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Effects of Mobile Legends To The Academic Performance of Senior High School Students of Estipona National High School 1 4
Effects of Mobile Legends To The Academic Performance of Senior High School Students of Estipona National High School 1 4
Chapter 1
THE PROBLEM AND ITS BACKGROUND
Introduction
Mobile games are always associated with poor academic performance. They largely
influence the participation of students during class. Mobile Legends, Clash of Clans, and Clash
Royale are some of the examples of these mobile games However, some research studies have
been proven that mobile games can bring positive learning outcomes. Mobile gaming has a
negative impact on students' academic performance, but it has the potential to increase
participation and cognitive ability. Teachers can use mobile gaming as incentives and enhance
vocabulary and mathematical intellect. Mobile games are brain-challenging and can help a person
According to Debolina Banerjee, (2021) Mobile Legends Bang Bang is a MOBA game
that pits five players against five other players in a 10-minute-long match, with teamwork and
strategy playing an important role. Mobile Legends Bang Bang was released in 2016 and became
popular in Southeast Asia. It was originally released as Magic Rush: Heroes, but due to a lawsuit,
As scrutiny to Divya M, (2021) statement, There are few countries which are the strongest
countries in playing mobile legends. There are many teams playing well which made the country
can help people improve their eye and hand coordination (MOBA). These games place significant
demands on the brain through strategic planning, selective attention, sensorimotor skills, and
teamwork. The study found that players of these games process information faster, devote more
cognitive power to individual visual stimuli, and more effectively allocate limited cognitive
Online games like Mobile Legends: Bang Bang can also be used to relieve stress. Some
students who play this game are simply having fun. It also piqued students' interest. A game like
this can be used as a coping tool after being exposed to stressful situations, such as having a heavy
Mobile Legends: Bang Bang has recently gained popularity among the younger generation.
According to some studies, it has a positive impact on student learning and even overall education.
According to Bautista (2019), Mobile Legends: Bang Bang can help players improve various skills
that can be applied in real-life situations. The best examples of skills that can be developed and
nurtured while playing Mobile Legends: Bang Bang are strategic thinking, critical thinking, and
Marg Pilapil, (2019). state that Mobile legends have become the part of our everyday activity,
offering fun to millions. People spend their leisure time to play games which also helps them to
maintain their mental health. Some studies have shown that playing mobile games increases the
ability to memorize, decision making and more. Mobile games have many advantages which make
have turned out to cause excessive gaming and even gaming addiction. Most of the people, got
Many children, teenagers and even adults addicted to the game even willing to spend money to
access or play the game becomes more fun, even a field of money for those who can seize the
opportunity in the application of a game. That’s why there are many Negative Effects of playing
Mobile legends.
Garcia (2020) discovered that students who became addicted to Mobile Legends: Bang Bang
may end up with poor academic performance. When students devote a lot of time to this, they tend
to neglect their schoolwork. This will result in a low grade, and sometimes a failing grade.
on the academic performance of senior high school students at Estipona National High School.
There are several reasons why this study is necessary. First, gaming has become an integral part of
the modern youth culture. As such, it is essential to determine how much time students spend
playing Mobile Legends and whether this affects their academic performance.
Second, research has shown that excessive use of technology can have detrimental effects on
the students' academic life, as they prepare for higher education. It is therefore important to
understand the factors that may affect their academic performance, and gaming is one such factor.
This research will provide insight into the effects of playing Mobile Legends on senior high school
students' academic performance and will help identify areas where interventions can be made to
performance of Senior High School (SHS) students of Estipona National High School.
a) Name
b) Gender
c) Strand
2) How long(time) the respondents use to play mobile games (mobile legends)?
3)What are the possible effects of playing mobile games (mobile legends) to the SHS students in
terms of:
a) Behavior
b) Health
Hypothesis
The increasing prevalence and accessibility of mobile games among senior high school
students have a negative impact on their academic performance, as these games can be a significant
distraction and cause a decline in study habits and time management skills. Additionally, excessive
use of mobile games may lead to a decrease in cognitive function, such as memory retention and
critical thinking skills, which can also contribute to lower academic performance.
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Significance of the Study
Each study has its own value and relevance in various ways. Prior to them, the significance
of critical thinking in making decisions while selecting university courses was emphasized.
Continuing this research will serve and supply the reader with a number of benefits
The following persons, according to the researchers, will benefit from this study
Mobile Legends Players. The result of this study will help the ML players to know that there is a
effects of playing mobile games (mobile legends) in their health and behavior.
Students. The result of this study can give them an ideas and information about the effects of
Mobile games (Mobile legends) to the behavior and health aside from negative effects.
Future Researchers. The result of the study will be serving as a guide of other researchers who
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Scope and Delimitation
This study will focus on the effects of mobile games on academic performance among
senior high school students in a specific region or school. The study will include students who
regularly play mobile games and those who do not. It will examine the relationship between the
amount of time spent playing mobile games and academic performance, as well as the types of
mobile games played and their impact on academic performance. The study will also consider
other factors that may affect academic performance, such as gender, socioeconomic status, and
prior academic performance. However, this study is limited to senior high school students only,
and the results cannot be generalized to other age groups or educational levels. Additionally, this
study will rely on self-reported data from students, which may be subject to biases and
inaccuracies.
Definition of Terms
The following terms used in this study were defined to give clarify for further
Mobile Games- Mobile games are games designed for mobile devices, such as
smartphones, feature phones, pocket PCs, personal digital assistants (PDA), tablet PCs and
MOBA - Multiplayer online battle arena, is a type of strategy role-playing game with a
Teamwork - It's the ability to work with others and to help others attain their full potential
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Chapter II
This chapter highlights some related literature and studies that are relevant to understanding the
different aspects of research. It contains conglomeration of the researcher gains from books,
Related Literature
Due to the popularity of smart terminals and the advancement of 5G networks, mobile games
are currently the most popular type of games, as well as profitable tools for major internet
platforms. Mobile games can be combined from different levels and content categories, covering
According to Benny (2018) Mobile games have both positive and negative effects, such as
addiction. People spend more and more time on their mobile phones, and an "addictometer" app
can help monitor how much time they spend on their devices. However, it is important to consider
the effects of mobile gaming in a global context, both good and bad.
It has been found in the studies of (Dananjaya & Kusumastuti, 2019) Students Perception
on Online Game Mobile Legends for Vocabulary Development, that playing Mobile Legends could
increase the students’ vocabulary, spelling, pronunciation, and translation of new found words
being heard while engaging in the said game. Similarly, they exclaimed that playing ML is a great
tool in developing their communication skills for they would have to communicate well with
foreign players in order to understand the game’s system and to achieve victory since the game
relies on teamwork playing mobile games can cause loss of productivity, one may not play for
hours in a row, but probably doing it several times a day, take a couple of minutes just to check
the game or complete a simple action instead of concentrating on the task one is doing.
According to previous study of Kuss & Fernandez (2016) that aimed to maximize the interest,
game addiction is the ultimate goal rather than intention which means attractive products will
enable users to play games frequently and even become loyal user. Since the study confirmed the
vital role of perceived visibility in forming addiction, game developers should realized the vital
role of social function of mobile games and put significant resources into developing and
Nowadays, students spend too much time on online games. Inappropriate use of online
games leads to problems such as distraction and addiction. Internet games addiction is
characterized by cognitive and emotional deficits. Online addiction involves playing games
uncontrollably for many hours. Students use online games to relieve them of their stresses but the
excessive use of online games may lead to worsened learning ability, concentration problems, poor
academic performance and decreased interactions with other people. Catherine L. Jongco (2022)
Today many of us have stayed up more than once playing our favorite online computer games.
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Online games can range from single text-based games incorporating complex graphics and virtual
worlds populated by many players simultaneously. Online games consumed at least 9 hours for
teenagers playing online does have positive views as for recreational purposes, but it could also do
According to Dumrique & Castillo (2019) students' learning takes place unexpectedly, but
the inappropriate usage of playing online games also leads to some problems such as being
distracted in school. The studies revealed that the human brain is easy to destruct. Therefore,
playing this game can bring a huge impact on the student academic performance.
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Chapter III
METHODS OF STUDY AND SOURCE OF DATA
This study presents the method to be used in gathering data for the study. It also describes the
research design, respondents for the study, locale of the study, the sampling method, data gathering
instrument, data gathering procedure, and data analysis. In this chapter readers and researcher can
either conclude about the flow of the study and what can be its result. This can be a great help
Research Design
This study will employ a case study research design. It will attempt to explore how mobile
legend affect students lifestyle. This study will use a research design which is qualitative research.
Qualitative research can help identify what are the thoughts of the students regarding mobile
legends.
Research Instrument
The research instrument used for this study is a semi-structured interview guide. The guide
consists of open-ended questions that will be asked to the participants. The questions will focus on
their usage of Mobile Legends, how it affects their academic performance, and their opinions on
its effects.
The respondents of the study will be senior high school students who play Mobile Legends.
The participants will be both male and female students, and they will be from different academic
track.
Sampling Design
The sampling design for this study will be a simple random sampling method. This method
will ensure that every senior high school student from Estipona National High School has an equal
chance of being selected for the study. The sampling frame will be the entire population of senior
The data gathering instrument for this study will be a self-administered survey
questionnaire. 11
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The questionnaire will consist of two parts. The first part will gather demographic
information about the respondent, such as age, gender, and academic performance. The second
part will gather information about the respondent's mobile legends gaming habits, such as the
frequency of playing, the amount of time spent playing, and the impact on their academic
performance.
The first step to be taken is to ask permission from the school principal to conduct the
interview. Tap researcher then will seek approval from the informants to become a part of the study
considering the informed consent and research ethics. Upon the approval, the researcher will
I will be conducting interview and ask my interviewee to share some informations about
what they have experienced. Third i will write their statements regarding their experiences and the
effects of mobile legend to them. The researcher will also gather perspective to the both sides,
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