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CHAPTER I-V (III, PR2 & Library)
CHAPTER I-V (III, PR2 & Library)
CHAPTER I-V (III, PR2 & Library)
INTRODUCTION
The rise in the use of the internet has led to many changes
in our daily life. In particular, this rise has also led to the
rise of online gaming. Online gaming can refer to any type of
game that someone can play through the internet or over a
computer network. One of Asia’s most played online game is Mobile
Legends. Mobile Legends: Bang Bang is a multiplayer online arena
(MOBA) game designed for mobile phones. This game is very popular
in Asia as it is known to have five million downloads in Google
Play Store. Also Mobile Legends is the most popular online mobile
game in the Philippines. Its influence was indeed impactful that
it reaches to the point of affecting player’s daily lives.
Besides, it is very popular and in demand from various circles
from teenagers to adults.
The role of this game is that there are two group fights to
reach and destroy the enemy’s castle while protecting their own
castle. To protect their castle they have to control the path
they pass through. There are three lines the “Upper”, “Lower” and
“Middle”. Those three lines connect the way to the castle. A
person who only plays the game is called player, one of developer
of online games www.steam.com stated that if there are 12.675.696
players who download Mobile Legends are dominated by teenagers
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and early adults aged 15-25 years. In online games especially in
Mobile Legends the player. There are features to support their
communication which are called chat room. The player can chat
with team or enemy in chat room, Therefore, they are usually
using a lot of emerging special languages that are used in mobile
legend game, called as register.
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player of Mobile Legends, with the title is ‘’Register found In
Mobile Legends player”.
This study was mainly concerned and limited only with the
effects of Mobile Legends among Grade – 12 Electrical
Installation Maintenance (EIM) students in Bulan National High
School.
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Significance of the Study
Students
Parents
This study will help the parents to have enough knowledge about
the impacts of Mobile Legends among their children.
Readers
This study will help the readers to have the understanding about
the impact of Mobile Legends.
Future Researchers
This may serve as a basis for future research that they will
conduct.
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Definition of Terms
Conceptual
Operational
EIM Students – The word was used as respondents for the study.
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CHAPTER II
Based on Pau, Kee (2022) The present study examined the (1)
predictive role of need frustration on Internet gaming disorder
(IGD) and (2) mediating effect of gaming motives. A total of 398
mobile MOBA gamers aged 18 to 29 participated in this cross-
sectional online survey study. The findings showed that need
frustration positively predicted IGD. Social, escape,
competition, coping, and skill motives were significant mediators
for the association between need frustration and IGD.
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and express their frustration that they cannot play the game
properly.
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explored game, with player experience and toxic behavior as
popular topics for research.
It says that this app is one of popular game that the degree
of opponents online player compete against each other to gain
higher rank to win the battle.
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players are planning on how to destroy the enemies tower and on
how they can defeat the enemy. This is also a strategically game
because it includes battle with the opponent online player.
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activities, for example, it can create feeling laziness and
addiction.
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communities, where decisions need to be made quickly about whom
to trust or reject and how to lead a group, the authors said.
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THEORETICAL FRAMEWORK
Conceptual Framework
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CHAPTER III
Research Design
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Instrument of the Study
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Data Analysis Procedure
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CHAPTR IV
FREQUENCY PERCENTAGE
Yes 12 63.16%
No 7 36.84%
TOTAL 19 100%
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Table 1. shows that out of 19 respondents, 12 of them
answered yes with (63.16%), which means that playing Mobile
Legends affects their laboratory performance. On the other hand,
7 of the respondents answered no with (36.84%), indicating that
playing Mobile Legends do not affect their laboratory
performance. This implies that majority of the respondents are
affected by playing Mobile Legends.
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Table 3. Frequency and Percentage Distribution of Respondents in
terms of the effects of playing Mobile Legends on the
laboratory performance of respondents.
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members
Focusing more on
doing laboratory 7 18.92%
performance
Turning off mobile
phone for hours or 8 21.62%
days
Do unfinished school
7 18.92%
task/s
Others 0 0%
TOTAL 37 100%
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PROJECT PROPOSAL
I. PROJECT PROFILE
A. Project Title: A Campaign About The Effects of Too
Much Playing Mobile Legends
B. Proponents: King Christian Repalda, Andrew De Guzman,
Leonel Marinda, Zedrick Gito, Mark Angelo Gabito, Harry
Domasig, Zedrick Gracela, Josh Añonuevo, Jericho Gime,
Clarence Cea, Kenneth Vargas, Edmar Diolata
C. Implementing Unit: BNHS Grade 12-EIM B
D. Target Date:
E. Venue: Bulan National High School
II. RATIONALE
Based from the result and findings of the study,
there is a need to raise the awareness of the effects of
too much playing Mobile Legends on the academic
performance of students since our schools here in the
Philippines especially in our school, Bulan National High
School, some students are not yet aware of the effects of
too much playing Mobile Legends on their academic life. A
rare campaign regarding this matter might be one of the
reason why there is some students neglecting their
academic responsibilities. Thus, this campaign would be
definitely helpful in raising awareness to students in
our school since using or putting slogan in our school
can easily catch the attention of a student. The purpose
of using slogan is to widely spread the information about
the negative impact of too much playing Mobile Legends on
students’ academic performances.
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III. OBJECTIVES
This proposal aims to address the following objectives:
A. To give information about the concept and existence of
Mobile Legends.
B. To raise the awareness of everyone about the effects
they may get from too much playing Mobile Legends.
C. To give the information about the ways on how a student
can avoid too much playing of Mobile Legends.
D. To make a student aware of his/her academic
responsibilities in school.
V. BUDGET PLAN
EXPENSES
Slogan Making (Tarpaulin)...............Php 5,000.00
FINAL EXPENSES...............................php 5,000.00
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VI. BENEFITS
Creating public awareness campaign against the
effects of playing Mobile Legends will benefit everyone
especially the students or individual who plays it, since
it will spread about the concept and existence of Mobile
Legends. Also, it will help a student to be more
knowledgeable about the ways on how to avoid too much
playing of Mobile Legends. Thus, this campaign will help
students to focus more on their academic
responsibilities.
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CHAPTER V
Summary of Findings
Conclusion
Recommendation
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The following statement are the researcher's recommendation
for the students to avoid too much playing of Mobile Legends.
References
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1. Prot, Anderson, Gentile, Brown, Swing (2014). The positive
and negative effects of video game play. In A. B. Jordan & D.
Romer (Eds.), Media and the well-being of children and
adolescents (pp. 109–128)
2. Rimington, Elzabi, Weal, Mark, Leonard, Pauline (2016) A
theoretical framework for online game society: the case of
League of Legends. WebSci ’16 Proceedings of the 8th ACM
Conference on Web Science, , Hannover, Germany. 22 – 25 May
2016. Pp. 355-357
3. Carnagey, Anderson, Bushman (2006) “The Effects of Video Game
Violence on Physiological Desensitization to Real-life
Violence”
4. Soo Ting T’ng, Khee Hoong Ho, Kee Pau (2022) "Need
Frustration, Gaming Motives, and Internet Gaming Disorder in
Mobile Multiplayer Online Battle Arena (MOBA) Games: Through
the Lens of Self-Determination Theory"
APPENDICES
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Survey Questionnaire
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Documentation
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CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Religion: INC
Educational Background
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CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Educational Background
29
CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Religion: INC
Educational Background
30
CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Education background
31
CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Educational Background
32
CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Father: JR Domasig
Educational Background
33
CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Religion: INC
Educational Background
34
CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Educational Background
35
CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Religion: Mormon
Education background
36
CURRICULUM VITAE
Personal Information
Citizenship: Filipino
Education background
37
CURRICULUMM VITAE
Personal Information
Citizenship: Filipino
Education background
38
CURRICULUMM VITAE
Personal Information
Citizenship: Filipino
Education background
39