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Mobile Legends and Academic Performance of Senior High School Students

This document presents a research proposal that aims to study the influence of playing the mobile game Mobile Legends on the academic performance of senior high school students at Biliran National Agricultural High School. The study will examine the time students spend playing the game, and investigate the perceived positive and negative effects on academic performance. The researcher hopes the study can provide guidance to students on balancing game time with school responsibilities. A literature review discusses both foreign and local research showing that while excessive mobile game play can negatively impact academics, guidance from parents and teachers can help students avoid these effects and experience benefits like improved brain function.

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0% found this document useful (1 vote)
6K views

Mobile Legends and Academic Performance of Senior High School Students

This document presents a research proposal that aims to study the influence of playing the mobile game Mobile Legends on the academic performance of senior high school students at Biliran National Agricultural High School. The study will examine the time students spend playing the game, and investigate the perceived positive and negative effects on academic performance. The researcher hopes the study can provide guidance to students on balancing game time with school responsibilities. A literature review discusses both foreign and local research showing that while excessive mobile game play can negatively impact academics, guidance from parents and teachers can help students avoid these effects and experience benefits like improved brain function.

Uploaded by

Zynk Fedorova
Copyright
© © 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
You are on page 1/ 22

MOBILE LEGENDS AND ACADEMIC PERFORMANCE OF SENIOR HIGH SCHOOL

STUDENTS

A Research Proposal Presented in the Faculty of Biliran


Province State University - Biliran Campus
Biliran,Biliran

In Partial Fulfillment of the Requirements for the


Degree Bachelor of Secondary Education
(Mathematics)

SEVILLANO, DARIUS T.
2023
Chapter I

INTRODUCTION

A mobile legend is a game played on a feature phone, smartphone/tablet.

Today, mobile legends are usually downloaded from app stores as well as form mobile

operator's portals, but in some cases are also preloaded in the handheld devices by the mobile

operator when purchased, via infrared connection, Bluetooth, memory card or side loaded onto the

handset with a cable.

When you hear about the academic performance of mobile legends you tend to think about

the negative effects first. Like the fact they are causing addiction. We are surrounded by the

people that who prefer to spend time alone with their mobile phones instead of starting

conversation with random stranger or having a quality time to their friends and families. And mobile

legends consume more and more of our time each day. But think of it, playing mobile legends

have a positive effect to the players of it especially in mobile legends players. So, the researcher

came up to this study to show that there is also an effect in mobile legends to the academic

performance of Biliran National Agricultural High School (Senior High School).

In Biliran National Agricultural High School (Senior High School) playing mobile legends

which is commonly played by most students. Since the released of mobile legends many of the

students were into this game, I observed that this affects their attention towards their

responsibilities in home and in school, they gave more their attention on playing mobile legends

rather than doing their responsibilities. Thus, this research wanted to know what the positive and

negative effects are of playing this game. So that is why I study this topic to help the Biliran

National Agricultural High School (Senior High School) students on how to use their time between

playing mobile legends and their responsibilities to school works and their house responsibilities.
Statement of the Problem

This study aims to determine the influence of mobile legends on Biliran National Agricultural

High School (Senior High School) Student's academic performance. Specifically, this study, seek

answers to the following questions.

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

a. Age of the respondents?

b. Sex of the respondents?

2. How long (time) the respondents used to play mobile legends?

3. What are the effects of playing mobile legends as perceived by the students?

Significance of the Study

In this section, the researcher expressed the value or importance of the research study and this is

where the significant contribution of the result was enumerated. This research study will beneficial

to the following:

To the Mobile Legends Players. The result of this study is primarily important to the mobile

legends players, for it will give them information about the academic performance on playing

mobile legends. They will give more conscious on the said academic and for them to realize that

playing too much mobile legends it’s not worth their money.

To the Students. The result of this study can give them an ideas and information about the

academic performance of playing mobile legends.

To the Parents. This study will help the parents to have enough knowledge about the academic

performance of playing mobile legends among their children.


Scope and Delimitations

This study aims to know the academic performance of playing mobile legends to the Biliran

National Agricultural High School (Senior High School) Students. This study is limited only to the

players of mobile legends in Biliran National Agricultural High School (Senior High School)

students. The respondents will be all Senior High School Students from Biliran National

Agricultural High School (Senior High School) in Sitio Pongkay Brgy. San Isidro Biliran, Biliran.

Definition of terms

Mobile Legends - is a listed in the category (action). It is highly ranked in several countries, and

us also one of the most popular apps in Google Play with more than 100 million installs.

Academic Performance - the extent to which a student has attained their short or long-term

educational goals.

CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter indicates the related literature and studies, locally, nationally, and

internationally were gathered to support the study. This gave important concepts and ideas for the

development of the study.

Foreign Literatures and Studies Janice Leung (2006) stated that “... social mobile games

will find the most success in niche markets, such as the MySpace generation (or simply put,

teenagers) who are already familiar and comfortable with the idea of virtual social networking.

However, this once again draws attention to the fact that consumers are dynamic in their

engagement with mobile technologies, and that their choices of consumption are not directly

influenced by market pressure, but rather by actively selecting media elements that best
compliment their own lives,” but since the “MySpace generation” are no longer niche audiences

the reach of mobile games has been greater to a degree. The same goes for the popularity of

Mobile Games, with more and more of the populace being people who are familiar and already

integrated with the concept of digital socializing. This allows the game to be more successful than

it should have been without the ever-adapting population. Furthermore, Krassie Petrova, PhD

(2006) stated that “… Mobile gaming is an example of a mobile commerce (mCommerce)

application which is provided through a paid for service. Typically, the mobile network operator to

whose network the player subscribes collects the revenue; the revenue stream may be also

shared with other business entities involved- such as mobile network infrastructure providers,

mobile content developers and publishers, portal aggregators, and retailers,” this puts into view the

reality of digital entertainment. First and foremost, it is a business. The game Mobile Legends is a

front in order to get your money in exchange for in-game cosmetics and possible boosts to your

overall experience. This is why making video games addictive and accessible is highly profitable

because once you’re hooked it’s terribly tough to get out. According to Simon Tan (2009), “… was

designed as a collaborative game. In fact, the competitive aspects of the game were emphasized,

and the children were encouraged to finish each round as soon as possible to keep their score

high. Because of this, the children were highly competitive while playing the game, only focusing

on their individual scores and not realizing there was a group… ” this was a game created by the

researchers, yet they still failed to create a mainly collaborative game, means that even if the

developers’ intention was to create a collaboration-intensive game, the competitive nature of

humanity will eventually start to show. Even if Mobile Legends was, all-in-all, a game between two

groups, more often than not, it became a game between 10 people, all blaming one another for

mistakes and exalting oneself for achievements made.

National Literature and Studies According to the SunStar (2018) (a news outlet in Cagayan

de Oro) article “Is Mobile Legends Good?” published by Juventus Fox, written by Gwen Katrice A.

Emano, that “... Mobile Legends is arguably one of the most popular mobile games currently being

played… Some say that it can be harmful to a person. But think of it, playing mobile games have

positive effects to the players. Researchers came up with a study to show that there is also an
effect in mobile games to the behavior and health of students. There are positive and negative

effects. Positive effects: improving brain functions and educating children. Negative effects:

distraction while performing another important activity, affecting social interaction, sleep problems

and loss of productivity. The negative effects can be avoided by your child, just guide them well

and make a schedule for their games. You could set up a time for their mobile games and family

outdoors. Through that activity, the interaction of the child to their mobile games can be avoided or

lessen, “this goes to show that Mobile Legends doesn’t always have to bring alongside it a

plethora of negative effects, some can be positive as well, given the proper guidance.

Local Literatures and Studies From what Gomez (2019), a student in PAX High School, as

well as a researcher in this paper, has seen, Mobile Legends has been a popular past-time for

students and even teachers alike. The problem exists when the game becomes more than a

game, more than a simply enjoyable past-time. Mobile Legends is a mobile video game in which

elements of collaboration, competition, success, defeat, and monetization exist. This may be the

reason why it is currently so popular, but herein lies the issue: If a mobile game is prioritized over

studies or even over basic needs, as some extreme cases may tend to reach that point, what

should be the proper guidelines in playing what should be a simple game? If I were to judge only

from what I’ve seen, I’d say that in the present, Mobile Legends should only be a past-time, not a

place to put your money in, and definitely not replacement for real-life victories and successes.

CHAPTER III

METHODOLOGY

This chapter provides a description of the methodology that was used in the study.

Specially, this chapter briefly discusses the research design, research locale, research

respondents, research instrument, the data gathering procedure, statistical analysis and data

scoring.
Research Design

The study used the descriptive correlational research design because the involve factors

that may affect the academic performance of students. This research design helped the researcher

to collect and analyze the responses of the respondents to the checklist designed by the

researcher and to obtain their views, opinions and perceptions to the subject.

Research Locale

The researcher will conduct the study in Biliran National Agricultural High School (Senior

High School) in Sitio Pongkay Brgy. San Isidro Biliran,Biliran.

Research Respondents

In this study, 40 respondents of Biliran National Agricultural High School (Senior High

School) students are simple randomly selected.

Research Instrument

A survey questionnaire was adopted to StuDocu will be used and gathering data for this

study. This survey questionnaire determined the academic performance of Biliran National

Agricultural High School (Senior High School) students engaging mobile legends.

Data Gathering Procedure


Before conducting the study, a letter of request will be sent to the school principal of Biliran

National Agricultural High School (Senior High School) to ask permission for the distribution of

questionnaires, to ensure the cooperation and full support of the personnel concerned.

Statistical Analysis

To determine the profile of the respondents, frequency counts and simple percentage was

used.

Data Scoring

To evaluate the mobile legends and academic performance, the following likert scale was

used:

Level Interpretation

5 Strongly Agree

4 Agree

3 Uncertain

2 Disagree

1 Strongly Disagree

Weighted Mean Interpretation

1.0– 1.5 Strongly Disagree

1.6 – 2.0 Disagree

2.1 – 2.6 Uncertain


2.7 – 3.2 Agree

3.3 – 4.0 Strongly Agree

Level Interpretation

5 All the time

4 Very often

3 Often

2 Sometimes

1 Never

Weighted Mean Interpretation

1.0 – 1.5 Never

1.6 – 2.0 Sometimes

2.1 – 2.6 Often

2.7 – 3.2 Very Often

3.3 – 4.0 All the time

CHAPTER IV

PRESENTATION AND DISCUSSION OF FINDINGS

This chapter contains the result and discussion of data for the purpose of answering the

problem of the study. The data obtained are presented in tables and followed by textual

explanation.
Profile of the Respondents

Table I and II presents the profile of the respondents in terms of age and sex.

Age. Table I presents are the age of the respondents.

TABLE I
AGE OF THE RESPONDENTS

Age of the Frequency Percentage


Respondents

18-21 32 80

22-25 6 15

26-29 2 5

Total 40 100

Mean Age = 20

As shown in Table I majority or 80 percent of the respondents was at the age of 18-21 years

old, 6 percent was the age of 22-25 and 2 percent was the age of 26-29. The mean age of the

respondents was 20 years old.

Sex of the Respondents. Table II presents the sex of the respondents.

TABLE II
SEX OF THE RESPONDENTS

Sex Frequency Percentage

Male 22 55

Female 18 45

Total 40 100
Table II revealed that majority or 55 percent of the respondents were males with a

frequency of 22 while 45 percent were females with frequency of 18. There are more male

respondents than female.

Spend Hours of the Respondents

Table III presents the hours in a day spend in playing mobile legends.

Spend hours of the respondents. Table III presents the hours in a day spend in playing

mobile legends.

TABLE III
SPEND HOURS OF THE RESPONDENTS

Hours Frequency Percentage

Less than one hour 4 10

1-2 hours 31 77.5

3-4 hours 5 12.5

5-6 hours 0 0

7 hours or more 0 0

Total 40 100

Table III revealed that majority or 77.5 percent of the respondents were spend their 1-2

hours with frequency of 31 and 12.5 percent of respondents were spending their 3-4 hours with

frequency of 5 and the rest is 10 percent of the respondents were spending their less than one

hour with a frequency of 4.

Positive and Negative Mobile Legends and Academic Performance

Table IV and V presents the positive and negative mobile legends and academic

performance.
Positive Questions About Mobile Legends and Academic Performance. Table III

presents the positive questions about mobile legends and academic performance.

TABLE IV
POSITIVE QUESTIONS ABOUT MOBILE LEGENDS AND ACADEMIC PERFORMANCE

STATEMENTS MEAN INTERPRETATION

1. Formulate strategies 3.225 Agree

and multi-tasking

2. Enhance creativity 3.1 Agree

3. Enhance critical 3.575 Strongly Agree

thinking

4. Improves 3.825 Strongly Agree

technological abilities

5. Enhance problem 3.1 Agree

solving and logic

6. Formulates hand and 3.025 Agree

eye coordination

7. Sharpen the mind 3.7 Strongly Agree

(brain challenge)

8. Enhance cooperation 3.975 Strongly Agree

in a team

9. Enhance decision 4 Strongly Agree

making

10. Learning to manage 3.375 Strongly Agree

resources that are


limited

As shown in Table IV, “The Enhance Decision Making” is the highest mean of 4, “enhance

critical”, “Improves technological”, “Sharpen the mind (brain challenge)”, “enhance cooperation in a

team”, and “learning to manage resources that are limited” was interpreted as “strongly agree”.

“Formulates strategies and multi-tasking”, “enhance creativity”, “enhance problem solving and

logic” and “formulates hand and eye coordination” was interpreted as “agree” the lowest mean is

3.025 this statement is “formulates hand and eye coordination”.

Negative Questions About Mobile Legends and Academic Performance. Table V

presents the negative questions about mobile legends and academic performance.

TABLE V
POSITIVE QUESTIONS ABOUT MOBILE LEGENDS AND ACADEMIC

STATEMENTS MEAN INTERPRETATIONS

1. Skip class to play 2.275 Often

mobile legends

2.Skip sleep to play 1.7 Sometimes


mobile legends

3.Skip meal to play 1.375 Never

mobile legends

4.Late in class 2 Sometimes

because of playing

mobile legends

5.Feel sleepy in class 1.15 Never

6.Missed any 1.9 Sometimes

deadlines of

homework

7.Miss any deadlines 2.425 Often

of projects

8.Receive low grades 2.775 Very Often

9.Missed schools 2.625 Often

10.Play mobile 1.075 Never

legends during class

As shown in the Table V. “Receive low grades” has the highest mean of 2.775 and was interpreted

as “Very Often”. “Skip class to play mobile legends”, “Miss any deadlines of projects”, and “Missed

schools” was interpreted as “Often”. “Skip sleep to play mobile legends”, “Late in class because of

playing mobile legend”, and “Missed any deadlines of homework” was interpreted as “Sometimes”

and “Skip meal to play mobile legends”, “Feel sleepy in class”, and “Play mobile legends during

class”, was interpreted as “Never”.


CHAPTER V

SUMMARY, CONCLUSION AND RECOMMENDATION

This chapter summarized the major findings of the study which were the bases for the

conclusion and recommendation.

Summary

This study aims to determine the influence of mobile legends and academic performance on

Biliran National Agricultural High School (Senior High School) Student`s academic performance.
Specifically, this study seeks answers to the following questions. 1. What is the profile of the

students in terms of: a. Age of the respondents? b. Sex of the respondents? 2. How long (time) the

respondents used to play mobile legends? 3. What are the effects of playing mobile legends as

perceived by the students?The descriptive method was used, and the setting was at Biliran

National Agricultural High School (Senior High School). A total of 40 students involved in the study.

In gathering the necessary data, the researcher asked permission from the authorities concerned

regarding the conduct of study.

To determine the profile of the respondents, frequency counts and simple percentage were

used, majoring or 80 percent of the respondents was at the age of 18-21 years old, 6 percent was

the age of 22-25 and 2 percent was the age of 26-29. The mean age of the respondents was 20

years old.

Positive mobile legends and academic performance “The Enhance Decision Making” is the highest

mean of 4, “enhance critical”, “Improves technological”, “Sharpen the mind (brain challenge)”,

“enhance cooperation in a team”, and “learning to manage resources that are limited” was

interpreted as “strongly agree”. “Formulates strategies and multi-tasking”, “enhance creativity”,

“enhance problem solving and logic” and “formulates hand and eye coordination” was interpreted

as “agree” the lowest mean is 3.025 this statement is “formulates hand and eye coordination”.

Negative. “Receive low grades” has the highest mean of 2.775 and was interpreted as “Very

Often”. “Skip class to play mobile legends”, “Miss any deadlines of projects”, and “Missed schools”

was interpreted as “Often”. “Skip sleep to play mobile legends”, “Late in class because of playing

mobile legend”, and “Missed any deadlines of homework” was interpreted as “Sometimes” and

“Skip meal to play mobile legends”, “Feel sleepy in class”, and “Play mobile legends during class”,

was interpreted as “Never”.

Conclusion

1.Majority or 55 percent of the respondents were males with a frequency of 22 while 45

percent were females with frequency of 18. There are more male respondents than female.
2.Respondents are “strongly agree” on the positive mobile legends and academic

performance and “very often” on the negative mobile legends and academic performance.

Recommendation

In the light of the findings obtained from the conclusion the researcher recommends the

following:

1.Follow-up researchers must further study on other important factors on how to spend their time

between mobile legends and academic performance.

2.Parents should teach their child to do not spend their all-time in playing mobile legends, instead

of spending their all-time in playing mobile legends used their time in a good way like studying and

house chores.

3.Teachers should also teach their students to use their time between studying and playing mobile

legends.

LITERATURE CITED

Emano, G. K. A. (2018) Mobile Legends is arguably one of the most popular mobile games
currently being played. Retrived from: http://www.cram.com/essay/Thesis-
Draft/P3JRVRR3XC

Fox, J. (2018) Mobile Legends is arguably one of the most popular mobile games currently
being played. Retrieved from: http://psycnet.apa.org/search

Gomez (2019) Local Literatures and Studies. Retrieved from: http://www.bartleby.com/essay/The-


Effects-of-Online-Games-to-the-F36TQJ436YYS

Leung, J. (2006) social mobile games. Retrived from: http://eprint.umm.ac,id/38786/2/CHAPTER


%201.pdf

Petrova, K. (2006) Mobile gaming is an example of a mobile commerce (mCommerce). Retrived


from: http://academia.edu/36105197/Final_Research_Pastoral_Salazar_.pdf
SunStar (2018) National Literature and Studies. Retrived from:
http://www.academia.edu/29026191/THE EFFECT OF MOBILE PHONES ON
STUDENTS ACADEMIC PERFORMANCE

Tan, S. (2009) design as a collaborative game. Retrived from: http://psycnet.apa.org/buy/2000-


08135-012

APPENDIX A

Republic of the Philippines


Region VIII – Eastern Visayas
Commission on Higher Education
BILIRAN PROVINCE STATE UNIVERSITY-BILIRAN CAMPUS
Biliran, Biliran

July 2022

DR. NANETA M. PANIT, EdD


College Dean
Biliran Province State University - Biliran Campus
San Isidro Biliran, Biliran
Ma’am,
I Darius T. Sevillano a student of Biliran Province State University-Biliran Campus would
like to ask for your permission to allow me to distribute the survey questionnaire. This is in view of
my research paper entitled “MOBILE LEGENDS AND ACADEMIC PERFORMANCE OF SENIOR
HIGH SCHOOL”.
Your approval will be greatly appreciated.
Thank you and GOD Bless!

Sincerely yours,

DARIUS T. SEVILLANO
Researcher

Noted by:

JED PRIAM CERERA, ME NANETA M. PANIT, EdD


Research Adviser College Dean
APPENDIX B

Survey Questionnaire

NAME: YEAR & SECTION:

AGE: Gender:

Instruction: Answer the following question by writing the letter of your choice.

1. How many hours in a day do you spend in playing Mobile Legend?

a. Less than one hour

b. 1-2 hours

c. 3-4 hours

d. 5-6hours

e. 7 hours or more

Direction: Below are series of statements about playing Mobile Legends. There are

no right or wrong answers to these statements. Please indicate the degree to each

statement applies to you by checking whether you strongly agree (5), agree (4),

uncertain (3), disagree (2), strongly disagree (1).

STATEMENTS 5 4 3 2 1

1. Formulates
strategies and
multi-tasking

2. Enhance
creativity
3. Enhance
critical thinking

4. Improves
technological
abilities

5. Enhance
problem
solving and
logic

6. Formulates
hand and eye
coordination

7. Sharpen the
mind (brain
challenge)

8. Enhance
cooperation in
a team

9. Enhance
decision
making

10. Learning to
manage
resources that
are limited

Instructions: Please indicate the degree to each statement applies to you by

checking whether you do it all the time (5), very often (4), often (3), sometimes

(2), or never (1).

STATEMENTS 5 4 3 2 1

1. Skip class
to play Mobile
Legends

2. Skip sleep
to play Mobile
Legends
3. Skip meal to
play Mobile
Legends

4. Late in class
because of
playing Mobile
Legends

5. Feel sleepy
in class

6. Missed any
deadlines of
homework

7. Miss any
deadlines of
projects

8. Receive low
grades

9. Missed
schools

10. Play
Mobile
Legends
during class

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