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This document discusses a study that analyzes the correlation between playing the mobile game Mobile Legends and the listening proficiency of STEM students at Laureano Salusod National High School. The study aims to determine if playing Mobile Legends helps improve students' listening skills. It hypothesizes that there is no significant correlation between playing the game and listening proficiency. The document provides definitions of key terms and reviews related literature discussing the popularity and gameplay of Mobile Legends.

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0% found this document useful (0 votes)
34 views17 pages

Aymeegwpa

This document discusses a study that analyzes the correlation between playing the mobile game Mobile Legends and the listening proficiency of STEM students at Laureano Salusod National High School. The study aims to determine if playing Mobile Legends helps improve students' listening skills. It hypothesizes that there is no significant correlation between playing the game and listening proficiency. The document provides definitions of key terms and reviews related literature discussing the popularity and gameplay of Mobile Legends.

Uploaded by

Bong Papellero
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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THE CORRELATION BETWEEN PLAYING MOBILE

LEGENDS GAME AND THE LISTENING PROFICIENCY


OF STEM STUDENTS OF LAUREANO SALUSOD
NATIONAL HIGHSCHOOL

Year 2021-2022

BY

JOZER JAY YABO

CHRISTIAN DAVE BABAO

ANGELO PEROCHO

IMEE ARADO

KEZIAH LUCERO

ARLENE CALACAT
INTRODUCTION

Listening is an important skill, and we need to develop it in some ways. Active listening
promotes mindful thinking, and it also improves our communication skills. Listening skills leads
to lasting advantages in student's academics and beyond including greater ability to
communicate, faster second language acquisition, lowers levels of frustration, anxiety, and
depression, it can improve relationship skills, and listening proficiency can provide stronger
sense of empathy (Waterford.Org, 2020). One of the considerable ways in enhancing the
student's listening proficiency is playing mobile legends with the use of smart phones. Playing
mobile legends is considered as a regular nature for young people especially for most students.
These days, the most popular online video game which is regularly played by young people like
students is called Mobile Legends: Bang-Bang or usually abbreviated as MLBB (Rani et al.,
2019)

MLBB is considered as MOBA (Multiplayer Online Battle Arena). Those who play MLBB
must fight alone or as a team via online to destroy the enemy's base while protecting their own
base. Each team basically has five players who control their own avatars or heroes. Each hero has
its own characteristics, attacks, and specification Interestingly, each hero has its own phrases that
will be uttered when the hero appears or attacks. In addition, MLBB also allows players from
around the world to participate in the same match or team, it is important to really listen to your
team because you and your team might be far away from each other .When it's time to select and
ban a hero, you can communicate or listen to your team by turning on the microphone and the
speaker so that your team can suggest what hero to use, what hero to ban, and your team can also
suggest what appropriate emblem and spells to use for your hero (Gomez, 2020) In the
battlefield, it is highly important to listen or hear the suggestions of your group so that you can
create strategies or plans in order to achieve victory and in order to warn yourselves when there's
an enemy that you are not aware of. You can also speak your thoughts or ideas in while playing
the game and your team can listen to you as well. You can type message in this game but
listening and hearing are more easy and convenient Playing Mobile Legends can improve the
student's listening skill or proficiency because when we play this game, it speaks phrases such as
The enemy has slain Lord", "An ally has been slain'", "Request Backup", "Our inhibitor turret
has been destroyed" "Our base is under attack", "Launched attack" (Mobile Legends Announcer
Cristina Valenzuela). These phrases will help the student players in their listening proficiency, it
will help them more aware and active, and it will help them know what to do in their game.

Objectives of the study

This study aims to:

a. Determine the correlation between playing mobile legends game and the student's
listening proficiency.
b. Determine whether playing mobile legends really help students in their listening
proficiency or not.
c. Analyze if the habit in playing Mobile Legends game influences student's listening
proficiency.
d. Specify the impacts of playing Mobile Legends game to the students, specially in
developing their proficiency in listening.

Significance of the study

This study will give the real impact of playing Mobile Legends game to the people who
plays it. This may also give enough knowledge about how this online game affects the life of a
students specially in improving their capability to listen proficiently.

Specially, this study hopes to contribute significant insights to the following groups:

Students: The desire of the study is to let the students know on how Mobile Legends game
affect their proficiency in listening. It will also show to them the importance of proficiency. It
can be useful for students to help them measure their listening proficiency and it can be used to
motivate the students to improve their listening proficiency.

Parents: The result of the study will allow the parents know the impact of Mobile Legends
game to their children’s life and specially in listening proficiency. This will also serve
information regardless of what Mobile Legends games all about.

Teachers: The findings of the study would be an important data to know what the possible
effects of online game Mobile Legends Bang Bang are, to their student’s capability in listening.
By doing this research, the researcher hopes that the result of the study will be useful to give
contribution of developing English teaching especially in teaching listening using media.
Moreover, the researcher hopes teachers can use media as an alternative way in teaching
listening. Therefore, the students will get better achievement.

Researchers: By doing this research, the researcher will get some new experiences and
knowledge about researcher’s study, and it will be useful for the future.

Scope and limitation of the study

The Subject Matter of this study is specifically concerned in analyzing the importance and correlation of
playing mobile legends regarding the listening proficiency of the students of Laureano Slauson National High
School. The Research Environment and Timeline of this research will be conducted on Laureano Salusod
National High School, Dimataling Zamboanga del Sur. The Research Participants or the respondents of this
research are the Senior STEM students of LSNHS grade 12 STEM students. The Research Design of this is
survey method of research. Its intention is to acquire accurate information and observation from people
especially its participants. The Research Method of this kind of research is Quantitative Research A systematic
empirical investigation to gather evidence, opinion, understanding experiences learning' s and even moral from
people. It aims to find results and for declaring that playing mobile legends game can indeed develop the
listening proficiency of the student players.

Hypothesis

The following hypothesis was tested in this study using the 0.05 level of significance:

1.) There is no significant correlation between playing Mobile Legends and Student’s listening
proficiency.

Definition of Terms

Correlation- according to Kenny (2004), correlation means a statistical relationship


between a set of variables, none of which have been experimentally manipulated Although
correlations and covariance’s can be computed from experimental data, we usually reserve the
term correlation for a relationship between un-manipulated variables So, the correlation means
the relation between two variables or more.
Legends it is a multiplayer online battle arena game designed by Shanghai Moonton
Technology for mobile phones. In a match in this game has two opposing teams fight to reach
and destroy the base of their enemy while defending their own base for control of three lanes
known as "top", "middle", and "bottom, which are connected to the bases. In each team, there are
five players and each control an avatar, known as a "hero", from their own device. Weaker
computer-controlled characters, called "minions spawn at team bases and follow the three lanes
to the opposite team's base, fighting enemies and turrets Ever hero in Mobile Legends has unless
three quotes.

Listening According to Bulletin (1952), listening is one of the fundamental language kills:
It's a medium through which children, young people, and adults gain a large portion of their
education, their information, their understanding of the world and human affairs their ideals,
sense of value, and their appreciation. In this day of mass communication (much of it oral), it is
of vital importance that students should be taught to listen effectively and critically.

Listening -a process receipting spoken language through hearing and understanding it.

Student- a student is a person formally engaged in learning, especially one enrolled in a


school or college.

Proficiency- according to the dictionary from oxford language, proficiency is a high degree
of competence or skill or expertise.

Hindrance- According to Cambridge dictionary, hindrance is something that makes it more


difficult for you to do something or for something to develop.

Insights- according to the dictionary from oxford languages, insight is the capacity to gain
an accurate and deep intuitive understanding of a person or thing.

REVIEW OF RELATED LITERATURE


Online games have been very popular nowadays, more than games played by children and
teenagers 30 years ago. Mobile Legends has succeeded in making the people interested because
of its avatar, message feature, buying and selling of online characters in one application. The
evolution of online games from PC to Smartphone makes it easier for gamers to play games
anywhere and anytime (Khefti, 2020). This is strategically game where the players will think on
what the best utilizes on their facilities to plan, to defends and to destroy the opponent team. Based
on Rimington, Elzabi, etc. (2016), Mobile Legend is the largest online game in the world but is
under-represented in video game studies. Its community is large and multi-sited but known for
competitive and toxic behaviors. It says that this app is one of popular game that the degree of
opponent’s online player competes against each other to gain higher rank to win the battle.
According to Marcal Mora-Cantallops and Miguel-Angel Sicilia (2018, 2), This article aims to
perform a literature review of the available research that focuses strictly on MOBA (multiplayer
online battle arena) games. First, a review identifying the relevant papers published since 2011 is
conducted, exploring them systematically to extract similarities, gaps, and main findings. Results
show how League of Legends is the most explored game, with player experience and toxic behavior
as popular topics for research.

Playing mobile games is very common. Every third person across the globe is a mobile
gamer. Mobile games account for 46% of the global gaming market and 74% of consumer
spending on mobile apps. This statistical data is overwhelming, but today it is a reality. With
over 2.3 users, gaming is the largest entertainment industry estimated at $678 billion. Although
some may view gaming as pure fun, it has a strong de-stressing and healing effect on the human
body. Numerous studies reveal that mobile gaming affects the brain in a good manner and allows
gamers to combat several health problems. When used with common sense, mobile games have
great potential to manage mental illnesses and boost health recovery from a post-traumatic stress
disorder and other traumatic events. The issue of mobile gaming is contradictory and
conspicuous by negative consequences too, such as gaming addiction or sleep deprivation
(Lockwood ,2020).

Listening is often something we take for granted. It is common that people often hear what
is being said but hearing is a lot different to listening. To listen, we need to make a conscious
effort not to just hear what people are saying but to take it in, digest it and understand. Not only
does listening enhance your ability to understand better and make you a better communicator,
but it also makes the experience of speaking to you more enjoyable to other people (Davidson,
2020). Listening proficiency is an important component in learning. A student's ability to
actively listen has a major impact on building the communication skills needed both inside and
outside the classroom. Active listening is an important "soft skill", like problem-solving,
leadership, and teamwork. Developing a proficiency in listening builds trust, reduces
misunderstandings, it helps eliminate conflict, it encourages empathy, it improves relationships,
and if deepens our understandings (fellner2020)
MATERIAL AND METHODS

The research design for this study is a survey type of research. Its intention is to acquire
accurate, proper, and clear information and observation from people specifically to its
participants. Survey is important in this study for the fact that it is collecting the data or
information needed for the study.

Research environment

The research environment and timeline or locale of this research will be conducted at
Laureano Salusod National High School, Dimataling, Zamboanga del Sur. LSNHS provides a
high quality of research environment as it consists of responsible students, and it is suitable for
conducting practices, it has clear policies, and procedures to support researchers.

Sampling procedures

From all 56 STEM students of Laureano Salusod National High School, the only required
and accepted participants, or respondents for this study according to Raosoft are 23 senior high
Stem students only. The STEM students consist of 29 Grade- 11 STEM students and 27 Grade-
12 STEM students. The total accepted participants are 23 senior high STEM students of LSNHS.

Research instrument

The research instrument for this study is questionnaire. Questionnaires will be given to the
participants or respondents for them to make choices of their own experiences. All of the
participants are required to write their names, grade level, and section in order for the researchers
to know their student information. Listening test is also needed in this survey, the researchers
will use the “Transport Survey" for the listening test and the respondents are required to hear it
and answer some questions about the transport conversation. If the respondents of this study are
not free to answer the questions in personal, the researchers will send the questionnaires online
via messenger so that the participants can still answer the questionnaire. And after answering
online, the researchers will print it to make it hard copy.

Gathering data procedure

Chart will be used in making the questions for the questionnaires and surveys. The
researchers will make 4 lines for this research instrument. The first line are the strongly agree
which is color blue. The second is the Agree line which is the approximate color is orange. The
third line will be disagree to the items or questions. The fourth line is the Strongly Disagree
line, this line shows if they don't agree with the items or questions. This study will identify the
correlation of playing Mobile Legends in proficiency of students in listening. This will help in
knowing whether both have connections or not. After conducting the listening test, the
respondents will also write their ranks in the Mobile Legends game, the ranks are Warrior, Elite,
Master, Grandmaster, Epic, Legend, and Mythic.

Treatment and analysis of data

The responses made by senior high STEM students describes their perspectives about
playing mobile legends and listening proficiency. The data will be presented in a numerical form
as it determines the number of students that agree or disagree about the correlation of playing
Mobile Legends and student's listening proficiency. Responses to the questionnaire by the
students were statistically analyzed with the data requirements and instruments of the study. The
researchers will use the Pearson r-test Deviation Coefficient to determine or measure the
statistical relationship, or association between two variables.

RESULTS AND DISCUSSIONS

This chapter presents the analysis and interpretation of data collected from a survey instrument
as well as the result of the Pearson r-test. These data were collected and presented to determine
whether Playing Mobile Legends and the Listening Proficiency of students are correlated or not.
Additionally, this research aimed to find conclusion to the hypothesis. The hypothesis of this
study is that there is a significant correlation between playing Mobile Legends and Student's
listening proficiency.
Table 1: Analysis and Interpretation of result from the data collected in the survey
35
32 32 32

30 29

26 26 26
25 24 24
23 23 23
22 22
21
20
18 18 18
vel
15
15 14 14
esponses)
12
11 11 11 11 11
10
10 9
7
6 6
5 5 5 5
5 4 4
3 3
1 1 1 1 1
00 00 0 0 0 00 0 0 0 0 0 0
0
2 3 4 5 6 7 8 9 10 11 12 13 14 15

x= Questionnaires

(number of respondents)

Survey Statements:

1. Listening proficiency is important not just for students but also for everyone.
2. Playing Mobile Legends make the players happy.
3. Mobile Legends is a game that lessens the boredom of students.
4. Too much playing of Mobile Legends results to laziness.
5. Playing Mobile Legends is not a good way in improving one’s proficiency in
listening.
6. Active listening promotes or provides better performance of students at school.
7. Playing Mobile Legends affects our listening ability or skills.
8. Developing a habit in playing Mobile Legends results to carelessness and
intuitiveness.
9. Playing Mobile Games is a hindrance to students in terms of focusing in their
academics
10. Playing Mobile Legends is correlated in developing proficiency is listening.
11. Listening is highly important at school.
12. In developing the proficiency of students in listening the students must play Mobile
Legend.
13. 13.The game Mobile Legend is a good influence ti the students.
14. Playing Mobile Legend can help students with their academic performance at school.
15. Students who play Mobile Legends are more likely to be active in terms of listening
to others.

LEGEND

Strongly agree

Agree

Disagree

Strongly Disagree

We conducted a Listening Test for the respondents, the researchers played a voice record
video and after the respondents hear the video. For the result, there are 33 none players of
Mobile Legends. 6 Warrior, 3 Elite, 3 Grandmaster, 6 Epic, 3 Legend, and 2 students are
Mythic; there are 23 total respondents who plays Mobile Legends. The players who got a perfect
score are only counted since this research only focus on listening proficiency or those who got a
perfect score are proficient in listening.

Table 2: Presentation of the ranks of players, total number of players, and number of players
who got a perfect score in listening test

Ranks and number of players Number of players who got a perfect score in
listening test
None players – 33 15

Warrior – 6 0

Elite – 3 0

Grandmaster – 3 0

Epic – 6 4

Legend – 3 2

Mythic – 2 2

Table 3: Presentation and Results of Deviations needed for Pearson r-test

X Y (X-x) (Y-y) (X-x)2 (Y-y)2 (X-x)(Y-y)

33 15 25 11.72 625 137.36 293

6 0 -2 -5.28 4 27.87 10.56

3 0 -5 -3.28 25 10.75 26.4

3 0 -5 -3.28 25 10.75 26.4

6 4 -2 0.72 4 0.51. -1.44

3 2 -5 -1.28 25 1.63 6.4

2 2 -6 -1.28 36 1.63 7.68

SSx=744 SSy=190.5 SP=369

∑x=56 ∑y=23

x=8 y=3.28
Where;

X- Ranks and Number of Players

Y- Number of Players who got a perfect score in Listening test

SP- Sum Product

SS- Sum of Squares

Computation of r

r= ∑[(X-x)(Y-y)] r= 369

376.47
√(SSx)(SSy)

369 0.98

√(744)(190.5)

369

√141,732

Since the result of r has no negative sign, it is positive that playing Mobile Legends can
improve students listening proficiency. However, it is not yet concluded whether both are
correlated or not. So, we need to know the critical value of the r= 0.98.

Critical Value:

Df= Degree of Freedom

a= Alpha (5%= 0.5 which is already given)


N= Number of player category

Solve: df= N-2

df= 7-2

a= 0.5

SUMARRY, CONCLUSION AND RECOMMENDATION

The result of this research revealed that there is a positive relationship, but it is not statistically
significant because based on the result of the Pearson r-test, there is no correlation between the
playing Mobile Legends and Students listening Proficiency, in Table 1: Analysis and
Interpretation of Questionnaire of Chapter 4, it shows the bar graph(chart). As for the listening
test, both players and none players are well-skilled in listening because most of them got perfect
score. Respondents are active and well-skilled in terms of listening.

Conclusion

Playing Mobile legends can improve the student’s listening proficiency by its background
voices, by communication with the team through voice chat, and by listening to its music effects;
the players can be more active in listening. The impacts of playing Mobile Legends to the
students especially in developing their proficiency in listening are enabling the minds of the
players to be more active, it helps players to come up with decision in tight situation specially
those fights that keeps the player to be alert and strategy, it is beneficial to players if only they
will play it responsibly. Playing mobile legend indeed affects the students in terms of listening to
other people. Moreover, listening to proficiency leads to lasting advantages for students. Being
proficient in listening can have a greater ability to communicate and it can improve relationship
skills.
After conducting the study and analyzing all the data, the conclusion of the research is that
there is a positive correlation because playing mobile legends can also improve student’s
listening proficiency. The hypothesis of this study is accurate, there is no significant between
playing mobile legend and student’s listening proficiency. The hypothesis of this study is
accurate, there is no significant correlation between playing mobile legends and student’s
listening proficiency.

Decision: Ho is accepted

Conclusion: There is no significant correlation.


Recommendation or Suggestion

Based on the results of this study, the following recommendations are suggested:

1. The students especially the respondents of this study must enhance their listening proficiency
not just by playing mobile legends but also by listening to music or some recorded speech so that
they can use their proficiency in listening to make their academic performance at school even
better.

2. All teachers should verbally motivated their students to improve their listening proficiency by
face to face discussion.

3. The teacher should try harder to help the students to improve and develop student’s listening
proficiency. Making some repetitions for the students and ask them to repeat some vocabularies
in each meeting.

4. Professional development opportunities like listening proficiency test should be provided to all
students so that they can be interested in improving their listening skills, this can help students in
listening well not just at school but also in their surroundings.

5. A study should connected to determine if playing mobile legend can affect or can have an
impact on others skills or proficiencies of students, there should be a study that conducts or
determine the advantages, disadvantages, impacts, and benefits of playing mobile legends game.

6. For next researchers, in order to obtain deeper and more comprehensive understanding about
their influence of playing mobile legend to other skills of the students.

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https://theimportantsite.com/10-reason-why-listening-is-important/

Listening strategies. (n.d). Listening in the Language Classroom,

https://www.waterford .org/education/active-listening-in-the-classroom/
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https://www.codeofliving.com/bog

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