Mobile Legends and Academic Performance of Senior High School Students
Mobile Legends and Academic Performance of Senior High School Students
STUDENTS
SEVILLANO, DARIUS T.
2023
Chapter I
INTRODUCTION
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
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
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
3. What are the effects of playing mobile legends as perceived by the students?
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
To the Parents. This study will help the parents to have enough knowledge about the academic
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
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
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
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
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
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
Research Respondents
In this study, 40 respondents of Biliran National Agricultural High School (Senior High
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.
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
Level Interpretation
4 Very often
3 Often
2 Sometimes
1 Never
CHAPTER IV
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.
TABLE I
AGE OF THE 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
TABLE II
SEX OF THE RESPONDENTS
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
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
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
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
and multi-tasking
thinking
technological abilities
eye coordination
(brain challenge)
in a team
making
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
presents the negative questions about mobile legends and academic performance.
TABLE V
POSITIVE QUESTIONS ABOUT MOBILE LEGENDS AND ACADEMIC
mobile legends
mobile legends
because of playing
mobile legends
deadlines of
homework
of projects
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
This chapter summarized the major findings of the study which were the bases for the
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
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
“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”,
Conclusion
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
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
APPENDIX A
July 2022
Sincerely yours,
DARIUS T. SEVILLANO
Researcher
Noted by:
Survey Questionnaire
AGE: Gender:
Instruction: Answer the following question by writing the letter of your choice.
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),
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
checking whether you do it all the time (5), very often (4), often (3), sometimes
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