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Chapter 4 - Results & Discussion
Chapter 4 - Results & Discussion
Chapter 4 - Results & Discussion
This chapter presents and discusses the result of the study. Specifically, it
discusses the mean and standard deviation that will be used to determine the level of
Mobile Legends
Never 23 48.94%
1-3 19 40.43%
4-6 4 18.51%
7-9 0 0%
10 1 2.13%
TOTAL 50 100%
The table presents the frequency of playing Mobile Legends of the students. As
shown in the table, 23 students out of 50 respondents never played Mobile Legends,
which composed of 48.94% to our total population. While 19 students or 40.43% of the
total population played in 1-3 hours in a day. And 4 students or 18.51% among the total
respondents said that they play 4-6 hours a day. No one answered that they play 7-9 hours
The higher the frequency a student play, the significant it affects its own
Academic Performance. Much more research has been done to investigate the connection
between video gaming and school performance. Most researchers have reported negative
correlations, based on time spent gaming, game content, and levels of player dependency.
Clear and negative correlations have been found between the amount of time that a
student spends playing video games and his/her school marks (Gentile, Lynch, Linder, &
Academic Performance
The table presents the level of Academic Performance of the students. Based on
the result, some of the students had reached the outstanding grades achieving outstanding
grades achieving an average grade of 91.71 which means they actively participate in their
own tasks in school and did an outstanding job in their own works. Most of the students
achieve the very satisfactory level having an average of 87.66; this means that many of
the students did a good job unto their schoolwork. Lastly, some of them achieved a
satisfactory level with an average of 83.28 which entails that they still need to give hard
work on studying.
long-term and positive or negative. Anand (2007) found that video game addicts tended
to fall asleep in class and fall behind in their assignments. Gentile (2009) reported
correlations between pathological gaming and attention deficits in class. Griffiths (2010a)
and Sharif and Sargent (2006) found that video gaming creates time conflicts that reduce
the amount of time that gamers devote to homework. In other research, video gaming has
been found to benefit school marks, skills, and behaviors (Barber, Eccles, & Stone, 2001;
Blum-Dimaya, Reeve, Reeve, & Hoch, 2010; Sutherland, Facer, Furlong, & Furlong,
2000). While Ferguson (2011) conservatively concluded that gaming does not necessarily
between gaming and educational development, including reading and math (Bowers &
Berland, 2013; Wittwer & Senkbeil, 2008), cognitive processing (Abrams, 2009;
Ferguson, 2007); imagination and creativity (Durkin & Barber, 2002; Steinkuehler &
2001), and general literacy and learning skills (Gee, 2004; Jenkins, 2006). But In other
research, video gaming has been found to benefit school marks, skills, and behaviors
(Barber, Eccles, & Stone, 2001; Blum-Dimaya, Reeve, Reeve, & Hoch, 2010;
Sutherland, Facer, Furlong, & Furlong, 2000). While Ferguson (2011) conservatively
concluded that gaming does not necessarily jeopardize school performance, other
Academic Performance
Variable
Pearson R Degree of Correlation Interpretation
Mobile Legends -0.4439302876 Moderate correlational Fair Correlation
Students
The table above showed the relationship between Mobile Legends and Academic
correspond to a fair linear relationship that means there is significant correlation between
affects the Academic Performance of the students in a way that it doesn’t make the
students who play Mobile Legends, the results shows the opposite. This finding reflects
the apparent contradictions in the literature, wherein some researchers correlate video
gaming with lower school marks (Gentile et al, 2004; Hastings et al, 2009; Sharif &
Sargent, 2006), and others correlate it with higher school marks (Bowers & Berland,