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EFFECTS OF MOBILE LEGENDS

ON GRADE 10 PLAYERS OF
JAGOBIAO NATIONAL
HIGHSCHOOL
STATEMENT OF THE PROBLEM

 How many sessions a player spends on playing Mobile


Legends in terms of the average time span of playing
this game?
 What are the negative and positive effects of playing
Mobile Legends?
SIGNIFICANCE OF THE STUDY

 This study is primarily important to students for it will


give them information about the effects of playing
Mobile Legends is not worth their money.
 This study will help the parents to have enough
knowledge about the effects of playing Mobile
Legends among their children.
RELATED STUDIES

 Craig A. Anderson and Karen Dill study on Video


Games and Aggressive Thoughts, Feelings, and
Behavior in the Laboratory and in Life
 Isabela Granic, Adam Lobel and Rutger study on the
Benefits of playing Video Games
RESEARCH DESIGN

 This carefully analyzes the possible effects of playing


Mobile Legends on the students.
 Researchers used qualitative and descriptive under
the quantitative method of research to determine the
effects of playing Mobile Legends on Grade 10
Sapphire students of Jagobiao National Highschool.
 Such data are analyzed, organized, and interpreted.
INSTRUMENTS

 There are two questions for our respondents to


answer, where they have to answer if they play
Mobile Legends, and how many hours a day do they
spend on playing Mobile Legends.
 This study also used Likert Scale as an instrument.
RESPONDENTS

 There are sixty six(66) identifified students take part


of this study.
DATA GATHERING

The questionnaires used in data collection were based on the


previous studies, published and unpublished thesis, articles and
etc, which are relevant to the present study

Formulas:
a. P= F/N(100)
b. WM=5f+4f+3f+2f+f/N
c. WV=F(N)
d. WM= Total Weighted Mean /Total Frequency of the Respondents
PRESENTATION, ANALYSIS, AND
INTERPRETATION OF DATA

 Sessions a gamer spends on playing Moibile Legends


35

30

25

20 Frequency

15 Percentage

10

0
less than 1 hour 4-5 hours 6 or more hours
Positive and Negative effects of
playing Mobile Legends

Positive effects
 Total Weighted Mean= 3.55
Legend:
Range ( weighted mean ramge) Adjectival Equivalent
1.0-1.5 Strongly Disagree
1.6-2.5 Disagree
2.6-3.5 Neither Agree nor Disagree
3.6-4.5 Agree
4.6-5.5 Strongly Agree
Negative effects
 Total Weighted Mean= 2.29
Legend:
Range ( weighted mean) Adjectival Equivalent
1.0-1.5 Never
1.6-2.5 Sometimes
2.6-3.5 Often
3.6-4.5 Very Often
4.6-5.5 All the time
SUMMARY

 Findings
1. Average time span of playing Mobile Legends
Majority of the repondents (50%) played Mobile Legends for
about 4-5 hours per day and the least (14% ) answered that
they play for about less than 1 hour.
2.What are the negative and positive effects of playing
Mobile Legends?
As a whole it revealed that the respondents "Agree" on the
positive effects of playing Mobile Legends by the total
weighted mean of 4.31. On the other hand, it revealed that
the repondents have "Sometimes " experienced the
Conclusion

 The conclusion that can be made is that there are


some positive effects of playing Mobile Legends
rather than all of the view is on the negative side.
Depend in the respondents on how to operate the
game in a positive or negative side.
Recommendations

 The researchers recommend for follow up research


could include the Psychological and Sociological
Effects of Mobile Legends to Addiction and Excessive
Gaming.

 To the future researchers they should include a larger


sample size not limited to only grade 10 Sapphire
students from one particular school or section.
 To the students they should know their limitation and
consequences that might get from too much playing
Mobile Legends. They should priority first important
things (e.g. doing household chores & homeworks)
they need to do before playing.

 The students should step away playing Mobile


Legends time to time. Sitting for a long periods of
time to play a game is unhealthy. Mobile Legends
should be done for fun, not for an unhealthy
obsessive reason.

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