games affect students’ academic performance. Further, students' behavior towards playing online
mobile games is greatly affected by the level of their personal state of flow experience because they become so
involved over a period of time that everything seems to not really matter at all.

"The relationship between Mobile Legends participation and academic performance of students," the
Flow Theory serves as a foundational framework for understanding how the immersive nature of Mobile
Legends gameplay may impact students' cognitive abilities, motivation, and overall well-being. By anchoring
this study in flow theory, it aims to determine how the flow experience induced by Mobile Legends
participation may influence students' engagement with their academic performance.

Conceptual Framework
Output:
The
Process: relationship of
Profile of -Approval of the mobile legends
respondents: conduct of the on grade 11
A. Age study STEM
-Actual survey to student’s
B. Gender the respondents academic
C. Section -Retrieval of performances.
questionnaires
-Analyze the data
from the answers
of respondents
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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. 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
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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.

Reference List
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