Hunobnhsmloracad Action Research
Hunobnhsmloracad Action Research
Introduction
entertainment for people of all ages, but especially for teenagers. As internet
global scale. A well-known mobile game called Mobile Legend 5v5 MOBA released
games were often downloaded via the app store and the mobile operator's portal, but
occasionally the OEM or the mobile operator preloads games onto handheld devices
when they are purchased over Bluetooth, memory cards, infrared connections, or
share-it apps. People who would rather spend time alone with their phones than
strike up a conversation with a total stranger or spend valuable time with friends and
emergence of the internet makes it easy for modern society so that their life activities
depend on the internet network. As stated by Rani et al. (2020), spending time
playing Mobile Legends gaming can improve one's understanding of technology and
Based on the study of Anderson and Dill (2000), violent video games
provide a forum for learning and practicing solutions to conflict situations. As the
player learns and practices new aggression-related scripts that become more and
more accessible for use in real-life conflict situations arise. Furthermore, online
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games are for more than just amusement, according to a different study (Shaffer et
al., 2005). Online games, they say, may be used to experience new things, learn
new things, connect with others, and become a part of a virtual community and that
is why online games are hard to resist, particularly if it is only around our
environment.
online game in our country. Among the Hunob National High School learners, their
most favorite game, and the talk of the town by gamers was the online game, Mobile
Legend. However, parents and teachers were complaining about their playing habits
online and their time spent on their smartphones resulting to not getting the right
amount of sleep every night and cramming their schoolwork. As parents were
for academics were competing everyday with playing MLBB. Teachers were
complaining about students who keep playing ML in school even class hours or
during a short break and wouldn’t do their school task provided. This was reported
as CIGPs during SMEA conducted during the first and second quarters of school
year 2022-2023.
occasionally had the tendency to forget about crucial things like homework, eating at
To provide information for the issues and concerns of our parents, the
study would assess the effects of playing mobile legend online on the academic
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performance of Junior and Senior high school students of Hunob National High
School.
Conceptual Framework
OUTPUT
INPUT PROCESS
1. Demographic
profile
a. Age
b. Sex 1. Profiling
Propose a
c. Year Level 2. Survey Tool program entitled,
2. Gaming profile 3. Data “Playing
a. Time Spent Gathering Responsibly: An
Intervention to
playing at home and 4. Analysis and Mobile legend
at school interpretation Addiction.”
b. Reason for
Playing ML
c. Attitude of Playing
ML
3. Academic
Performance for SY
2021-2022
This study aimed to assess the effects of playing mobile legend online games
on the academic performance of Junior and Senior high school students of Hunob
4. What is the best plan of action that can be done after the obtained results?
Hypothesis
The study focused on the impact of playing mobile legend and to the
National High School. Specifically, the demographic profile (age, sex and year level),
their gaming profile (number of hours spent in playing ML at home and in school,
reasons for playing ML and their attitude of playing ML) and the respondents’
academic performance. In addition, the study assessed if playing mobile legend was
one of the reasons for academic problems and difficulty met by the respondents and
The researcher believed that the result of this study will help the
following assess the impact of playing Mobile Legend to the respondents’ academic
performance.
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Parents: This research will be an essential tool for them to be fully aware of their
child’s excessive use of gadgets and to be informed on how to limit their child’s time
Teachers: This research will aid their questions and curiosity on why some of their
students are not able to focus on the class, utilizing an effective classroom
management strategy to make learning fun and refrain students to play Mobile
Students: This research will give them ideas and information about the effects of
Mobile Legends on their academic performances, thus they need to manage time for
To the Future Researchers: This may serve as the basis for future research that will
Definition of Terms
Mobile Legend (ML) - refers to embedded, download app or networked games that
Academic Performance - refers to the result of the grade or average for the four
software.
owned by the Nurverse subsidiary that have of BytDance and based in Shanghai,
China.
Online Games - refer to games that are played over some form of computer
Related Literature
Mobile games are a type of video game that may be played on computers,
tablets, smartphones, and mobile phones, according to Techopedia (2018). With the
rise of Android phones in recent years, many game applications have been created
phones, mobile games are more popular and draw a lot of potential consumers who
want to purchase the phone to experience its features setting the trend for the next
generation of phones.
In the virtual world of Mobile Legend, players can choose character designs in
the virtual world will provide an array of chances for people to create their own
identities without having to worry about repercussions from society or hostility from
others (Tychsen et al., 2006). This feeling of releasing stress through the game and
to Dio (203), everyone needs to express their feelings and thoughts as such when a
Therefore, one way to release this depression pressure would be thought play online
games.
According to Granic et al. (2014), video games are like traditional games in
many ways and probably offer the same advantages as play in general. Both
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traditional and video games are essentially voluntary; they can have cooperative or
a safe space for the resolution of negative emotions; and games give players a
sense of control over just the right amount of unpredictability to feel intense pride
Various terms have been used to describe excessive use of online gaming
video game reliance. Nonetheless, researchers have frequently used the word
addiction. Moreover, Beng et al. (2013) found that behavioral addiction, which
Related Studies
authors received excellent feedback on their video games and internet games.
Based on the Shahriarpour and Kafi (2014) study's findings, games are both
enjoyable and instructive online games are highly realistic and require
Mobile Legends on smartphones, but she also pointed out some drawbacks, like a
decline in social contact and the development of several virtual personas. Students'
learning motivation tends to decline with increased game play, which has a
in class, especially to play games, can cause distractions and impair student
The mobile games that teens might tend to think about is its negative effect
first, like it could cause addiction (behavior) and might probably suffer their physical
health. Several studies in psychology have found that increased time spent on the
appropriately face to face with friends, peers, and family members including parents.
Studies revealed that the human brain is easy to destruct and one of the reasons is
level of change. The researchers were driven to investigate the effects of online
(2012) state that during the past ten years, an increasing number of educational
scientists have come to understand the diverse potential that mobile learning games
the game are crucial, citing findings from a 2008 study on media attention and
cognitive ability. One can anticipate a positive outcome if the content being digested
Anderson and Dill (2000) state that there is an inverse relationship or no correlation
between the gamer's academic performance and the number of hours playing.
Haidar (2022) added that School Guidance can conduct peer counseling to teach
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self-management skills and lessen the addictive nature of playing mobile legend
academic achievement and learning when used wisely. Students should balance
time and energy between playing mobile games and attending to their academic
Most people today associate poor academic achievement with playing internet
games. Studies conducted over time have produced varying conclusions while some
of them claim to be related to each other, others do not. Students frequently justify
the games they play by claiming to have learned something from them. On the other
hand, Yovanka (2011) suggested that playing games online could negatively impact
acknowledge that they would rather play games like Mobile Legends to put off doing
their assigned work. One consequence of playing online games so intensely is that
some people become indolent and lack priorities when it comes to their regular
task’s activities like finishing assignments and even motivates social behavior.
how their frequency and reasons of playing affects their academic performance. This
paper also aims to improve learning abilities as online games combined with abstract
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and complicated knowledge have the potential to transform the present passive input
Online Game Addiction” Project for the student gamers of Hunob National High
School. This will help them balance school and gaming online, becoming responsible
learners and children at home. The tools being used to document evidence will be
their academic performance for the quarter, anecdotal records from the teachers and
Research Design
gaming profile in Mobile Legend and the Academic performance among the students
The study was conducted at Hunob National High School located in Barangay
Guadalupe Carcar City. There were 367 high school students enrolled at the
institution with and 14 teachers. It is a public school with a 10,030 square meter total
land area.
Memorial National High School; nevertheless, on November 11, 2021, the school
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had received its School ID and now known as Hunob National High School. It is a
10-minute ride from Brgy Guadalupe proper via car or other vehicle.
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Figure 2 showed the map of Carcar City (above) and location of the research locale
(below). These photos were screenshots from google maps.
Table 1. Respondents
7 4 0 4
8 6 2 8
9 7 4 11
10 10 6 16
11 11 1 12
12 12 2 14
Total 50 15 65
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The respondents are selected from all levels (Grade 7,8,9,10,11 and
12). Data gathering was focused on four (4) from Grade 7, eight (8) for Grade 8,
eleven (11) for Grade 9, sixteen (16) for Grade 10, twelve (12) for Grade 11 and
fourteen (14) for Grade 12. In totality there are 65 students in the study.
authorities who were involved and needed to ask permission from the school head.
Once respondents were identified, researchers asked consent from parents of those
who are less than 18 years old and allowed those 18 years and above to fill in
consent form themselves. There was no pilot testing done since the research
adopted research tool and for the modifications made to suit the needs of the
themselves after an approval of the conduct of study by the School Principal. The
respondents were introduced, informed, and given an overview of the survey tool
they might answer. The researcher explained to the respondents that their
responses will be kept confidential; hence the name in the questionnaire is optional.
The study wasn’t used in any institution and utilized only on the school where
respondents’ locale of the study was. The questionnaires were used in gathering and
generating data to solve main problems and sub-problems and taking note of the
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responses. The data collected from the questionnaires will be statistically treated,
Research Instrument
research. The survey tool was about the demographic profile of the learners, their
First part of the survey tool provided the researchers about the age, sex, and grade
level while the second part was all about the gaming profile of the respondents which
included the number of hours spent in playing Mobile Legend in school and at home,
reasons for playing it and their attitudes towards the game. Lastly, the academic
performance of the respondents during the school year 2021 – 2022. The
questionnaire items were tested and validated by experts to determine the validity
and reliability. The researchers had acknowledged the various authors relating to the
respondents.
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These formulas were needed to interpret results from the attitude of playing
and direction of the relationship between two variables. In this study, this
The first part of this chapter deals with the profile of the respondents in
Most of the respondents on Table 2.1 spent 2 hours playing Mobile Legend in
school and at home. A Rakuten Insight poll performed in the Philippines in April 2022
revealed that 39 percent of internet gamers reported spending one to two hours on a
single gaming session (Statista, 2022). Whilst an average player logs 7.6 hours of
gaming every week, or slightly more than an hour per day (Severin, 2022). However,
it can be alarming for teachers wherein some of the respondents answering 4-6
As mentioned by Kaya et al. (2023) in their paper that addiction to online gaming has
been linked to several negative outcomes in the teen years, including poorer mental
Beranuy et al., 2020). Furthermore, respondents who were spending 4-6 hours of
playing even in school could be another problem teachers will be facing to which can
be inferred that even classes are going on, these learners were playing mobile
legend.
participants are most likely wanted to play Mobile Legend as a relief from stress.
According to Kuss and Griffiths (2012), the reason why teens play online games was
to have fun and because they want to feel relief during the hours, students tend to
enjoyment from it, eventually forgetting their assignments and issues. Most of the
young people reported being bored with their daily lives, especially their academics,
which is why they find joy in playing online games, which also happen to be
addicting. The second reason they played ML was boredom and as a trend among
their circle of friends which twenty-four (24) of them thought might be because they
find some of the school tasks boring or due to peer pressure. They felt stressed
doing the school tasks and rather play mobile legend instead.
INDICATOR WM SD INTERPRETATION
legend which means that even they enjoy playing it, they still don’t want to suffer
their academic performance. Although, they see ML as a stress reliever, on the other
hand, they also acknowledge the possible pros and cons of playing the games. As
they acknowledge these ideas parents and educators may observe a decline in
student performance at school along with poor grades like projects might not be
finished by them or submitted on time (Farillon et al., 2022). Results also showed the
same significant findings with the study of the Dumrique, D. and Castillo, J. (2018)
on Online Gaming: Impact on the Academic Performance and Social Behavior of the
students play games on weekends and vacations when they have more free time
than when they attend lessons because they understand that self-control is
AVERAGE INTERPRETATION f %
GRADE
90-100 Outstanding 4 6.15
85-89 Very Satisfactory 26 40
80-84 Satisfactory 31 47.69
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rating with General average between 80 – 84 which is thirty-one (31) of them, while
twenty-six (26) of them had “Very Satisfactory” with a general average between 85-
89. The above findings clearly showed that our respondents didn’t feel the impact
their academic performance seriously for they know how to restrict themselves
(Dumrique, D. & Castillo, J. 2018) from overly addictive to playing mobile games.
Santos (2020) noted that while the number of students becoming addicted to playing
Alarming as it says that these students whose general average is 75-79 should be
given extensive intervention while those general average of 80 – 100 could undergo
the recommended intervention to help them teach how to balance time for school
Table 4 showed the results of the relationship of gaming profile and academic
performance were not significant to hours spent playing ML whether at home and in
school and the attitudes on playing ML while their reasons for playing ML was
significant.
Hours spent at home and school has weak and negative correlation which
means the higher the number of hours spent in playing mobile legend at home and in
school, the lower is the academic performance or vice versa. Literally, it means that
when they utilize their time more on playing ML, they might have less time doing
their schoolwork. Even if they played ML at school at an average of two hours, given
that they don’t have free time because of the two-shift schedule becomes alarming to
teachers. It could mean that even class hours they are still playing ML. In addition,
their attitude in playing ML shared the same status, as this means if their desire to
play ML was greater than that of getting better in academics, then the respondents
When students left their academics unchecked and playing ML became the
habit, then they would procrastinate. The same findings were true with the Mubarak
et al. (2022) study that academic procrastination is correlated with the intensity of a
The students’ reasons for playing mobile legend showed strong and positive
relationships which means, their purpose mainly was to relieve from stress of school
tasks. This could imply that respondents playing ML find this online game their safe
space and that they viewed it the expression of their feelings and emotions that they
can’t express. On the other hand, students might slack off and would play Mobile
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Legends instead because they were too relaxed causing them to put off doing their
assigned work initially. Their inability to prioritize when performing everyday tasks,
made them too passive when performing excessively out chores, like finishing them,
Summary of Findings
Table 2 revealed that the respondents played an average of 2 hours a day at school
and at home, to relieve from stress and had less favorable attitude towards Mobile
Legend.
Table 3 showed that most of the ML players had Satisfactory rating for SY 2021-
2022.
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Table 4 presented weak and negative the correlation to hours spent on playing
mobile legend and their attitude towards the game to academic performance while it
Conclusion
the playing mobile legend to students were affected primarily by their reasons of
playing the game. When they think that ML had relieved them from stressors, they
tend to slack off from their academic responsibilities as such their academic
performance suffers in return. Moreover, their number of hours spent in playing the
game and their attitude towards it makes it more difficult for them to focus more on
Recommendation
lessen the students’ addiction to mobile legend. Based on the data, we can conclude
that the students at Hunob National High School understand the value of academics
1. For better concentration on their academic work and to reduce the risk of
addiction, students should play Mobile Legends during their free time.
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2. Considering the findings of the study, which show that mobile games can cause
some students to have low or falling grades, the school should inform the parents
3. Students need to engage in some recreational activities during their free time.
ACTION PLAN
The researcher will inform the school principal and teachers on the result of this
study. The result will serve as basis by other teachers whether the intervention which
is “Playing Responsibly: Intervention to ML Addiction program may be used in
making mobile legend game as educational tool to enhance academic performance.
Books and
other
Resources
Prepare and First Proponent, Bond paper, MOOE Approved
submit proposal Semester School printer action research
for approval Principal proposal
Communicate First Proponent, Bond paper MOOE List of JHS and
with JHS and Semester JHS and Ballpen SHS learners
SHS learners SHS
who can be our learners
possible
respondents
IMPLEMENTATION PLAN
Disseminate, Second Proponent, Permit to MOOE Reproduced
conduct, and Semester Respondent Survey, resource tools,
analyze survey s Survey tabulated
questionnaires questionnaires survey results
for selected
participants
Disseminate, Second Proponent, Permit to MOOE Reproduced
conduct, and Semester Principal, survey, resource tools,
analyze survey Students Survey tabulated
questionnaires questionnaires survey results
for selected
participants
Assess the Second Proponent Bond papers, Personal Tabulation of
results, analyze, Semester printer, budget, results,
and interpret statistical tools MOOE analysis of data
data
Oral Defense - Second Proponent, Conference, MOOE Attendance
Report the Semester Principal, notes, simple sheets, minutes
results to Teachers as snacks of meeting
Research panelist
Coordinator,
Research
panelists and
the principal
Tabulate and Second Proponent Bond papers, MOOE Final action
put in graphs Semester printer, notes research draft
and/or charts
the necessary
output
POST-IMPLEMENTATION PLAN
Prepare and Second Proponent Bond papers, MOOE Final action
submit action Semester printer research
plan for the manuscript
recommendation
of “Playing
Responsibly:
Intervention for
27
ML Addiction
Program”
Communicate Second Proponent, Copy of the Other Minutes of
the research Semester and other results/write- source of meeting/
results to stakeholders up fund assembly
respective
persons
Implement the Second Proponent/ Letter MOOE Approved
proposal Semester Researcher, Request for action research
recommended School the Approval proposal,
intervention Guidance of the program Letter Request
““Playing Advocate, and Program
Responsibly: Principal Proposal which
Intervention for includes
ML Addiction activities ML
Program” Tournament
held on Youth
Week and
policies on
Smartphone
use during
class hours
b.2. What are your reasons for playing Mobile Legend? (Check all that apply.)
_____Entertainment
_____Boredom
_____Stress relief
_____On trend with friends
_____Want to compete.
_____Others, please specify
b.3. What is your Attitude on playing Mobile Legend given the following
questions? Rate yourself from 1-5. Check your preference per number.
5 – Highly Favorable
4 – Favorable
3 – Moderately Favorable
2 – Less Favorable
1 – Unfavorable
What is your Attitude on playing Mobile Legend given the following questions?
5 4 3 2 1
Highly Favorabl Moderately Less Unfavorable
Indicator
Favorable e Favorable Favorabl
e
1.I prefer to play Mobile
Legend rather than go out
with classmates to have a
group study.
2.I cannot do my
assignments in school on
time because of playing
Mobile Legend.
3.I cannot attend classes
on time because of playing
Mobile Legend.
4.I have a low grade in most
of my subjects because of
playing Mobile Legend.
5.I spent a lot of time of
playing Mobile Legend.
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