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Chapter 1 - Introduction
Chapter 1 - Introduction
Chapter 1 - Introduction
INTRODUCTION
the aspects of studying. There are many ways that technology like the computer and
gadgets can help for an individual to learn such as the gaming applications. One cannot
presume that all gaming applications has no good and advantageous effect that can
nurture ones learning because there is something to learn in all games. Games varies with
difficulty in which learnings will be processed and acquired but one cannot deny the fact
that too much gaming can lead to addiction and will lead to less attention to the formal
education.
The variables in this research are Mobile Legends, one of the most famous online
videogames. Its full name is Mobile legends: Bang Bang focuses on the interface, the
new heroes and the following updates and academic performance or academic
achievement is the extent to which a student, teacher or institution has attained their short
continuous assessments but in this study, the researchers will use their general weighted
gadget. They tend to emphasize playing as part of their daily routine. Students, at young
age, gives attention in their own gadgets all the times, and some cases, their affection
towards playing online games becomes stronger that it can be recognize as addiction.
This affection leads to the disruption of their management in with comes to setting his/her
own priorities specially regarding one’s own learning. With that, it will lead to one
One of the most prominent gaming applications the world has now is Mobile
Legends from which a student gives more interest than the formal education, the school.
In line with giving more attention and focus to Mobile Legends, they now give less to the
teachers and the discussion in the class that can lead to a poor academic performance.
This study focuses on that idea where the researchers would like to know whether there is
students having the Grade 12 students of Colegio de San Francisco Javier Inc. as the
respondents.
Most recent trends show that online games that had started in the 20th century
have become popular, giving rise to studies on Internet gaming addiction, presenting the
outcomes of too much exposure to it, most particularly, on the negative effects and the
performance in the primary and secondary levels were identified. Income, foregone
income, school quality and health are the factors that affect the demand for education.
These factors have positive relationship with student’s performance, which means that
higher/better values of the factors lead to higher demand for education. On the other
hand, factors that affect the supply of education are proximity to school, accessibility to
schooling, infrastructure and teacher-pupil ratio. All mentioned determinants, except
technological advancements, there are new factors that may affect the quality of educated
population (Oliveros & Sapio, 2007 p. 17-18) Several studies were conducted to find out
In 2007, complaints have been received from schools all over Manila,
Philippines’ capital city regarding students getting more and more addicted to online
values how online computer gaming also helps sharpen the young generation into highly
proficient individuals in new technologies and digital trends. DepEd also recognizes that
internet and computer shops cater to the research needs of students, especially those
without internet access at home. In addition, it is viewed that computer gaming is a shift
from the usual vices of young students today, such as drinking and smoking. Apparently.
Computer game critics are clamoring that many internet and computer shop owners could
not care less since it meant more income for the business. The effects of computer games
hours spent playing, contributes to the probability of a student to fail. The study of
Mañugo (2007, 45-46) proved that the number of subjects failed increases the probability
of a LBNHS student to drop out. Thus, computer gamers also have the tendency to drop
out of school; either repeat one academic year or stop schooling (Alcalde, Camacho &
Cortes, 2012).
From the results of the study of Casia, Conde, Gulpe and Joseph in 2016 at
Daanbantayan, Cebu, it could be concluded, thus, that the BSMarE II students chose
adventure, and competition, with levels of addiction, as not so serious, being Class C and
D levels only, reflecting that their academic responsibility was being affected by the level
The studies above exhibit an idea that there is an impact of any of the online
games. This study aims to know the impact of one of the online games, Mobile Legends,
to the academic performance of the students of grade 12 Colegio de San Francisco Javier
Inc. if there is any significance the students playing Mobile Legends and their Academic
refers to the physical relationship between the inputs or resources of the firm and the
output of goods and services at a given period, (Costales et al., 2000 p. 67). This can also
be applied for education where output is represented by the grade and the inputs are the
resources and other factors affecting the student’s performance such as playing Mobile
Legends.
There is no single model that can fully capture the relationships between school
good analytical tool to determine the significance of any input used to enhance student
learning. The effect of new resources like televisions, information technology and
each advancement that is reconfigured also has its own improvements. Let’s take
example the innovation of smartphones, its improvements also cover the different
There are various types of applications, but to focus on the research, emphasizing
games would befit. Observing the games released nowadays, it’s either a good set to be
an input or not, but all games has its own significance in the learning of an individual, it
is just a matter of choice which has the best for the student to benefit from.
Moreover, this theory supports the given subject that nowadays it’s a matter of
choice in what will be the students choose regarding this matter. The student’s need to
signify on how they will balance their given time on the studies/education and
games/technology.
Moreover, this theory supports the Educational Theory by Walberg (1981) which
specifies that classroom learning is proliferate of the four essential factors which are the
ability and motivation, quality and quantity of instruction on the environment of the
classroom, the simulation of conditions in education in the home and the peer group, and
exposure to mass media. Each factor appears to be necessary but not enough for the
classroom learning. It also appears that these essential factors may be substitute,
compensate or trade off for one another diminishing rates of return. If one factor is
minimal or utmost, there will be an effect to the learning. (Haertel et al., 1983).
In connection with this theory to the present study, the new inputs of the study that
affects the academic performance of the students, is the mobile legends which is the
independent variable. In other words, it is better to not interact with mobile legends so
In light of the presented theoretical views, the present study is conducted to know the
academic performance of the students playing Mobile Legends. Whether they are
performing less in class and due to it affect their academic performance or they are in a
place, we know that Mobile Legends have some certain positive and negative effects of
the academic performance of the students. The positive effects where students get a
development playing Mobile Legends. While, negative effects where students don’t get a
development for playing Mobile Legends. This leads to affecting their academic
performance both positive and negative. This study wants to know the impact of mobile
legends on the academic performance of the students. We are in the 21 st century that the
academic performance of the student’s matter. And this lights all of the giving impact of
Recommendation
The Figure 1 shows that the inputs are Education and Mobile Legends while the
outcome will be the Academic Performance of the students. The input Mobile legends is
the independent variable for which it affects the academic performance of the students.
The students that are indulged in playing Mobile Legends are more likely to have
apparent alteration in their academic performance than those who are not playing Mobile
the output, which is the academic performance, there will be no significant alteration of
Academic Performance of the grade 12 students of Colegio de San Francisco Javier Inc.
2. Does playing mobile legends affect the academic performance of the students?
3. Is there any significant relationship between Mobile Legends usage and academic
Research Hypothesis
Given the questions presented, the following research hypothesis was formulated:
The researchers predicted that the result of this study would be beneficial to the
following:
Students. This study will help the students to be informed about the threat of
online games towards their academic performance and to realize that abusive playing of
Teacher. The result of this study will inform the teachers and help them to
develop a technique or a strategy to those students playing mobile legends to listen and
specifically Mobile legends and the danger that affect the academic performance towards
their child/children.
School Administration. The study will benefit them about how they should
manage the students in regard to using advance technologies such as computer and
gadgets. It would also serve as an example on what are the outcomes of playing Mobile
legends.
Future Researchers. This study may help future researchers who wished to
conduct similar or related research study. This study may serve as one of their reference
performance of the students while playing Mobile Legends. The variables considered in
The population of this study are the Grade 12 students of Colegio de San
Francisco Javier Inc. Palompon, Leyte, having a total of 93 students subdivided into three
Accountancy & Banking Management Strand (ABM) – 41 students, and Humanities &
Social Sciences Studies Strand (HUMSS) – 30 students. Random sampling is used in the
study to have 50 respondents to represent the grade 12 students of the school. The study
will be conducted in the second semester of the school year 2019-2020. Although
universal sampling technique will be used in this study, only those who were present
Francisco Javier Inc. will be determined using the General Weighted Average grade of
the eight subjects in the Mid-terms of the first semester. However, for confidentiality and
anonymity purposes, the level of academic performance of the students will be taken
through the adviser and will be used without mentioning the corresponding name of the
student.
Moreover, this study is delimited only in the Grade 12 students of Colegio de San
Definition of Terms
To provide readers with a clear understanding of the terms used in this study, the
Academic performance.
It refers to the general weighted average of the students for the mid-terms of the first
It is the basis to see if there is a significant effect of Mobile Legends to the Academic
A multiplayer (5 vs. 5) online battle arena (MOBA) game designed for mobile phones.
An electronic game that involves interaction with a user interface to generate visual
It is the Mobile Legends of the study that is the focus of the study.