Professional Documents
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Amaterasu G1 PR2
Amaterasu G1 PR2
In Partial Fulfillment
Of the Requirements in
Practical Research 1
Submitted by:
Submitted to:
i
APPROVAL SHEET
ii
ACKNOWLEDGMENT
First and foremost, we express our heartfelt gratitude to our Lord GOD, who provides for all of
our needs. He offered us the strength and guidance we needed to finish our studies.
We'd like to thank our research adviser. Who will advise, inspire, correct our mistakes, and
teach us what we need to know about conducting this research.
The parents who support us financially and never lose faith in anyone when we are conducting
research. They encourage us to get up every day and continue with our schoolwork.
Lastly, for our respondents, the Grade 12 students at the Japan-Philippines Institute Plaridel-
Campus. We thank you for seriously give their cooperation and sincerity in answering our survey
research without your cooperation we are enable to complete this study.
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DEDICATION
This study is wholeheartedly dedicated to our beloved parents and friends, who have been our
source of inspiration and gave us strength when we thought of giving up, who continually
provide our moral, emotional, spiritual, and financial support.
To my group members, As a leader, I would also like to thank all of you, to all your efforts and
time throughout this research.
To the Almighty God, thank you for the guidance, strength, power of mind, protection and
skills. All of these, we offer you.
And lastly to our beloved practical research teacher, Mrs. Jerilyn Talagtag-Mantilla, We thank
you for you guidance, effort, and time for teaching us.
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ABSTRACT
This study will examine the effects of mobile legends on the time management of the
Grade 12 students of Japan – Philippine Institute of Technology – Plaridel Campus. Most of the
students spent all their time playing mobile legends, that’s why we conducted this research for us
to know their perspective on mobile legends, and how they balance their time in playing and
their studies. The study answered specifically, (1) What is the demographic profile of the
respondents according to the following variables? (2) What are the effects of playing Mobile
Legends? (3) How the students managed their time management in playing Mobile Legends?
Nevertheless. The method used in this study is quantitative research. Quantitative research, aims
to characterized trends and patterns, usually starts with either a theory or hypothesis about the
relationship between mobile legends or time management. The researcher used a quantitative
method and distributed every survey questionnaire with Likert scale questions to further
acknowledge. The Effects of Mobile Legends to the Time Management of the Grade 12 students.
The main goal of the study is to show how Mobile Legends affects the Time Management of the
said respondents. Using basic random sampling, respondents were chosen. The study’s questions
needed information, and the respondents served as the sources of that information. To prevent
being hurried or hasty, the researchers provided the respondents enough time to complete the
survey question. The primary tool the researcher utilized to conduct the research was a survey
questionnaire. They prepared questions that would enable them to understand their fellow
students’ viewpoints on a certain subject. The questionnaire was divided into two sections: the
first was to determine how mobile legends affected time management, and the second was the
rating scale section, which employed a 5-point Likert scale. The researchers personally gave the
surveys to each and every respondent. The respondents were given an overview of the study as
well as the questionnaires’ contents. After the respondents had finished responding to the
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TABLE OF CONTENTS
TITLE PAGE………………………………............…………………………………………
APPROVAL SHEET…………………………………………………...…………………… i
ACKNOWLEDGMENT…...…………........……........…………………………………...... ii
DEDICATION………………………………………………………………………………. iii
TABLE OF CONTENTS……………………………………...……………………………. iv
Introduction………………………….……….…………….…………………………. 1
Conceptual Framework…………………………..…………………………………... 6
Definition of Terms………………………..…………………………………………. 8
Foreign Literature…………………………………………………………………....... 9
Local Literature……………………………………………………..……………....... 11
Foreign Studies...............................................................................................................14
Local Studies...……………....................……………………………………………...17
Research Design…….………………………………………………………………... 20
Statistical Tools……………...……………………...……………………………...… 22
CHAPTER IV
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Summary of Findings……………………………….,………………………….…….. xxii
Conclusions…………………………………………………………………………… xxiii
Recommendations……………………………………..……………………………… xxiii
References……………………………………………………………………………. xxiv
CHAPTER I
THE PROBLEM AND ITS BACKGROUND
Introduction
Mobile legends continues to increase the number of people who downloaded this game since it
was released in July 11,2016 by Moonton Shanghai and Mulong Network and Technology in
China. In the years that have passed mobile legends become very popular and popular among
Gen-Z whether you’re a male or female playing it.
Sensor Tower’s become a core part of our industry and competitive analysis. According to his
report from January, sinced 2016, Mobile legends has accumulated 281.3 million downloads
with 212.1 million or 75%, of those originating from Asia. Mobile legends continues to rise to
the top in March 2021 had a massive number of 78 million monthly players logging into the
game which peaked at around 8 million active players in a day
In 2016, Mobile legends become very popular in Southeast Asia. The game has over 100
million downloads and a rating of 4.1 stars on the Google Play Store. By the end of 2019, Mobile
legends had generated revenue worth $500 million as per a report by Sensor Tower.
To play mobile legends you need a high speed connection not to lag in your cellphone or in
your computer once you play this game. At the start of the game each player gets to select their
own hero. There are 10 selectable characters, referred to as “Heroes” upon it’s release in 2016. It
later grew to 70 by November 2018, and as of December 2021, there are 112 heroes are in the
live server, and in May 24, 2022 there are 116 heroes in mobile legends. Each hero has a unique
set of attributes and skills. It depends to the player who to choose their own hero.
Mobile legends is a game that can play in any ages as long as they can use it and it is in
category of entertainment. Mobile legends consist of many characters that can be used in game.
Like for example, miya, in here we use to build them for them to be strong in game and to win
the game. We use to collect money and buy equipment for a character build them up and ready
them for a attack, the tactics is needed the victory is the focus. There is also a chat box that you
can voice mail and message your team mates while you play.
Playing mobile legends is one of the widely used leisure activities by many people. For some
people it is said that playing mobile legends has a number of reason to be played, it can be you
find your happiness in playing this game, bond to your friends, socializing, stress reliever, and
mentally escaping from the real world.
However, in playing mobile legends there have advantages and dis-advantages like you can
build your social interaction and you can also be aggressive and you can be addictive in playing,
because once you play this game you can’t stop until you get the victory.
Playing mobile legends online game also has an effects, especially if you play it too much. It
can be affect in your studies, your health, and also your own time management. In playing online
games you need to set your limit, balance your time in playing and in your studies.
According to Dewi (Goddess of WC, 2019) the definition of time management is the ability of
a person to be able to prioritize your schedule, and your responsibilities.
In addition, the effects of playing mobile legends to the students is their time management,
because most of the students who play this game they can’t balance their time and their studies
that’s why some of the students failing their grade, they spent too much playing online games,
they get addictive, and aggressive. Internet addiction an obsessive and compulsive behavior,
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based on its similarities to playing dependency and compulsive shopping, when you consider that
these issues lack a chemical dependence.
This study will examine the effects of mobile legends online game to the time management of
the Grade 12 students of Japan – Philippine Institute of Technology – Plaridel Campus. Most of
the students spent all their time in playing online games, that’s why we conducted this research
for us to know their perspective about online games, and how they manage their time in playing
and their studies.
The used of technology is rapidly evolving, such as computers, mobile phones, laptop, television
and the internet. One of the most influential information technology products for students is to
get information, especially the internet. The internet also provides a lot of entertainment on offer,
one of which is playing mobile legends that currently played. Playing mobile legends is an
inspiring world for the Gen-Z even the millennials playing this games because it relieved their
stress and they find happiness in playing it. Mobile legends is a popular game currently being
played. Mobile Legends crossed 100 Million active monthly players making it one of the most
popular games in the world.Even this game is been a long time sinced it was released by
Moonton Shanghai Mulong Network and Technology in China, Mobile legends is still popular
game.
The problem in mobile legends most of the students is getting addictive in playing. Once they
play they can’t stop until they reach their victory. Most students spending too much time on
online games they tend to suffer from worsened learning, concentration problem and poor
academic performance. Many students are still not good to manage their time management. Most
of their time is spent on playing mobile legends instead to do their activities or other things
useful. According to Letisha (2016), there are things that can be done in a set time that is
planning for the future, set goals, priority tasks, and monitor time so that time is not wasted. In
terms in playing, time management is very important. Because, time management help to
prioritize your tasks so that you can ensure you have enough time available to complete
everything you need. Because mobile legends has significant bearing with the time management
of the students. The time that should be used for something useful, but only used to play mobile
legends to not remember the time.
Multimedia gave a huge contribution in the industry of entertainment, this is where games started
in which students got hooked. Mobile Legends: Bang Bang is a multiplayer online battle arena
game that is developed and published by Montoon because of its outstanding accessibility.
Because this game is easily accessible, anyone can play it causing students to spend more time to
play than to study and socialize. Some people enjoy playing mobile legends in their leisure time
because of the excitement they provide. Furthermore, because of a lot of schoolwork, adolescents
tend to feel stressed during school hours; therefore playing mobile legends will ease their stress.
Indeed, for some people playing this game has a lot of reasons to be played, for it can be a stress
reliever, challenge and competition, relaxation, enjoyment, social interaction, and even mentally
escaping from the real world.
This study will examine the effects of mobile legends to the time management of the
Grade 12 students of Japan – Philippine Institute of Technology – Plaridel Campus. Most of the
students spent all their time in playing mobile legends, that’s why we conducted this research for
us to know their perspective about mobile legends, and how they balance their time in playing
and their studies.
1. What is the demographic profile of the respondents according to the following variables?
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1. 1 Age
1. 2 Gender
1. 3 Strand
2. What are the effects of playing Mobile Legends?
3. How the students managed their time management in playing Mobile Legends?
Hypothesis
Null hypothesis
There is no significant relationship between Mobile Legends to the time management of the
grade 12 students of Japan-Philippines Institute Technology-Plaridel Campus.
Alternative hypothesis
There is a significant relationship between playing Mobile Legends to the time management
of students of Japan-Philippines Institute Technology-Plaridel Campus.
To the Students, this study may give information to the students about how Mobile Legends
online games affects the Time Management.
To the Teachers, this study may serve as the way to the teachers to determine the students that
give almost their time in playing mobile legends.
To the Parents this study is significant to the family because it may help their children to
prevent them in playing too much online games.
To the School Administrator, this study will help the school Principal to adjust and to think of
new way for the students to still manage their time and to still don’t forget what is important.
To the Future Researcher, this study will help the future researchers that are interested in this
study. It will serve as their basis and their background about this research.
This study are only focused on the effects of Playing Mobile Legends in the time management
of Grade 12 students of Japan- Philippines Institute Technology - Plaridel Campus. HUMSS
strand have composed (20 girls) and (5 boys), GAS Strand have (4 girls) and (1 boy), STEM
Strand have (13 girls) and (6 boys) and ABM have (19 girls) and (1 boy), TVL Strand have
(12girls) and (5 boys). A Total of 86 students of Grade 12 Students in Japan- Philippines
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Institute Technology - Plaridel Campus. This Research was conducted to see and prove what will
be the effects of Playing Mobile Legends in their Time Management.
Conceptual Framework
Conceptual Framework is to show the relationship between the independent variable which
is Mobile legends, and dependent variable the time management.
Definition Of Terms
This is the list of the unfamiliar words that the researcher used in this study.
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CHAPTER II
This chapter presents the gathered researches from different sources. These studies will be
used as a guide and support to our research.
Foreign Literature
Globally, computer and mobile games are widely played by undergraduate students and have
been identified and that cause to the students a serious public health problems. The use of
computer and mobile games is prevalent especially in China. By the of December 2015, the
number of Chinese teenage netizens around eighteen to twenty-five (18-25) years of age, reached
287 million and of these, 66.5% play computer and mobile games.
According to a 2015 survey, ninety percent (90% ) of the teenagers used mobile phone to surf
in the internet and the 51.0 % of them are playing computer games for a long period of time,
spending too much time in playing mobile games can causes, dry eye syndrome and visual
fatigue. Dry eye disease is a common condition that occurs when your tears aren’t able to
provide adequate lubrication for your eyes. And the visual fatigue occurs when a certain eye
muscles tighten during visually intense tasks, and continuously focusing on computer monitors.
Academic success for undergraduates is linked to study goals and effective management of study
time (Stewart, Stott, & Nuttall, 2016). You (2015) reports that late submission or absence of
assignments is related to low level course achievement. Influenced by how fairly much time they
essentially spend playing mobile legends games. The pretty much more frequently you play
online games, the kind of more intensely you literally play mobile Legends games, which causes
their time in other things like their academic assignments to be delayed, or so they for all intents
and purposes thought. The time that spent on computer and mobile legends is affected by many
factors. In terms of the gender, males are more interested in playing mobile legends than
females. Many studies identified factors that influence the amount of time that students spend on
playing online games. But, few studies focused on interpersonal relations and social cognitive
theory construct at the time of playing online games especially, among Chinese medical
undergraduate students. Interference with game controls caused by this issue raises the giving
playing games precedence over other activities.
A study for all intents and purposes revealed that playing online games is more prevalent
among to the teenagers (Jordan & Anderson, 2017); Brand, Todhunter, & Jervis, 2017), contrary
to popular belief. 2017); González (2018) shows that internet gaming disorder is a growing
problem, or so they generally thought. Condition, which can seriously harm sort of young
individuals, kind of contrary to popular belief.
A study showed that online game addiction is more common in adolescents (Brand,
Todhunter, & Jervis, 2017); (Jordan & Anderson, 2017); González (2018) reveals that internet
gaming disorder is an increasingly common disorder, which can have a severe impact on young.
The more often you play the higher intensity of playing mobile legends games which has an
impact on delaying academic assignments. This is reinforced by a study conducted by Yudha
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Mahardhika and Yulianti Dwi Astuti (2018) entitled “The Relationship Between Online Game
Addiction To Academic Procrastination in Yogyakarta Students”
Playing Mobile Legends have an effect on people, especially students, each positively and
negatively. One of the negatives is this. There are many cases of dependency amongst students,
and this dependency can lead to worse problems. The students would possibly steal money. They
may also come to be lazy when studying and prefer to play the whole day. Playing mobile
legends greatly affected the study time of the students, especially when they are in a lose streak
and are craving for the victory.
For in a hobbyist gamer, balancing their time management can be difficult. Because once you
play the game you can’t stop because you enjoying playing the game, and sometimes you get
frustrated because you can’t achieve your victory in the game. You can set your goal to manage
your time or make a to-do list so you can’t forget what activities you’re going for a day.
For a students that playing online games balancing their time is difficult if they didn’t know
how to manage their time to their studies and playing online games. Playing too much time in
online games can be affected to your academic performance in your school. You can easily
distracted because all your thoughts are in to games, and can be lack of sleep even your mental
health can be affected because of online games. That’s why managing your time management is
really important. The best way to overcome this, is limit their self in playing if a student
generally playing a Mobile Legends, their behavior changed. They became more sluggish and
focused more on playing Mobile Legends, which most of their time spending in playing Mobile
Legends that causing affecting their time management in other things.
Local Literature
In the Philippine society, growing up involves playing a lot of games. Some of them are
difficult. Some are sensitive. Some of them are mentally and some physically stimulating. But
even so, when we play games, they teach us sportsmanship because we play as a group or a
gathering. The kids of today’s Philippines have a different outlook on fun and games.
Mobile legends is one of the widely used leisure activities by many people. Teenagers who
are playing these online games said that they are playing these games (just for fun, to & keep
away from the heat of the sun, without & knowing that there are a lot of effects of playing these
games that are more than what they thin&. )laying online games, according to some research is
beneficial. At enables the mind of the players to be more active, especially those puzzle “based
games. It helps the player to come up with decisions in tight situations, especially those
adventure games that & keep the players to be alert, active and strategic. )laying these types of
games makes the player experienced different feelings because it is as if the player is really the
one taking the challenges. Despite those benefits, playing these games also bring negative
effects. It requires much of the player’s time, leaving school activities and home works
unattended, low grade, makes feeling tardy and lazy, stress, depression and unable to socialize.
According to psychologist Mihaly Csikszentmihalyi’s flow theory. Sparling favors single-
player platforms and role-playing games. Devoting time to remain relevant in a multiplayer
community detracts from his enjoyment of and time for gaming in general From Sparling’s
perspective, the 15 to 20 hours per week sometimes required to stay ranked in a competitive
multiplayer environment is past his threshold for responsible time management.
Mobile legends caused distraction for many students. They may become lazy when it comes to
studying and they even skip school in order to have more time for playing(SujatAli Hamzah,
2016). Addicted gamers also neglect the responsibilities of everyday life such as school and
work (UNC-OASIS, 2016). Mobile Legends kind of is a game that requires strategy both when
attacking and when defending in a basically big way.
By playing often, you will always apply a different strategy in each game. This will train for
all intents and purposes your brain to kind of be able to literally determine the various strategies
needed to achieve victory Other than that, mostly games use a foreign language and you can
while learning the language on your own, which is fairly significant. So, the benefits of playing
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Mobile Legends for the first time generally are quite important for brain performance, which is
fairly significant.
Accustomed to Critical Thinking Apart from sharpening brain performance, the generally next
benefit of playing Mobile Legends actually is that it generally makes you accustomed to thinking
critically in a for all intents and purposes big way. Reading situations correctly and quickly
essentially is one of the skills that every player must have, definitely contrary to popular
belief .Apart from that, you will also actually learn to essentially think critically in making
decisions, especially when you are in a critical situation. For example, the enemy is putting
pressure on basically your team and as a player, you must first mostly analyze before making a
decision in a subtle way. By thinking critically, you can free particularly your team from enemy
pressure, or so they specifically thought.
The kind of more often you specifically play and face different situations, the pretty much
more accustomed you specifically are to thinking critically, especially in making decisions in a
big way. The students who got involved and soon got addicted into playing mobile games
whether these are pre-installed, offline, or online have also increased significantly. This could
kind of be fairly your new line of work as a streamer or content creator if you kind of pursue it.
You can actually become a professional player if you really play Mobile Legends and playing
the game will also specifically help you gain popularity, or so they kind of thought. In addition,
streamers and creator content that discusses Mobile Legends does not rule out the possibility of
the game becoming much more popular. In fact, because it already particularly has a for all
intents and purposes large fan base, there mostly are now a lot of for all intents and purposes
professional players who also specifically make content and stream. Benefits of Playing Mobile
Legends Mobile Legends literally is a game that relies on skills, strategy, and teamwork to
literally achieve victory in a subtle way.
Foreign Studies
Adolescent populations generally experience a subtle prevalence of behavioral addictions,
such as social media addiction and internet gaming disorder. Although these addictive behaviors
have been predicted in studies with mostly international samples of adolescents, little is known
about American adolescents, which is significant. After controlling for age, gender, and race, we
wanted to see how emotion regulation predicted the severity of social media addiction and
internet gaming disorders. According to most of the findings, gender and emotion regulation
significantly and essentially predicted both kinds of behavioral addictions, with effects ranging
from minor to moderate. Particularly, the severity of an internet gaming disorder was
significantly predicted by female gender and a lower level of emotion regulation, particularly for
social media addiction, and by male gender and a lower level of emotion regulation. Suggestions
for psychological wellness experts are examined.
A recent systematic review examining online gaming addiction among children and for all
intents and purposes young adults was published in Addictive Behaviors (i.e., Rosendo-Rios,
Trott & Shukla, 2022), sort of contrary to popular belief. However, dozens of papers specifically
we’re missing from the review, which is fairly significant. One of the reasons why so kind of
many studies were not in the review literally is generally likely to generally be because of the
search terms used. None of the search terms particularly included the words ‘adolescent’,
‘adolescence’, ‘emerging adults’, ‘excessive gaming’, ‘gaming disorder’, ‘video game
addiction’ or ‘problematic gaming’ in a major way. Moreover, studies basically were also
literally included in the review if the mean age of the sort of total sample mostly was 25 years or
below. This mostly meant that some studies in the review included some participants who kind
of were not children, adolescents or emerging adults, which for the most part is quite significant.
It also mostly meant that particularly many studies were not basically included that for all intents
and purposes had mean ages below the age of 26 years because they basically were not for all
intents and purposes picked up by the search strategy, definitely contrary to popular belief. Given
xiii
the high number of studies that generally we’re not essentially included in the review, readers
should view this systematic review as ‘suggestive’ of research in the area of problematic gaming
in youth rather than ‘definitive’, which actually is fairly significant. The results show that the
potential of internet-delivered interventions for young people with symptoms of anxiety or
depression has not been tapped into to date in a kind of major way. This review highlights an
opportunity for the development of population-specific interventions and their research to
expand our really current knowledge and basically build an empirical base for digital
interventions for CYP.
Local Studies
According to "Evident" (2020), MLBB had over 1 billion recreation downloads, with over a hundred
million registered customers and 25 million month-to-month energetic users in the Philippines. In
Southeast Asia, Mobile Legends: Bang Bang Professional League holds the largest and most prestigious
esports competition. Despite the pandemic, esports in Asia generated $543.8 million in 2020 and it is set
to method or exceed $600 million in 2021. This learns about aimed at establishing community
subscription selections of cell smartphone users from four cities in the Davao Region through character
beliefs (Effectiveness and Acceptance) on the cell phone. Mobile video games incorporate structural
factors that efficaciously engage customers and it is through these factors that mobile video games
should affect conduct determinants. Players can model health-related behavior and witness wonderful
and negative results inside a secure environment.
According to (Garnada, 2020) in his work entitled “Online Gaming Addiction and Academic Attitude:
The Case of College Students in The Philippines” computer games are one of the ways to eliminate
boredom, but sometimes the enjoyment or playing computer games turns to Addiction because of lack
in self-discipline, addiction in playing computer games is a worrying Aspects of the modern-day
technologically able youth, several students spend lots of hours on gadgets. That’s why computer and
gadgets became their primary source of entertainment, because of that, they forget some of the rules of
being a student.
The Study of, (Lockwood, 2020) In her work entitled, “& Mind-Blowing Health Benefits of Playing
Mobile Games” Lockwood stated in her studies that playing mobile games have health benefits such as
Improved Cognitive Skills, Enhanced Concentration, Treatment for Autism, etc… Proper Time
management and self-control is needed to gain the benefits and to avoid being addicted to online
xiv
games. According to her playing online games have distressing side effects but those side effects can be
avoided by having self- control and proper time management.
The Studies of 4 Filipinos (Fabiro, Rodriguez, Diloy, and Triplanes’, 2018) entitled “Exploring Mobile
Game Addiction, Cyberbullying, and its Effects on Academic Performance among Tertiary Students in
one University in the Philippines” stated that life of youth nowadays revolve. In technologies, available
in surrounding. Cellphone, laptops, computer and many more. Online Games can be played anywhere as
long as your gadget is with you. Typically, mobile games are played in a short period of time in contrast
to PC and Console games. Online games are so popular that almost every student are into it specially to
those who have gadgets. Playing mobile games help some people meet new friends. However, It can
also waste lots of time for those who don’t have self-discipline.
According to International Multidisciplinary (2021) Research Journal Massive social isolation policies
and house confinement have been put in place as the world has been tortured by the new coronavirus
of 2019. An emergency plan has been implemented to switch from conventional education to distant
learning programs as a result of the Philippine government’s required suspension of school sessions in
an effort to stop the infection’s spread. Distance learning is difficult, especially given the popularity of
online games like Mobile Legends, which seem to divert players’ attention.
To better understand the benefits and drawbacks of playing Mobile Legends on study habits, our
study, Effects of Playing Mobile Legends in Students’ Allotted Time to Study in Senior High School
Students of Paharang Integrated School, was carried out.
CHAPTER III
RESEARCH METHODOLOGY
This chapter deals with the method of research or strategies used by the researchers and
reliable information. This will also present the research design, the respondents of the study,
research locale, data gathering procedure, data gathering instruments, validation, administration
and retrieval of the instrument, and the statistical tools that was used.
Research Design
The method used in this study is quantitative research. Quantitative research, aims to
characterized trends and patterns, usually starts with either a theory or hypothesis about the
relationship between two or more variable.
The techniques used in this study is Correlational research because the study involves the
factor that may affects of mobile legends online games on the time management.
xv
nineteen students (19) for Science, Technology, Engineering, and Mathematics (STEM),
Twenty-five students (25) for Humanities and Social Sciences (HUMSS), Five students (5) for
General Academic Strand (GAS), and lastly, Seventeen students (17) for Technical Vocational
Livelihood (TVL).
Research Locale
The study was conducted at Japan-Philippines Institute of Technology- Plaridel Campus,
this area used to be chosen for the researchers to know the effects of mobile legends online game
to the time management. This study was implemented on the grade 11 students of Japan-
Philippines Institute of Technology Plaridel Campus. The campus is located in Rocka
Commercial Complex, Cagayan Valley Road, Tabang Plaridel, Bulacan. The
researcher provided the map below as your guide to be aware of the specific location of JPI
Technology- Plaridel Campus. The campus premises have been clean, well-ventilated, air
conditioned and had sufficient chairs and they supplied free uniform and I.D's to every students.
Statistical Tools
A simple percentage and frequency method was used in the analysis of data, and that which
served to determine the central tendencies of responses from the questionnaire. The following
formula was applied.
P=f/n × 100
xvi
Where: P = Percentage
f = frequency
N = total number of cases
Weighted mean formula is an follow:
The formula in finding the weighted arithmetic of the following data is:
X = f1×1 + f2×2 + f3×3 + f× + f×f1 + f2 +f3 + f4
The formula is simple written as:
X̄ = ∑f
Where: X̄= Weighted arithmetic mean
∑f= Sum of all the product of f and x, where f is the frequency of each score and x is the
weight of each score
n = Sum of all the respondents tested.
CHAPTER IV
Presentation, Analysis and Interpretation Of Data
Presentation of Results
1.1 Age
TABLE 1.1
The Frequency and Percentage of the Respondents according to Age
Table 1.1 shows that eighty (80) respondents are the age of sixteen to eighteen-years (16-
28) years old with the percentage of ninety- three percent (93%) while the six respondents are the
age of nineteen to twenty (19-20) years old with the percentage of seven percent (7%) and there
is none (0) respondent for the age of twenty- one (21) years old and above with the percentage of
zero percent (0%), this shows that ages from sixteen to eighteen (16-18) years old have the
highest respondents, while the twenty-one(21) years old and above have the lowest respondents.
1.2 Gender
TABLE 1.2
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The Frequency and Percentage of the Respondents according to Gender
Total 86 100%
Table 1.2 shows the profile of the respondents in terms of gender. The majority of the
respondents are female with the percentage of seventy-nine (79%). Specifically sixty-eight (68)
respondents. While the respondents for the male having the percentage of twenty-one percent
(21%) with nine (9) respondents. The total of our respondents is eighty-six (86) with the
percentage of one-hundred percent (100%).
1.2 Strand
TABLE 1.3
The Frequency and Percentage of the Respondents according to Strand
GAS 5 6%
TVL 17 20%
STEM 19 22%
Total 86 100%
Table 1.3 shows that twenty-five (25) respondents are from the Humanities and Social
Sciences (HUMSS) strand with the percentage of twenty-nine percent (29%), twenty (20)
respondents are from the Accountancy, Business and Management (ABM) strand with the
percentage of twenty-three percent (23%), five (5) respondents are from the General Academic
Strand (GAS) with the percentage of six percent (6%), seventeen (17) respondents are from the
Technical Vocational Livelihood (TVL) strand with the percentage of twenty percent (20%),
nineteen (19) respondents are from the Science, Technology, Engineering, and Mathematics
(STEM) strand with the percentage of twenty-two percent (22%), with the total of eighty-six (86)
respondents.
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I. Determine the current effects of mobile legends to the grade 12
students.
TABLE 2
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during class
hours
2 10 6 24 7 21 24 48 46 46 Disagree
because I 1.73
play Mobile
Legends
overnight
6. I’m
having fun
10 50 21 54 16 48 12 24 27 27 2.71 Fairly Agree
in playing
Mobile
Legends.
7. I usually
spend my
daily 0 0 4 16 10 30 20 40 52 52 1.60 Disagree
allowance
in buying
load just to
play Mobile
Legends.
8. I’m very
excited to
finish my 4 20 10 40 16 48 32 64 34 34 2.40 Disagree
homework’s
because of
playing
Mobile
Legends.
9. I play
Mobile
3 15 6 24 8 24 11 22 85 58 1.66 Disagree
Legends
during class
hours.
10. Too
much
playing 9 45 12 48 12 36 13 26 40 40 2.27 Disagree
Mobile
Legends
makes me
inactive
during class
discussion.
Overall
Weighted 4.18 Agree
Mean
(OWM)
Table 2 Show as Shows The current effects of Mobile Legends to the Grade 12 students . The sixth
statement “ I’m having fun in the playing Mobile Legends” have the highest average weighted
mean of two point seventy-one (2.71) which can be translated as “ Fairly Agree”. The fourth
statement “I get irritated when I lose in the game “ are the second to the highest average
weighted mean of two point fourty-five (2.45 )which is can be translated as “Disagree”. The
eight statement "I'm very excited to finish my homework’s because of playing Mobile Legends”
shows an average weighted mean of Two point Fourty (2.40) which can be translated as
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“Disagree”. The tenth statement “ Too much playing mobile legends makes me inactive during
class discussion” shows an average weighted mean of two point twenty seven (2.27) which can
be also translated as “Disagree”. The third statement “ I spend overnight playing Mobile
Legends” shows an average weighted mean of two point fifteen (2.15) which can be translate as
“Disagree “. The first statement “I spend more time playing Mobile Legends then having family
bonding “ shows an average weighted mean of one point eighty-five (1.85) which can be
translate as “Disagree”. The second statement was “I skip meals just to play Mobile Legends”
shows an average weighted mean of one point seventy seven (1.77) which can be translate as
“Disagree”*The fifth statement was “I sleep during class hours because I play Mobile Legends
overnight” shows an average weighted mean of one point seventy three (1.73) which can be
translate as “Disagree “. The nineth statement was “ I play Mobile Legends during class hours”
shows an average weighted mean of one point sixty-six (1.66) which can be translate as
“Disagree “. The seventh statement “ I usually spend my daily allowance in buying load just to
play Mobile Legends” shows an average weighted mean of one point sixty (1.60) which can be
translate as “Disagree”. The Overall Weighted Mean is four point eighteen (4.18) which can be
translate as “Agree”.
TABLE 3
How the Grade 12 students managed their time management in playing
Mobile legends.
1.I make a
list of tasks
to 6 30 8 32 30 90 34 68 8 8 2.65 Fairly Agree
accomplish
each day.
2.I do the
most
important 13 65 49 196 15 45 6 12 3 Fairly Agree
tasks at my 3 3.37
best time
during the
day.
3.I avoid
time 19 95 23 92 28 84 14 28 2 2 3.5 Agree
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waster.
4. I set
goals for
myself
each 28 140 45 180 9 27 3 6 1 1 4.12 Agree
semester
(Academic,
Personal
and
Spiritual).
5. I review
my planner 13 65 34 136 25 75 9 18 5 5 3.48 Fairly Agree
each day
after I
complete
my task.
6. I set
deadlines
for myself 10 50 18 72 34 102 16 3.07 Fairly Agree
if they are 32 8 8
not
provided
for me.
7. I divide
large
projects 6 35 140 34 102 3 Fairly Agree
inti 30 8 16 3 3.38
smaller,
separate
stage.
8. I finish
at least one 13 65 40 160 19 57 7 14 7 7 3.53 Agree
thing
everyday.
9. I
continually
try to find 12 60 39 156 23 69 16
little way 8 4 4 3.55 Agree
to use my
time more
efficiently.
10. I keep
everything
in its 24 120 39 156 17 51 2 4 4 4 3.90 Agree
proper
place.
Overall
Weighted
Mean 2.49 Disagree
(OWM)
Table 3 shows How the Grade 12 students managed their time management in playing
Mobile legends The fourth statement “I set goals for myself each semester. (Academic, Personal,
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and Spiritual)” have the highest average weighted mean of four point twelve (4.12) which can be
translated as “ Agree”. The third statement “I avoid time wasters” shown an average weighted
mean is Three point five (3.5) which can be translate as “Agree”. The tenth statement “I keep
everything in its proper place.” Shows an average weighted mean of three point ninety (3.90)
which can be also translated as “Agree”. The nineth statement was “I continually try to find little
ways to use my time more efficiently.” Shows an average weighted mean of three point fifty five
(3.55) which can be translate as “Agree”. The eight statement “I finish at least one thing
everyday.” Shows an average weighted mean of three point fifty three (3.53) which can be
translated as “Agree”. The fifth statement “I review my planner each day after I complete my
task.” Shown an average weighted mean of three point forty eight (3.48) which is can be
translated as “ Fairly Agree”. The seventh statement “I divide large projects into smaller,
separate stage.” Shows an average weighted mean of three point thirty eight (3.38) which can be
translate as “Fairly Agree”. The second statement was “I do the most important tasks at my best
time during the day.” Shows an average weighted mean of three point thirty seven (3.37) which
can be translate as “Fairly Agree.” The sixth statement “I set deadlines for myself if they are not
provided for me.” Shows an average weighted mean of three point zero seven (3.07) which is can
be translated as “Fairly Agree.” The first statement “I make a list of tasks to accomplish each
day.” Shows an average weighted mean of two point sixty five (2.65) which can be translate as
“Fairly Agree.” The Overall Weighted Mean Is two point forty nine (2.49) which can be translate
as ”Disagree.”
CHAPTER V
This chapter summarizes the significant results of the study alongside the statement of the
problem. It also presents the conclusions and recommendations based on the relevant outcomes
of this work
SUMMARY OF FINDINGS
The study was conducted in Japan-Philippines Institute of technology Plaridel-Campus. The
respondents came from the different strands, with a total of eighty-six (86) respondents. The
researcher used a quantitative method and distributed every survey questionnaire with Likert
scale questions to further acknowledge The Effects of Mobile Legends to the Time Management
of the Grade 12 students. The main goal of the study is to show how Mobile Legends affects the
Time Management of the said respondents. The following findings below are based on the data
gathered by the researchers.
1. The highest respondents to the demographic profile of the respondents, for the age, eighty
(80) respondents are sixteen to eighteen (16-18) years old, while the zero (0) respondents
are twenty (20) years old above. As to gender, sixty-eight (68) respondents are female
and eighteen (18) respondents for male. As to strand there are twenty-five (25)
respondents from Humanities and Social Sciences (HUMSS) strand, twenty (20)
respondents from Accountancy, Business, and Management (ABM) strand, five (5)
respondents from General Academic Strand (GAS), seventeen (17) respondents from
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Technical-Vocational Livelihood (TVL) strand, nineteen (19) respondents from Science,
Technology, Engineering and Mathematics (STEM) strand
2. The result from the second question in the survey questionnaire, that was answered by the
respondents, shows an overall weighted mean OWM of four point eighteen (4.18) which
translates to "Agree". Meaning that based on the OWM, the students that were given the
survey questionnaire agreed that there a possible effect of playing Mobile Legends to the
Time Management.
3. The result from the third question in the survey questionnaire, that was answered by the
respondents, shows an Overall Weighted Mean (OWM) of two point forty-nine (2.49)
which translate to "Disagree". Meaning that based on Overall Weighted Mean (OWM),
the students that were given the survey questionnaire disagreed about the possible effects
Mobile Legends affects their Time Management.
CONCLUSIONS
Based on the findings and critical evaluation of the study, some conclusions are made by
the researchers as follows.
1. This study sought to discover how Mobile Legends affected the time management skills
of Grade 12 students at the Japan-Philippines Institute-Plaridel Campus. Based on our
study survey, we discovered that Grade 12 students’ time management is impacted by
playing Mobile Legends.
2. Male and female players of Mobile Legends tend to be between the ages of sixteen and
eighteen (16–18)by playing this game is pleasant for them. Because they use this game to
relieve the tension and issues associated with their academic work
3. This type of game can get addictive; once you start playing, you won’t stop until you win.
Until you can’t even notice the time that you’ve spent in playing. To avoid these they set
goals for their self in each semester. They balance their time in playing and in their
academic performance.
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RECOMMENDATIONS
Considering the findings revealed and the conclusions arrived in the study, the researcher
offered the following recommendations.
Students must limit their time in playing Mobile Legends, make a to do list so they can
manage their time in everything or task they do.
Teacher must guide their students about playing Mobile Legends and teach them how they
can balance their time in Mobile Legends and to their studies.
Parents must pay attention to their children for using too much gadgets and playing mobile
games such as Mobile Legends so they can avoid being addicted to it.
Future Researcher we recommend continuing our research study entitled “The effects of
mobile legends to the time management of the grade 12 students at Japan Philippines Institute
Plaridel Campus” but if anyone wants to do research on the same topic again, we suggest to our
fellow researchers to further emphasize more about the effects of Mobile Legends to their Time
Management.
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