PR 1
PR 1
The impact of Mobile Legends on Time management and productivity among grade 11
HE students
I.Introduction
Mobile gaming has become a huge part of student life, with Mobile Legends: Bang Bang
being one of the most popular choices among high school students (Garcia & Lee,
2023). This multiplayer online battle arena (MOBA) game requires teamwork, strategy,
and, most importantly, time. While gaming can be a fun and even social activity,
spending too much time on it can impact a student’s ability to manage their time well,
which in turn affects their productivity (Johnson, 2022).
This study aims to explore how Mobile Legends affects the time management and
productivity of Grade 11 HE students. It will look into whether playing the game too
much causes distractions, delays in school tasks, or inefficiency in completing
responsibilities. By understanding students’ gaming habits and their impact on academic
and practical work, this research hopes to provide insights into how mobile gaming
influences student performance.
According to (Ahmad Yudi Saputra et al. 2022) The rapid advancement of digital
technologies in the 4.0 era has significantly influenced the educational landscape,
particularly with the growing popularity of games like Mobile Legends. This study
investigates the potential impact of Mobile Legends on negative behaviors, specifically
bullying, among primary school students. It examines the relationship between the
frequency of playing Mobile Legends and negative behaviors, such as verbal
aggression, in Indonesian primary school students.
The findings of this study will be useful not just for students, but also for teachers and
parents, in helping young people balance their gaming habits with their responsibilities.
It will also offer recommendations on how students can enjoy gaming without
compromising their education and productivity.
The rapid rise of mobile gaming, particularly Mobile Legends, has significantly
influenced the daily routines of students, potentially affecting their time management
and productivity. This study seeks to explore how Mobile Legends impacts the ability of
Grade 11 Home Economics (HE) students to allocate their time effectively between
academic responsibilities, household tasks, and personal development.
2. How does the time spent playing Mobile Legends affect their ability to complete
academic tasks, practical coursework, and other responsibilities?
This research sheds light on the impact of Mobile Legends on time management and
productivity among Grade 11 Home Economics (HE) students. By understanding the
influence of mobile gaming on student behavior, this study aims to offer meaningful
solutions that encourage responsible gaming while maintaining academic and personal
efficiency.
2. Teachers: Provides educators with insights into the gaming culture of students,
helping them design innovative learning approaches that integrate digital engagement
without compromising productivity and academic performance.
3. Parents: Equips parents with knowledge about the effects of Mobile Legends on their
children’s time allocation and productivity. It helps them establish balanced routines that
foster responsible gaming while ensuring academic success.
4. School Administrators: Offers data-driven insights to help school officials create
policies that promote digital wellness, responsible technology use, and effective time
management strategies among students.
1. For Students – This study provides insights into how Mobile Legends influences their
time allocation and productivity. By recognizing both positive and negative effects,
students can develop better self-discipline, time management skills, and responsible
gaming habits.
2. For Teachers – The study helps educators understand how mobile gaming affects
student engagement, focus, and task completion. This knowledge can assist in creating
strategies to improve student participation and productivity in both academic and
practical coursework.
3. For Parents – This research informs parents about the extent to which Mobile
Legends affects their children’s daily routines, helping them establish balanced screen
time guidelines and encourage responsible digital consumption.
4. For School Administrators – The study provides school officials with data to guide the
implementation of policies and programs that promote digital wellness, responsible
gaming, and effective time management strategies among students.
Scope of the Study
This research examines the impact of Mobile Legends on the time management and
productivity of Grade 11 Home Economics (HE) students. It aims to understand how
gaming habits affect students’ ability to manage their academic tasks, household
responsibilities, and other commitments effectively. The study will analyze the frequency
and duration of gameplay, its effects on students’ ability to meet deadlines, and whether
it contributes to improved multitasking skills or leads to procrastination.
Furthermore, the research will explore the correlation between gaming and students’
cognitive functions, such as decision-making, focus, and time allocation (Anderson &
Dill, 2000; Gentile et al., 2011). By assessing both positive and negative impacts, the
study seeks to provide insights into how gaming influences the overall academic
performance and personal development of students. Only Grade 11 HE students from a
selected school will be included in the study, limiting its generalizability to other
academic tracks or age groups.
The findings will serve as a basis for educators, parents, and policymakers to develop
guidelines for responsible gaming practices among students. Additionally, the study may
contribute to existing literature on the effects of mobile gaming on time management
and productivity (Granic et al., 2014).
References
Anderson, P., & Kim, L. (2020). The effects of mobile gaming on student productivity.
Journal of Educational Research, 45(3), 123-135.
Garcia, M., & Lee, R. (2023). Mobile Legends and its impact on student behavior.
International Journal of Game Studies, 12(2), 67-80.
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings,
and behavior in the laboratory and in life. Journal of Personality and Social Psychology,
78(4), 772–790.
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011).
Pathological video game use among youths: A two-year longitudinal study. Pediatrics,
127(2), e319–e329.
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games.
American Psychologist, 69(1), 66–78.