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Grade 12 Research
Grade 12 Research
Grade 12 Research
Introduction
Billion of people worldwide are playing video games and as times goes by, the
number is increasing because of the fast growing portable devices like Android – powered
and iOS devices, and social networking websites like Facebook (Liu et al. 2013). People
play video games for a number of reasons, stress relief, challenge and competition,
relaxation, enjoyment, social interaction and even mentally escaping from the real world
or portable media player. Today, mobile games are usually from app stores as well as from
The researchers gathered data on students behavior towards playing mobile legends
among the grade 11 students of Father John Karash Memorial High School during the
Most of the students in Father John Karash Memorial High School were playing
Behavior refers to the way in which someone conducts oneself or behaves that
When you hear about the effects of mobile games you tend to think about the
negative effects first. Like the fact that they’re causing addiction, in behavior and in health
mostly among the students of Father John Karash Memorial High School. These days, we
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are surrounded by people who want to spend their time alone with their mobile phones
instead of making conversation with other people or having quality time with their families
and friends. And mobile games consume more and more of our time each day. But think
of it, playing mobile games also have a positive effects to the players of it especially on
Technology Co. Ltd and Shanghai Mulong Network and Technology Co. Ltd in July 11,
2016 wherein it’s a game designed only for mobile phone users. Mobile legend is very
popular and in demand from various circles from teenagers to adults. This game is very
popular in Asia as many as one hundred million accounts and still counting are known to
online game, the players are dominated by teenagers and early adults aged 15-25 years. In
online games especially in Mobile legend, players can interact with each other to
communicate and give ideas. There are features to support their communication which are
called chat room. Here, the players can chat with their team or enemy. Therefore, they are
usually using a lot of emerging special languages that are used in mobile legend game,
called as register.
associated with social groups. Through register, a community can be discern with another
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Statement of the Problem
The study aimed to determine the students behavior towards playing mobile legends
among the grade 11 students of Father John Karash Memorial High School during the
1.1 Age
1.2 Gender
2. What are the effects of playing mobile legends to the students in terms of:
2.1 Interest
2.3 Home-related
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Conceptual Framework
The figure 1 represents the research paradigm of the study wherein in the input
contains some information about the students behavior towards playing mobile legends
among the grade 11 students of Father John Karash Memorial High School during the
On the other hand, the process of the study is done with the aid of questionnaires,
descriptive survey and statistical treatment of data. After gathering all the informations and
data needed the results of their study will be presented in statistical treatment such as table
showing the percentage on how the respondents answer each and every question.
In the output of the study, the researchers found out that the students behavior
towards playing mobile legends were really affected. The outcomes are revealed by
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Research Paradigm
JOHN KARASH
MEMORIAL HIGH
Figure 1. Research Paradigm shows the input, process and output of the study .
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Significance of the Study
The study will provide important information about the students behaviour towards
playing mobile legends among the grade 11 students. It could be a useful tool of help to
The result of the study will help student entering college education because it will
served as the basis that they must avoid for them to study well.
To mobile legends players, it will helped them know that there were effects of
To students, it will give them ideas and information about the effects of playing
To teachers, it will served as their guideline for them to understand well their
To parents, because they can learn a lot about the impacts of playing mobile legends
To future researchers, the study will provide baseline data needed for future
The study involved 45 samples from the Grade 11 students in Father John Karash
Memorial High School during the school year 2019 – 2020. The study focused on the
profile of the respondents such as age, gender and the students behaviour towards playing
mobile legends.
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Definition of Terms
statistical study
Survey – it refers to the collection of data attained by asking individuals or question either
in person or on paper
something
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CHAPTER II
This chapter presents the related literature and studies after the thorough and
Gaming Addiction
The WHO will publish the next revision of its manual – the International Classification of
Diseases (ICD-11) – by mid-2018 and gaming disorder has been included in the draft for
The gaming frequency and the amount of time spent on playing video games have
been studied for years frequently in association with gaming addiction (Daniel Luke King
2012; Ko et al. 2009), psychological constructs (e.g., self-concept clarity, self-control, and
flow) (Khang et al. 2013; Lee et al. 2012), negative consequences (e.g., missing school
work) (Hellstrom et al. 2012), and even academic performance or learning outcome (Furio
and academic performance among 713 students. The study found that frequent gamers,
who spend more than 2 hours per day playing video games, performed less well than
infrequent gamers. Hellstrom et al. (2012) examined the relationship between gaming time,
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online role-playing games. They recruited 7,757 Swedish adolescents and had them
completed a questionnaire and found that time spent on gaming was related to negative
consequences, e.g., “less sleep due to gaming.” Ventura et al. (2012) constructed an online
survey with 252 undergraduate students and a positive indication was found between video
gameplay and academic performance. That is, students who spent 11-50 hours playing
video games had significantly higher GPAs than students who spent 0-10 hours playing
video games.
Types of gamers are associated with the frequency and amount of time a player has
spent on playing video games. However, the segmentation between types of gamers has
Two types of gamers, casual and hardcore gamers, have been growing rapidly in
recent years. Kuittinen et al. (2008) discussed the characteristics and differences between
casual and hardcore gamers. For example, hardcore gamers play extremely competitive
games and require a much higher degree of involvement than casual gamers.
A game genre, a type of games, is classified based on how gamers interact with a
game. For example, an action game, e.g., first-person shooters, usually involves physical
challenges, which requires gamers to react to the game scenario swiftly to achieve goals or
to overcome obstacles. The first book dedicated to computer and game design is the Art of
Ventura et al. (2012) investigated the relationship between video gameplay, game genre
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preference, personality, and GPA with 319 university students. Both positive and negative
relations were found between video game genre preference and academic performance. For
example, two significant negative correlations to GPA are social media and shooter types
of game. In addition, Ip et al. (2008) found that the number of genres played is associated
with academic performance in examination. That is, gamers who play four or more game
The electronic devices or systems used to play video games are called video game
platforms. The well-known gaming platforms include personal computers, consoles, e.g.,
Nintendo’s Wii, Sony’s PlayStation, and Microsoft’s Xbox, and even mobile devices, e.g.,
Android-based and iOS devices. Appel (2012), conducted a study to examine the
association between adolescents’ computer and Internet activities and computer literacy,
knowledge and skills to complete tasks with a computer technology. Two hundred
analyses were conducted. The study found that an increase in video game playing on a
anxiety and behaviour to gain possible rewards or avoid punishment (Timpano et al. 2013).
self-control because of lacking awareness and attention to behaviour. Khang et al. (2013)
found that self-control affected users’ flow and addiction in mobile phones, internet, and
even video games. A detailed distinction of those psychological factors is beyond the scope
of this study; however, it is worth including the factors into our survey questions.
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CHAPTER III
METHODOLOGY
In this chapter, the researchers presented the method and the instruments used to
Research Method
The researchers utilized the descriptive method adopting the survey method is
The survey method was adopted to facilitate this study. According to Mauly (1994),
phenomenon in its “natural setting” while descriptive research method is oriented toward
In the study, the researchers attempted to describe the respondents profile and the
students behavior towards playing mobile legends among the grade 11 students of Father
John Karash Memorial High School during the school year 2019-2020 where in all data
The total population of grade 11 students of Father John Karash Memorial High
School were 105. The study used 45 students for the survey.
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Sampling Procedure
Out of 105 grade 11 students of Father John Karash Memorial High School, 45
The study was conducted at Father John Karash Memorial High School involving
Research Instrument
information. The questionnaire was divided into two parts. Part 1 contained the background
information of the respondents, while part 2 elicited data on the students behavior towards
playing mobile legends among the grade 11 students of Father John Karash Memorial High
converted to percentage.
In analysing the profile of the respondents, statistical treatment like frequency and
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CHAPTER IV
In this chapter, the data gathered by the researchers were tabulated, analyzed and
interpreted.
Profile of the Respondents
Table 1 shows the majority with 25 or 55.56 % of the respondents were 16 years old
15 5 11.11%
16 25 55.56%
17 15 33.33%
TOTAL 45 100%
Table 2 shows that the majority of 24 or 53.33% of the respondents were female while
Male 21 46.67%
Female 24 53.33%
TOTAL 45 100%
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Table 3 shows the answer of the respondents the majority with 2.11, 2.33 and 2.04
or rank 1 answer sometimes on the statements 1,2 and 3 . And the least with 1.8 or rank 2
Table 3. Interest
Table 4 shows the answer of the respondents the majority with 2.04 or rank 1
answer sometimes on the statement 1. And the least with 1.47, 1.67 and 1.58 or rank 2
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Table 4. Personal Conditions
Table 5 shows the answer of the respondents the majority with 2.33 and 2.42 or
rank 1 answer sometimes on the statement 1 and 2. And the least with 1.82 or rank 2 answer
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Table 5. Home-related
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CHAPTER V
This chapter covers the summary of the study, findings and conclusions derived
there from, and the recommendations offered based on the findings and conclusions.
Summary
The study attempted to find out the students behavior towards playing mobile
legends among the grade 11 students of Father John Karash Memorial High School during
the school year 2019-2020. Specifically, it aimed to describe the students profile in terms
samples of students in Father John Karash Memorial High School. The researchers have
searched related literature through the internet to find information about their topic.
The study revealed that the majority of the students were 16 years old with 25 or
55.56% and dominated by females with 24 or 53.33%. All of the respondents were in grade
11. This study revealed that the students behavior towards playing mobile legends among
the grade 11 students were all of the given statements in the questionnaire. Almost all of
the students were playing mobile legends and most of them were boys. And the samples
also answered that they don’t feel getting tired when they are playing mobile legends.
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Conclusion
Based on the summarized results of this study, the researchers made the following
conclusions:
1. The study showed that the majority of the students were 16 years old with 25
2. Most of all the respondents answered that they play mobile legends with an
average of 2.11 and because of that time goes quickly when they play it with an
average of 2.33 and lastly they don’t like to stop playing the game with an
average of 2.04.
3. Most of all the respondents answered that they don’t feel getting tired while
4. Most of all the respondents answered that they forget about their worries when
they play the game and they help their mom with the household choirs with an
average of 2.42.
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Recommendation
following:
1. Playing online games especially mobile legends is just okay. Students who play
mobile legends should set some rules for them to be not addicted in it. Students
should have a good time management. Having an effective time management skill
are especially important for high school students because as they enter high school,
they have to deal with more subjects, assignments, tests and extracurricular. It can
help them on track and reduce stress as they take on more work. The students should
2. The students who plays mobile legends should control themselves. Even if the
gamers answered that they don’t feel getting tired it might be one of the symptoms
disorder.
3. Playing mobile legends really gives pleasure. It’s like it brings you to a world that
is free from all the problems that you encounter in your everyday life. But the
students who plays the game should be given attention by their parents because they
might produce the things that they always do in the game in their daily activities.
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BIBLIOGRAPHY
Mejia, F.M., & Poquiz, M.M., (2018). Effects of Mobile Games (Mobile Legends) to the
Wright, J., (2011). The effects of video game play on academic performance, Modern
Campbell, J.D., & McCutcheon, L., (2006). The Impact of Video Game Playing on
Ku, C.H., & Yurova, Y.V., (2018). A Study of the Influence of Gaming Behavior on
Zheng, D.Y. & Jia, S.Q., (2017). Understanding the Antecedents of Mobile Game
Addiction: The Roles of Perceived Visibility, Perceived Enjoyment and Flow. School of
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APPENDICES
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Appendix A. Letter to the Respondents
Dear Respondents:
We are the grade 12 students of Father John Karash Memorial High School, namely
Nikka Querol, Bryan Villamar and Lapusan Nangitoy. We are presently conducting a study
HIGH SCHOOL DURING THE SCHOOL YEAR 2019 – 2020”, as a requirement for our
Practical Research 2.
In this connection, we would like to request you to be one of our respondents in our
study. We hope you can help us by answering the questionnaire sincerely and truthfully.
The Researchers,
NIKKA M. QUEROL
BRYAN T. VILLAMAR
LAPUSAN C. NANGITOY
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Appendix B. The Questionnaire
Part 1:
Directions: Please fill up the needed information on the space provided.
1. Personal Profile
Name (Optional):
Age:
Gender:
Section:
Part 2:
Directions: Please check and rate yourself honestly based on what you actually do using
the following scale: 5-Always 4-Often 3-Sometimes
2-Rarely 1-Never
A. Interest 5 4 3 2 1
1. I play mobile legends
2. Time goes by quickly when I play the game
3. I feel like I don’t want to stop playing this game
4. Playing mobile legends gives me a lot of pleasure
B. Personal Conditions 5 4 3 2 1
1. I don’t feel getting tired while playing this game
2. I almost don’t eat when playing the game
3. I stay up all night which makes me tired the next
day
4. My eyesight was not that clear anymore when I
started playing mobile legends
C.Home-related 5 4 3 2 1
1. I forget about my worries when I play
2. I help my mom with the household choirs
3. I get angry when they order me to do something
while I’m playing mobile legends
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Appendix C. Interest
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Appendix D. Personal Condition
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Appendix E. Home-related
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