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Hunobnhsmloracad Action Research

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Hunobnhsmloracad Action Research

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© © All Rights Reserved
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1

THE PROBLEM AND ITS BACKGROUND

Introduction

Online gaming had quickly grown in popularity as a kind of

entertainment for people of all ages, but especially for teenagers. As internet

connectivity continued to increase, it is becoming a regular source of leisure on a

global scale. A well-known mobile game called Mobile Legend 5v5 MOBA released

on July 14, 2016, by Shanghai Moonton technologies, a Chinese developer. Mobile

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

family are all around us.

In the development of digital technology, especially the development of

new media, there is simultaneous communication technology exposure. The

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

present chances to socialize with others worldwide.

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
2

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.

We were aware that Mobile Legends is the most widely regarded

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

becoming apprehensive on their learners’ academic performance because their time

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.

The benefits and downsides were reiterated in various studies, Mobile

Legend may broaden horizons in terms of creativity and interpersonal interactions

and reduces tension while improving mental abilities. On the downside, we

occasionally had the tendency to forget about crucial things like homework, eating at

the appropriate times, and engaging in physical activity or exercising.

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
3

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

Fig.1 Framework showing the perimeter of the study

Statement of the Problem

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

National High School year 2021-2022 as the basis to propose a “Playing

Responsibly: An in intervention to Online Game Addiction” Project. This study sought

to answer the following queries:

1. What is the gaming profile of the respondents in terms of:

1.1. Number of hours playing mobile legend

1.2. Reason of playing Mobile Legend


4

1.3. Attitude towards playing Mobile Legend

2. What is the academic performance of the respondents?

3. Is there a significant relationship between the respondents gaming profile and

their academic performance?

4. What is the best plan of action that can be done after the obtained results?

Hypothesis

Ho : There is no significant relationship between respondents gaming profile and

their academic performance.

Scope and Delimitation

The study focused on the impact of playing mobile legend and to the

academic performances of Junior and Senior High School students of Hunob

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

doesn’t describe the extent of the problem as it is.

Significance of the Study

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.
5

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

in playing mobile legend.

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

Legend during class hours.

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

school and their hobbies.

To the Future Researchers: This may serve as the basis for future research that will

be conducted in relation to the long term effects of playing Mobile Legend to

learners’ academic performance.

Definition of Terms

Mobile Legend (ML) - refers to embedded, download app or networked games that

many students are addicted to it.

Academic Performance - refers to the result of the grade or average for the four

quarters and efforts exerted by the student.

Original Equipment Manufacturer (OEM) - refers to been sold to hardware and

software.

Moonton - refers to a Chinese multinational video game developer and publisher


6

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

network most often the internet.

Game Addiction - a condition indicated by severely reduced control over gaming

habits, resulting in negative consequences in many aspect of your life.


7

REVIEW OF RELATED LITERATURE AND STUDIES

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

especially for Android smartphones due to the advanced technology in these

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

being free from judgement of others or being embarrassed by their appearance in

cyberspace, so interaction and engagement can occur without hesitation. According

to Dio (203), everyone needs to express their feelings and thoughts as such when a

person cannot express herself or himself adequately, he or she is depressed.

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
8

traditional and video games are essentially voluntary; they can have cooperative or

competitive objectives; players immerse themselves in made-up worlds that provide

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

and deep satisfaction when difficult goals are ultimately accomplished.

Various terms have been used to describe excessive use of online gaming

based on differing theoretical framework like pathological gaming, addiction, and

video game reliance. Nonetheless, researchers have frequently used the word

addiction. Moreover, Beng et al. (2013) found that behavioral addiction, which

includes addiction to online gaming, shares many characteristics with substance

addiction, such as chronicity, relapse withdrawal, tolerance, genetic contribution, and

neurobiological mechanism responsiveness to therapy.

Related Studies

While the students studied stress-free and without a dictionary, several

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

communication skills to advance, which increases the students' motivation.

However, Mawalia (2020) emphasized the simplicity of use and availability of

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

detrimental effect on their academic achievement. Furthermore, using a phone while


9

in class, especially to play games, can cause distractions and impair student

performance. (How Does Playing Mobile Legends Affect Students Academic

Performance | 5 Answers from Research Papers, n.d.).

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

internet can lead to a negative impact on a person's ability to communicate

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

playing mobile games.

The educational system is urged to follow the current changes in a continual

level of change. The researchers were driven to investigate the effects of online

gaming on students' academic performance and its consequences. Schmitz et al.

(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

offer as a teaching and learning tool.

However, Schmidt and Vandewater (2008) state that content or materials on

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

is positive. It is reasonable to anticipate bad outcomes if the content is negative.

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
10

self-management skills and lessen the addictive nature of playing mobile legend

games, which will boost academic achievement.

Synthesis of Reviewed Materials

It ss crucial to remember that mobile devices, including games, can improve

academic achievement and learning when used wisely. Students should balance

time and energy between playing mobile games and attending to their academic

obligations, parents and instructors must provide guidance to children.

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

students' achievement motivation and lead to a decline in academic performance.

In addition, Mubarok, et. al (2022) emphasized that many students

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.

After assessing the student’s academic performance of mobile gamers and

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
11

and complicated knowledge have the potential to transform the present passive input

education paradigm and increase student interest and learning effectiveness.

This research will propose a “Playing Responsibly: An in intervention to

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

feedback from parents.


12

RESEARCH METHOD AND PROCEDURES

Research Design

The descriptive correlational research design was utilized to establish an

association between variables clarifying the relationship between the respondents

gaming profile in Mobile Legend and the Academic performance among the students

of Senior and Junior High School of Hunob National High School.

Locale of the Study

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.

On June 10, the school was formed as an extension to Maximino Noel

Memorial National High School; nevertheless, on November 11, 2021, the school
13

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.
14

Figure 2 showed the map of Carcar City (above) and location of the research locale
(below). These photos were screenshots from google maps.

Population and Sampling Techniques

All JHS and SHS ML players will be purposively selected as

participants. Purposive sampling, also known as judgmental, selective, or subjective

sampling, is a type of non-probability sampling technique. There are 366 students in

the population of Hunob National High School.

Table 1. Respondents

GRADE LEVEL MALE FEMALE N

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
15

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.

Data Gathering Procedure

First, researchers prepared the research instruments then identify the

authorities who were involved and needed to ask permission from the school head.

Next, researchers determined the samples size and corresponding respondents.

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

instrument is an adopted tool. Furthermore, the researcher sent consent to use an

adopted research tool and for the modifications made to suit the needs of the

respondents and the research environment.

Then, the distributions of the instruments were done by the researchers

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
16

responses. The data collected from the questionnaires will be statistically treated,

interpreted, discussed, and analyzed.

Research Instrument

A researcher-adopted questionnaire was used to gather data for this

research. The survey tool was about the demographic profile of the learners, their

gaming profile of the respondents and academic performance of the respondents.

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

study in the bibliography.

Statistical Treatment Analysis

The researcher utilized statistical techniques to analyze the results of quantitative

questions. The following are the statistics to be used:

1. Frequency and Simple Percentage This is used to interpret data on the

demographic profile, gaming profile and academic performance of the

respondents.
17

2. Weighted Mean and Standard Deviation – mean is an average computed

by giving different weights to some of the individual values while standard

deviation is a measure of how dispersed the data is in relation to the mean.

These formulas were needed to interpret results from the attitude of playing

ML and academic performance of the respondents.

3. Pearson correlation coefficient (r) is the most common way of measuring a

linear correlation. It is a number between –1 and 1 that measures the strength

and direction of the relationship between two variables. In this study, this

statistical analysis tool help determine the relationship of the respondents

gaming profile and their academic performance.

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

The data were collected, tabulated, and statistically interpreted in order

to generate conclusions about the problems presented.

The first part of this chapter deals with the profile of the respondents in

terms of their gaming profile.

Table 2. Gaming Profile of the Respondents

Table 2.1 Respondents Number of Hours Playing Mobile Legend

Hours in Playing ML At School At Home


(on daily basis) f % f %
6 hours 5 7.69 13 20
4 hours 7 10.77 23 35.38
2 hours 53 81.54 29 44.62
18

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

hours of playing ML daily. This information could be considered as gaming addiction.

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

health, increased psychoticism, anxiety, and depression, strained family

dynamics, lower quality of life, a rise in social anxiety, a decrease in academic

performance, and an improvement in sleep deprivation (De Pasquale et al., 2020;

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.

Table 2.2. Reason for Playing Mobile Legend

Reason for playing ML f %


Stress relief 25 38.46
Boredom 24 36.92
On trend with friends 24 36.92
Entertainment 12 18.46
Want to compete 10 15.38
Others, please specify 0 0
19

The survey results in Table 2.2 showed a significant result on why

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

feel stressed due to loads of schoolwork. Teenagers experience happiness and

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.

Table 2.3. Attitude towards playing Mobile Legend

INDICATOR WM SD INTERPRETATION

1. I prefer to play Mobile Legend rather 2.46 2.25 Less Favorable


than go out with classmates to have a
group study.
2. I cannot do my assignments in school on 1.95 1.82 Less Favorable
time because of playing Mobile Legend.
3. I cannot attend classes on time because 1.55 1.36 Unfavorable
of playing Mobile Legend.
4. I have a low grade in most of my 1.78 1.61 Unfavorable
subjects because of playing of playing
Mobile Legend.
5. I spent a lot of time of playing Mobile 2.26 2.16 Less Favorable
Legend.
6. I got a lot of friends because of playing 3.28 3.04 Moderately
Mobile Legend. Favorable
7. I play Mobile Legend as my spiritual 3.15 2.94 Moderately
20

sustenance in a time that I am lonely. Favorable


8. I play Mobile Legend to relax because of 2.78 2.51 Moderately
study pressure Favorable
9. I have less sleep because of playing 2.32 2.20 Less Favorable
Mobile Legend.
10. I think playing Mobile Legend has 2.69 2.47 Moderately
increased my self-confidence. Favorable
Overall mean 2.42 2.29 Less Favorable
Notes: 1.00 – 1.81 Unfavorable; 1.82 – 2.60 Less Favorable; 2.61 –3.40 Moderately Favorable; 3.41
–4.20 Favorable; 4.21 –5.00 Highly Favorable

In Table 2.3, respondents have less favorable attitude in playing Mobile

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 in Polytechnic University of the Philippines Laboratory High School where

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

necessary for them to perform well in class.

Table 3. Academic Performance of ML Players

AVERAGE INTERPRETATION f %
GRADE
90-100 Outstanding 4 6.15
85-89 Very Satisfactory 26 40
80-84 Satisfactory 31 47.69
21

75-79 Fairly Satisfactory 4 6.15


below 75 Did not Meet Expectation 0 0.00
Note: Mean–85.3, SD –3.55 (Satisfactory)

Results showed on Table 3 where most of the ML players had “Satisfactory”

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

mobile games is concerning, student performance can be strengthened and

improved by providing significant intervention to control students' internet access.

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

and for playing mobile games.

Table 4. Correlation of Gaming Profile and Academic Performance

GAMING PROFILE ACADEMIC PERFORMANCE


(MOBILE LEGEND)
r - value p - value Interpretation
Hours Spent Playing Mobile Legend
At School -0.19 0.13 Insignificant
At Home -0.08 0.53 Insignificant
Reason Of Playing Mobile Legend 0.7301 0.161 Significant
Attitudes On Playing Mobile Legend -0.24 0.054 Insignificant
22

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

might drop out from school or worst, failure might be an option.

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

student's mobile legends gameplay; on the other hand, a student's academic

procrastination is inversely correlated with the intensity of their gameplay.

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
23

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,

and even promotes acting aloof (Mubarak et al., 2022).

SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

Summary of Findings

Table 1 showed that there were 65 ML pro players in the school.

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.
24

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

is significant to the reasons of playing ML or strong, positive correlation.

Conclusion

In light of the findings, the following conclusion is drawn, the effects of

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

their studies instead.

Recommendation

According to the study's findings, the following suggestions are meant to

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

over mobile games, however, we may propose a “Playing Responsibly: An in

intervention to Online Game Addiction” Project.

Besides that, we have a recommendation for the entire school community.

1. For better concentration on their academic work and to reduce the risk of

addiction, students should play Mobile Legends during their free time.
25

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

about their child's academic performance.

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.

I. Action Research Work Plan and Timelines

The following table emphasizes the short but concrete information.


ACTIVITIES TIME PERSON/S RESOURCES SOURC MEANS OF
FRAME INVOLVED NEEDED E OF VERIFICATION
FUND
PRE-IMPLEMENTATION PLAN
Prepare First Researchers Laptop MOOE Research
Research Semester and Printer Proposal
Proposal Research Internet
Adviser Connection
26

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

Republic of the Philippines


Department of Education
Region VII, Central Visayas
DIVISION OF CARCAR CITY
HUNOB NATIONAL HIGH
SCHOOL
Hunob, Guadalupe, Carcar
RESEARCH City, Cebu
INSTRUMENT
General Instructions:
Good day! We are researchers from Senior High School. The purpose of this survey is to
find out Demographic and Gaming Profile for Mobile Legend as well as your Academic
Performance. Filling in your names are optional, and we will be assigning codes for data
analysis and interpretation. Your responses are anonymous, and you can skip any questions
you are not comfortable with. Thank you for your participation.
Directions: Fill in the information below.
Name (optional): ____________________________________________________
a. Respondent’s Academic Performance
_______ General Average for Previous School Year
28

Directions: Check your preference of the following questions.


b. GAMING PROFILE OF THE RESPONDENTS
b.1. Number of hours spent on playing Mobile Legend
At School: At Home:
_________6 Hours _______6 Hours
_________4 Hours _______4 Hours
_________2 Hours _______2 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

See back portion of the


questionnaire……………………………………………………………………………..

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.
29

6.I got a lot of friends


because of playing Mobile
Legend.
7. I play Mobile Legend as
my spiritual sustenance in a
time that I am lonely.
8.I play Mobile Legend to
relax because of study
pressure.
9.I have less sleep because
of playing Mobile Legend.
10.I think playing Mobile
Legend has increased my
self confidence

Thank you for time and effort in participating our survey!

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