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CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter aims at providing strong basis to this research and literature or

references that were gathered by the researchers. It includes a review of existing relevant

literatures which was explained according to its concern such as presented to connect

findings and theories in relation to this study.

According to Obrero (2019) Lots of individuals, particularly in Southeast Asia,

got addicted to Mobile Legends easily and some also spends not just their time but also

their money to buy “diamonds” for their hero skin and lucky spins. Mobile Legends is

already on the “to-do-list” of online gamers today. This game has met people’s

expectations in looking for a perfect way to spend time with their family, friends or even

people they don’t know. This is because you can also turn on your mic and communicate

with each other while on the game. Based on studies, MOBA has positive effects to a

person. However, using too much of this can cause a lot of problems.

In today’s generation, modern technology is continue developing too fast and

because of it new things were created and make the life of everybody’s easier,

comfortable and handy most of the time. Mobile games which is the mobile legends bang

bang created because of technology, that’s why students forget the responsibilities as a

student because of being addict into it. Some of students playing mobile legends develop

some bad habits, they tend to lose interest in other important things which is related is

school activities. (Esperas et al. 2019)


CHAPTER III

METHODOLOGY

This chapter introduces the details of research design, respondents of the study,

sampling, data gathering procedures, data gathering instruments, and statistical treatment

of data.

Research Design

Researcher used qualitative research to determine the correlation of exposure to

Mobile Legends and the learning outcomes of the students.

Respondents of the Study

Fifty (50) selected Senior High School students of Worldstar College of Science

and Technology Inc. who are playing Mobile Legends served as the respondents of the

study.

Data Gathering Instruments

The researchers used questionnaires as a main instrument to gathered data in the

study.

Data Gathering Procedure

At first, the researchers looked for necessary resources that could help them in

their study. They did an intensive reading from the internet. The questionnaires used were

based on the previous studies, published and unpublished thesis, articles which are

relevant to the present study. The researchers distributed the questionnaires to the
respondents. They discussed the contents of the questionnaires, they used the allotted

time so that class

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