Chapter I
Introduction
Why the students addicted in playing Mobile Legends? Does playing Mobile
Legends affect their studies and performance in school? Can you use it to communicate
to your friends?
Mobile Legends had become so popular today that there are students who
become addicted to it. Some of them spend their time all day in playing Mobile Legends,
but they aren't aware that there are many negative effects of playing Mobile Legends.
Background of the Study
Mobile Legends is designed which only for phone, this game has two
opposite teams to depend foot so as not taken over the opponent.
As a researcher we know that most of student was addicted in playing
Mobile Legends. Based on our observation the student want Mobile Legends to be their
hobbit. So that this is the reason that motivate us to conduct this research. Throught this
research we will let every student of Grade 9 Junior High School of CAYSMNHS to
know and to be aware to the effects Mobile Legends
Statement of the Problem
1. What is the profile of the respondents in terms of:
a. Age
b. Gender
2. How does Mobile Legends effect the students in Casimiro A. Ynares Sr. Memorial
National High School in terms of:
a. Behavior Factor
b. Social Factor
c. Academic Factor
Significance of the Study
This is to know the effect of Mobile Legends in the Academic Performance
of Grade 9 students of Casimiro A. Ynares Memorial National High School.
The following people are the one who would be beneficial to this research:
Parents, for them to know if playing Mobile Legends really affect their son or daughters
Academic Performance.
Future researchers, it can be their cross-reference or basis for their related study
about this aspect.
Students, it can help them to learn more about playing Mobile Legends effect, positive
and negative
Scope and Delimitation of the Study
This research is to determine the possible effect of playing Mobile Legends
in the Academic Performance of the Grade 9 students of Casimiro A. Ynares Memorial
National High School located in Kay Tikling Brgy. Dolores, Taytay, Rizal. This research
is conducted during the school year 2018-2019. The info that the researchers gathered
was through survey.
Limitation of the Study
This study will focus atleast 70 students of Casimiro A. Ynares Sr. Memorial
National High School.
Conceptual Framework
This conceptual model of the study is consist the input, process, and output.
INPUT PROCESS OUTPUT
The effects of Mobile A survey to the selected
Legends among the Grade 9 students of
Discovery of the effects
students Casimiro A. Ynare Sr.
Memorial National High of Mobile Legeneds
School
The diagram shows the process of the study from input which is the respondents, then
by answering the questions and the output which is the effect of playing Mobile Legends
in the Academic Performance of Grade 9 students in Casimiro A. Ynares Sr. Memorial
National High School.
Definition of Terms
Casimiro - place where we do the research
Mobile Legends - is a multiplayer online battle arena (MOBA) game designed for mobile
phones
Questionnaire - a set of printed or written questions with a choice of answers, devised
for the purposes of a survey or statistical study
Scope - the extent of the area or subject matter that something deals with or to which it
is relevant.
Significance - the quality of being worthy of attention; importance.
Study - application of the mental faculties to the acquisition of knowledge
Conceptual Framework – It is used to make conceptual distinction and organize ideas.
CHAPTER II
REVIEW OF RELATED LITERATURE AND STUDIES
Foreign Related Literature
According to Mulkan (2018), he played this game because of his friends
advice cause he think that kind of game is quite interesting because it takes cooperation
between teams to get a victory in a game like this. Also based on his experience, Mobile
Legends has a good graphics that’s why everyone was happy when playing the Mobile
Legends.
Related Literature (Foreign)
In the Game world is a world of exciting for children to teenagers, even no
wonder and denied, adults also play this game application. Starting from Clash Of Clan,
Clash Royale, Fifa Mobile to the latest and trending topic in the game world is Mobile
Legends game. Almost anywhere in the world wherever the target apps of the game are
children and adolescents entering puberty.
Game is actually an application made with the aim to reduce the level of
stress or anxiety level due to activities or daily activities that are done by humankind. A
good and classy goal, the question is whether the goal is well achieved? In fact the
opposite happened, the game even add to the problem at the end of its influence. So it
can be said that the game is not reducing the burden of the human mind but added to
the problem for humans themselves.
Many children, teenagers and even adults even addicted to the game even
willing to spend money to access or play the game becomes more fun, even a field of
money for those who can seize the opportunity in the application of a game. Waoww, it
can be said that the game is a business field that may at some point be divided into
share ownership. Yes, there may be investors who will invest in the game. Let's put
aside stock issues that are so far away from this problem.
I want to tell you a bit about this addictive game problem, at one time I was
with my colleagues while talking at a coffee shop that turned out to be a free wifi coffee
shop, and cheap coffee prices cheap. So I visited the shop. Apparently there are many
visitors ranging from elementary school children to parents aged 50 years. Even more
sadly, everything shop carries HP or notebook PC.
https://steemit.com/writing/@fajarharapan/the-influence-of-game-mobile-legends-
kladdiction-to-childrens-psychology-and-mental-3d665ea2ca443
Related literature (Local)
For most people, on-line gaming is one of the best past time that they
acquire specially for teenagers, youngsters and students. According to Kuss & Griffiths
[2], teens who play online games are just having fun. They do not just actually play
because of some sort of seriousness, but also because they just want to feel relief.
During school hours, students tend to feel stressed due to loads of school works and
through playing it will relive their stress.
It is undeniably questionable that playing online games provide them
something that no one can give. According to some researches it is beneficial. It
enables the mind of the players to be more active, especially those puzzle-based
games. Furthermore, it helps the player to come up with decisions in tight situations,
especially those adventure games that keep the players to be alert, active and strategic.
Students' learning takes place unexpectedly, but the inappropriate usage of
playing online games also leads in some problems such as being distracted in school.
Further, it is where the attention of the child were divided that even their health and
social life is unknowingly affected.
Several studies in psychology have found out that increased time spent on
the Internet can lead to negative impact on a person's ability to communicate
appropriately face-to-face with friends, peers, family members including parents
https://knepublishing.com/index.php/Kne-Social/article/view/2447/5372
Related studies (Foreign)
This chapter presents the related literature and studies of histories of the
different online games. This also includes the influences and effects of Online gaming in
terms of academic, cognitive, physical, emotional and social experiences of the
students
Effects
Online games addiction will have an effect on Junior High School students of
Southern Christian College in terms of their academic and cognitive, physical,
emotional, and social aspects.
Academic Performance and Cognitive Aspects
There is a negative impact to the gamers who played any kinds of online
games especially to the students. There is a potential that they will fail on their studies
because of the said phenomenon. The student’s minds were attached on a game that is
why their time on studies was limited. According to Schmidt &VAnderwater, 2008, p.63,
as what is noted in a 2008 study on media attention and cognitive abilities, “content
appears to be crucial”. If the content being consumed is positive, then positive results
can be expected. If the content is negative, then negative results can be expected.
Therefore, it also depends on how the player handles the impacts of online games on
his/her studies. (Miqdad,M. n.d.)
Physical Aspects
According to Craton,J.(2009), the physical consequences of Online gaming
addiction includes the Carpel tunnel syndrome in which the main nerve between the
forearm and hand is squeezed or pressed. Migraine headaches that normally begins in
a small spot and slowly spreads and giving you more pain that can cause you to vomit.
Sleep disturbance which includes insomnia, narcolepsy and etc. Backache, because the
gamer stays on one position for a long period of time. Lack of movement that can cause
stiffness and soreness, worse, it can cause chronic back problems. Eating irregularities,
the addicted gamers cannot exert time to eat or they will eat improperly. The physical
consequences of a gamer depend on the physical condition or status of the gamer. Yet
the rigidness of the physical consequences is frequently parallel to the level of addiction
but this is not the constant instance. (CRaton, J.2009)
Emotional Aspects
According to Bandura, 1999, social cognitive theory of personality portrays
the human individuals as a proactive and self-reflecting agent rather than a reactive
organism that is shaped solely by external events and circumstances. At first, if the
gamer is already an online game addict, then he/she feels good because it brings
happiness and entertainment for them. For them, Life without online game is boring so
they do not mind what others say. But as the gamer continue to surf of about more than
4 hours a day then the gamer will realize that it brings bad impacts oin them. With this,
they feel sad and lonely because of the reasons that the gamer were isolated from their
family and friends. One can deny the fact that in what we do, there is always an
emotional impact on it. (Rudd, D.2011)
Social Aspect
One of the most authentic part of gaming addiction is the social
consequences. Addicted gamers became ignorant in their personal affinities and
sometimes fade instantly because the addicted gamers spend most of the time in
playing online games. 50% of the addicted gamers who were married were reported
that their marriage were in trouble due to their addiction. In seeking informations’s
online about online games addiction, it will lead on multiple stories about
mischievousness and wickedness. Gaming takes priority for them above else, so,
people made social decisions. But not all addicted gamers ignored their relationships,
some of them get ignored by the people around them because they talk a lot about the
game and excluding other things that matters more like in captivating in real world
conversations or be close to your family. (Fleming, A.2004)
https://blogger3523.wordpress.com/2017/03/10/review-of-related-literature/
Related studies (Local)
Me and my S.O. have decided to quit this game because it has become
extremely unhealthy, especially for him, and I feel like I'm partly to blame for it. I started
playing around season 2 and he joined me shortly before season 3 rolled out. I
introduced him to Mobile Legends and it was super fun at first, having winning streaks
together, creating our own combos etc. but then he started joining these online groups
where he met players who have their own squads. We used to play leisurely during
weekends, but ever since he met other players, he would play whenever he can, even
without me. He would stay up late, he's impossible to talk to for long periods of time
after work, he's very hard to deal with especially when he's having a losing streak (he
would project his frustration onto other people). There was one time when he got visibly
upset, I asked him to get ready for an office get-together we were supposed to go to but
he lashed out at me and said that he's not going anymore because he's playing and he
lost a lot of stars. I went to the party on my own and told workmates that he's sick and
he can't make it. We have tried to deal with this before but we were unsuccessful. He
would always reinstall the game a day after.
Now I am completely determined to put a stop on this before it's too late. I
took his phone and unsubscribed to Mobile Legends YouTube content creators (nothing
personal Hororo-chan and Shinmen, you guys are doing great work. We just have to
deal with this). Every time he would uninstall the game, all it would take for him to
reinstall is to open the YouTube app on his phone and see updates about the game
from various youtubers. I also made sure that we would both unsubscribe from this
subreddit after I post this (huhu, I love you all, I'm super hyped for Uranus, I'm a tank
main, but we really have to deal with this). I made sure he left all the ML Facebook
groups he had joined, online chat rooms etc. I also plan to make a list of activities we
could do together or with friends to keep him occupied, probably pick up a new hobby or
something (we're both graphic artists and now we're into web development and
programming so we might enroll in some classes soon). I hope everything works out.
https://entertainment.inquirer.net/307903/alden-richards-addicted-to-mobile-legends-
game
CHAPTER III
METHODOLOGY
Research Methodology
This chapter presents the research design, research local, research instrument
and statistical treatment of data.
Research Instrument:
The tool used by the researchers to gather the data need from the selected
respondents was the survey questionnaire. The researcher prepared certain questions
as for the researchers, to guide the survey to the satisfaction of research objectives.
The questionnaire is divided into two parts.
Statistical Treatment of Data
To interpret the data effectively, the researcher will employ the following
statistical treatment.
The Percentage
This will employ to determine the frequency count and percentage
distribution of personal related variables of the respondent.
Research Locale
The study is conducted at the arounds of Casimiro A.Ynares Sr. Memorial
National High School, which is located on the top of a hill of Cabrera Rd. Kay Tikling,
Dolores Taytay, Rizal.
The school was established on 2005 and was open to all students who are
looking fo secondary education. It has eight buildings and a gymnasium to
accommodate students of all years.
Research Procedure
There were 70 questionnaires given to the selected respondent to gather the
primary data. Then, the survey questionnaires were collected and classified accordingly.
Each of 70 respondents has an equal opportunity to become part of the sample.
The handling questionnaire will be done by the researcher and respondents.
The answer of the respondents were carefully reviewed, tallied and tabulated with the
given formula. The result of the survey was used to come up with valid conclusion and
recommendation.
CHAPTER IV
This chapter contains two presentation, analysis interpretation of the data.
Table 1: Gender of Respondents
Gender Frequency Percentage
Male 39 55.75
Female 31 44.29
Total: 70 99.99
Table 1 shows that from the total numbers of respondents 39 [55.71%] are male
and 31 [44.29%] are female.
Table 2: Age of Respondents
Age Frequency Percentage
15 42 60%
14 28 40%
Total: 70 100%
\
Table 2 shows the total number of respondents, ages 15 years old have 42
[60%], and ages 14 years old have 28 [40%].
Formula:
𝑓
P= x 100
𝑛
P= Percentage
F= Frequency
N= Total
100= Constant Value
Weighted Mean
This will be used to be determine the assessment of the respondents will regards
to their personal profile.
Formula:
∑𝑓𝑥
WM= 𝑁
WM= Weighted Mean
FX= The sum total of the frequency weight multiplied by assigned weight
X= Total number of respondents
N= Number of cases
Scale Range Value Verbal Interpretation
3 2.50-3.00 VE
2 1.50-2.49 E
1 1.00-1.49 NE
A. Demographic Profile:
Age: 14 15
Gender: Male Female
B. Behavior Factor Very Effective Effective Not Effective
1. Spend a lot of
time playing Mobile
Legends.
2. It gives
happiness
3. Out of control
spending
C. Social Factor Very effective Effective Not Effective
1. Helps me to
easily interact with
others
2. Loss of
productivity
distraction
3. Loss of
socialization
Recommendations
for Avoiding
Behavior Not Fairly Highly Strongly
Academic factor in Recommend Recommend Recommend Recommend
Playing Mobile
Legends
1. Do other
activities
2. Time
Management
3. Being aware to
the effect of Mobile
Legends
4. Follow your
parents about using
gadgets
5. Participate to
your group work
Chapter V
Summary of Findings, Conclusion And Recommendation
This Chapter presents the summary or the research work undertaken, the
conclusion and the recommendation made as outgrowth of this study. This study is on
the The Effects of Mobile Legends on the Academic Performance of Grade 9 Students
of Casimiro A. Ynares Sr. Memorial National High School.
Summary of Findings
This study was conducted for the purpose of determining the effects of Mobile
Legends on the Academic Performance of Grade 9 students of Casimiro A. Ynares Sr.
Memorial National High School. The descriptive method of research was utilized and
the normative survey technique was used for gathering data. The questionnaire served
as the instrument for collecting data. The researches selected 39 male students and 31
female students respondents in Casimiro A. Ynares Sr. Memorial National High School.
This resulted to a total of 70 respondents. This inquiry was conducted during the school
year 2018-1019.
Conclusion
From the analysis it was found out that:
1. From our survey conducted, the most players of the Mobile Legends in
Grade 9 students of Casimiro A. Ynares Sr. Memorial National High school is
male.
2. From our survey that we gathered, the most players of Mobile Legends is in
the age of 15 years old.
Recommendation
The researches recommended that the research and the result of the study,
should of the following:
• Do other activities like indoor or outdoor activities
• Time Management
• Have the right knowledge to the effects of Mobile Legends
• Follow your parents about using your gadgets
• Participate to your group work inside in your classroom