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FACTORS THAT INFLUECE THE GRADE 12 STUDENTS OF BILAD

HIGH SCHOOL INTO PLAYING MOBILE LEGENDS: BANG BANG

A Research Paper Presented to the Faculty


of the Senior High School Department
Bilad High School
Camiling , Tarlac

In the Partial Fulfillment of Requirements


For the Practical Research II
First Semester S.Y.2022-2023

By
PETER JOHN A. SIMON
February 2023
ACKNOWLEDGEMENT

The author of this work expresses his heartfelt thanks and gratitude to the

following individuals who provided their kind assistance to the successful

completion of this work. Grateful acknowledgement is hereby presented:

Dr. Evangele5ne E. Sana, Practical Research II teacher, for her patience and

careful guidance in the improvement of the author’s work, for her sharing of

expertise, time, motivation, for her great concern, and for her encouragement to

inspire the researcher to finish this research study,

Mr. Adonis G. De Jesus, his adviser, for his invaluable support and

consideration and for letting the researcher work during his time period,

His parents, for their unconditional love and understanding, for their moral

support, financial assistance, and unending love given in many ways,

Ted Jasper D. Daliva, for his extended support with the resources needed in

the conduct of the study,

Elmer Jr. L. Martin, for his patience and priceless efforts in guiding and

helping the researcher throughout the difficulties in the study,

Asherah Joy Libued, for her patience and for providing her assistance in the

gathering of data,

To the respondents of this study, for their active participation and

cooperation for this research study to be complete,


To the members of the panel, for carefully evaluating, commenting, and

giving recommendations for the further improvement of the study,and

Above all, to the Almighty God, for providing the strength, wisdom, and

knowledge to the author of this work and making it possible to complete this

research study.

-PETS
BIOGRAPHICAL SKETCH

The researcher, Peter John A. Simon, was born on the 21st day of December

2004. He is the last son of Mr. Cesar S. Simon and Mrs. Merlin A. Simon. His

family currently resides in Barangay San Vicente, Bayambang, Pangasinan.

He finished his elementary education at San Vicente Elementary School in

the School Year of 2016 – 2017 and graduated with honors. The researcher have

also received his certificate of completion in the School Year of 2020 – 2021, and

graduated Junior High School with honors. He is currently enrolled as a Senior

High School student of Bilad High School taking up the academic strand of

Science, Technology, Engineering, and Mathematics (STEM).

One of his goals as of now is to graduate Senior High School with hopes of

attaining grades of flying colors. His dream is to become a prominent professional

architect at a famous architectural firm someday. An architect who does not only

designs and builds houses, but also homes with a string foundation of love,

security, trust, and hope.

PETER JOHN A. SIMON


Researcher
TABLE OF CONTENTS

PRELIMINARIES Page
Title Page
i
Acknowledgement
ii
Biographical Sketch
iv
Table of Contents
v
List of Tables
vii
List of Figures
ix
List of Appendices
xi
INTRODUCTION
1
Statement of the Problem
2
Significance of the Study 3
Scope and Limitations
4
Definition of Terms 5
REVIEW OF RELATED LITERATURE AND STUDIES 6
Related Literature 6
Related Studies 9
Conceptual Framework 13
METHODS AND PROCEDURES 14
Research Design
14
Locale of the Study
14
Respondents of the Study
14
Sampling Procedure 15
Data Gathering Instrument
15
Data Gathering Procedure 15
Data Analysis
16
RESULTS AND DISCUSSIONS 17
SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS 35
Summary
35
Conclusions
39
Recommendations
40
LITERATURE CITED 41
APPENDICES
45
LIST OF TABLES

Table Page
1.1 Description of Grade 12 Students of Bilad High School
18
in Terms of Age

1.2 Description of Grade 12 Students of Bilad High School


19
in Terms of Gender

1.3 Description of Grade 12 Students of Bilad High School


21
in Terms of Section

1.4 Description of Grade 12 Students of Bilad High School


22
in Terms of Track

1.5 Description of Grade 12 Students of Bilad High School


24
in Terms of Academic Performance

2 Reasons Why Grade 12 Students of Bilad High School 25


Play Mobile legends: Bang Bang

3 Reasons making the Grade 12 Students of Bilad High 28


School Enjoy in Playing Mobile Legends: Bang Bang

4 Impact of Playing Mobile Legends on the Academic 30

Performance of Grade 12 Students of Bilad High

School

LIST OF FIGURES
Figure Page
1 Paradigm of the Study 13

2 Description of Grade 12 Students of Bilad High School 18


in Terms of Age

3 Description of Grade 12 Students of Bilad High School 20


in Terms of Gender

4 Description of Grade 12 Students of Bilad High School 22


in Terms of Section

5 Description of Grade 12 Students of Bilad High School 23


in Terms of Track

6 Description of Grade 12 Students of Bilad High School 24


in Terms of Academic Performance

7 Presentation of Letter 50

8 Distribution of Survey Questionnaires 50

9 Respondents Answering the Survey Questionnaires 51


10 Research Defended 51

LIST OF APPENDICES
Appendix Page

A Letter to the School Principal 45

B Letter to the Students 46

C Survey Questionnaire 47

D Documentations 50

INTRODUCTION
Mobile Legends: Bang Bang is an action-strategy MOBA game

(Multiplayer Online Battle Arena) designed for mobile gaming. It was developed

and published by Moonton, a Chinese video game developer and publisher based

in Shanghai. MLBB is game that pits five players against five other players in a

game of survival. Teamwork and strategy play an important role in the 10-minute-

long matches. Players can choose from a bunch of classes: Tanks, Mages,

Assassins, Supports, Marksmen, etc. The game has simple controls and is

appreciated for its fast-paced matches (Banerjee, 2021).

In 2019, the game won Most Favorite Game of the Year and Most Favorite

Tournament of the Year at the EXGCON Indonesia Gaming Awards. There is no

denying that it is one of the most increasingly popular games in Asia and the rest

of the globe.

In 2020, MLBB had over 1 billion game downloads, with over 100 million

registered users and 25 million monthly active users in the Philippines (Evident,

2022)

Due to this extent of popularity, students are also inclined in joining the

trend of playing Mobile Legends. Playing this game may have become a hobby,

leisure time activity, or source of income of some people. Some students tend to

play this game more than any activity they should such as studying, thus hindering

their performance in school. Some students, on the other hand, can still balance

their time in playing and in other activities.


This study aims to understand and assess how the game Mobile Legends:

Bang Bang is affecting the Grade 12 students in Bilad High School and their

academic performances. Moreover, this study aims to understand the impact of

playing mobile legends on the academic performance on Grade 12 students of

Bilad high school.

Statement of the Problem

This study aims to determine the factors that influence the Grade 12

students of Bilad high school into playing mobile legends.

1. How are the Grade 12 students of Bilad High School be described in terms of:

a. age

b. gender

c. section

d. track

e. academic performance?

2. What are the reasons Why Grade 12 of Bilad High School Into playing Mobile

Legends: Bang Bang?

3. What makes the grade 12 students of Bilad High School enjoy playing Mobile

Legends: Bang Bang?

4. What is the impact of playing Mobile Legends on the academic performance on

Grade 12 students of Bilad high school?


Significance of the Study

To the Students This study help them realized the disadvantage of Mobile

legends and help them to think other ways to keep their discipline in learning.

For peers this study serves them an eye opener for the factors that

influence of playing mobile legends.

To the Teacher This study helps them to know all the possible outcome in

the health of the student who are playing mobile.

To the parent This study helps them to create ways on how to discipline

and comfort their children for being addicted in mobile legends.

To the Guardian This research aids them in developing techniques for

discipline and controlling their addicted youngsters.

To the Guidance Counselor This study helps them to assist and advise

students about academic and personal decisions to access the ability and potential

of students and coordinate with fellow professional and students matters.

To the Mobile game developer This study helps them to know all wants of

the gamer to improve our imagination skill and the ability to produce new thing.

To the community This study helps them to awake what are the good or

bad bene pits of Mobile Legends in their academic life.

To the future Researcher This study helps them to know all the result of

the study and it guides them to create a new study similar to this.

Scope and Limitations of the Study


This study is mainly concern in the factors that influence among Grade 12

students of Bilad high school into playing Mobile legends. Therefore, it will also

determine in this study The age, gender, section, track and academic performance

of the Grade 12 Students of Bilad High School SY. 2022-2023.The respondents of

this study will be the Grade 12 students of Bilad High School SY.2022-2023.This

study will be conducted on the month of October to November with the use of

survey and questionnaire.

Definition of Terms

Academic Performance – It refers to the general average of the students.

Age – How old the Grade 12 students of Bilad High school.

Bilad High School – Location where the study takes place.

Factor that influence – The subject of the study

Grad 12 students of Bilad high school – Respondents of the study

Gender – Classification of fed of Grad 12 students of Bilad High School.

Mobile Legend – Main topic of the study

Mobile game – A game that is played using mobile phone.

Section – Classification of rooms of Grade 12 students of Bilad high school.

Track – Classification of course of Grade 12 Students of Bilad high school.

REVIEW OF RELATED LITERATURE AND STUDIES


Related Literature

According to Kosasih et al. (2022), the results show that the Individual

counselling offers optimistic counselling techniques that assume everyone can

progress, achieve goals, or receive positive evaluations so that they can overcome

counselees with Mobile Legends Online Game Addiction. And Ansar (2021), the

Adolescence is one of the transitional periods of human development, where a

person cannot be called an adult but no longer a child. The biggest users of online

games in Indonesia are teenagers. Pleasure and fun when playing games cause

feelings of helplessness or inability to stop playing online games. Then Safi’i

(2021), women who are addicted to mobile legend online games in Pekanbaru

think that they cannot be separated from playing the games. They act according to

their own views and feelings and are more comfortable socializing with groups

than they are socializing in the real world.

Therefore, Ting Ting (2022), the results demonstrated that IGD was

positively predicted by need frustration. The associations between need frustration

and IGD were significantly mediated by social, escape, competition, coping, and

skill motives. Fantasy and recreational impulses, however, were not important

mediators. MOBA players who struggled to meet their basic necessities might give

in to irrational gaming behaviour. Future prevention and intervention efforts

should therefore promote youths' development of a strong, positive mentality

while also addressing their basic.


Based on the research Chua (2019), the results of this study can inform

young adults and the general public on their gaming habits. Based on the variables

examined in relation to game addiction, several preventative and intervention

strategies can be used.

Moreover, Gunawan (2021), a study shows that Brand Experience and

Brand Image have significant positive effects on Customer Satisfaction and

Customer Loyalty. The study was carried out at the e-sports game Mobile Legends

Bang Bang in Surabaya, Indonesia. It also found that brand experience has a

significant positive effect on customer satisfaction. Intervention

Therefore Brunborg et al. (2014), while playing video games for extended

periods of time was not linked to any of the negative outcomes examined, video

game addiction was linked to conduct issues, decreased academic success, and

depression.

And Wang (2021), psychological ownership of a virtual gaming

environment is favourably correlated with motivations for achievement and

escape. High primary (secondary) control people are more (less) likely to become

addicted to online games. According to the inverted-U association between

psychological ownership and OGA, psychological ownership levels that are either

too low or high are linked to lower OGA.

Therefore Durak et al. (2022), the results of the study will shed light on

school-based prevention studies in terms of determining the distinguishing factors

for gifted and non-gifted high school students’ online game playing behaviours.
In additions Novrialdy et al. (2019), with an average score of 198,48 and

an achievement score level of 55,14%, the results indicated that high school

students' comprehension of the dangers of online game addiction fell into the

moderate category. As a result, school counsellors must increase high school

pupils' awareness of the dangers of gaming addiction.

Then Augur & Hasan (2019), internet parenting styles with high degrees

of parental warmth, authority, and authoritarianism were associated with lower

levels of online game addiction in adolescents than other parenting styles. While

the study did not find any significant differences between adolescent age, father

education level, or addiction to online games, it did find significant disparities

between maternal education level, socioeconomic status, and playing time.

Therefore Hellman et al. (2013), the paper outlines several aspects of the

issue and states in its conclusion that evidence suggests there may be a particular

problematic online gaming behaviour that is so strikingly similar to the idea and

experience of addiction that it is advantageous to draw comparisons between the

two.

And lastly Kiatsakared & Chen (2022), further analysis of these findings

reveals that players' activity passion significantly modifies the relationship

between experiencing flow and developing an addiction to online games, and that

players with obsessive passion are more likely to develop an addiction to online

games than those with harmonious passion. Future research will examine the

factors that contribute to online game addiction from many angles.


Related Studies

According to Kobis & Tomatala (2020), to determine the answers to all of

the research questions, this study uses both quantitative and qualitative

methodologies, including questionnaires and interviews. 31 first year STMIK

Multicom Bolaang Mongondow students who chose information technology as

their major served as the study's respondents. The majority of participants in this

study believed that MLBB was a useful tool for learning English. 58.1% said that

playing MLBB increased their vocabulary, 61.3% said it helped them practice

listening, 58.1% said they could read and spell English well after playing MLBB,

48.4% said it helped them with writing, and 67.7% said it improved their English

speaking and pronunciation.

And Loa & Berlianto (2022), the findings looked at how social value,

quality, and economic value affected satisfaction and desire to repurchase, with the

exception of social value, which had no impact on either. While purchase intention

was impacted by continuing use intention, satisfaction also affected willingness to

pay and continued usage. This study has successfully added to the body of

knowledge about the factors that affect satisfaction, intention to continue using,

intention to buy, and willingness to pay.

Therefore, Slamet (2021), everyone is inspired to be more creative as a

result of the influence brought on by the development of mobile phones. As a

result, mobile game development is accelerating, which has an effect on


adolescents’ physical and mental health. Teenagers will become addicted to

gaming as a result of the negative effects of playing too many games.

Moreover, Santosa & Mustafidah (2021), in Moro Cell, a diamond sales

information system for Mobile Legends has been developed as a result of this

research. It can assist users in purchasing diamonds and draw users to Moro Cell.

With this sales system, consumers receive more assistance from the system’s

transaction process, and some users are interested in some of its services, such as

its member features.

And Fabito & Cabredo (2019), understanding the aesthetics that Filipino

gamers encounter and their psychological motives for playing mobile games

begins with this study. The findings showed that players favour mobile games that

provide challenge, competition, expressiveness, and community.

Therefore, Ikhsani & Haryono (2022), the results showed that financial

management behaviour is significantly influenced by factors such as income, self-

control, financial attitude, and financial literacy. The hedonistic style of life has

little impact in the meanwhile. This was found because the majority of respondents

were still in their teens and continued to live with their parents, and since one of

the study’s constraints was that questionnaires could only be distributed online.

Therefore, additional study is required in order to use the model and disseminate

questions both offline and online. There are several methods for studying financial

management behaviour.

Then Irmayani & Anas (2020), the results showed 1) There are a number
of signs that students are addicted to MOBA games; 2) Factors that affect students

who are addicted to online games include: a) the availability of rewards and

feedback on games; b) the reduction of boredom; c) dispelling loneliness

stereotypes; d) the inability of addicted players to interact socially; e) low self-

esteem and self-efficacy; and f) the virtual environment. 3) The harm brought on

by online game addiction. 4) The teacher took the following efforts: a) Individual

counselling; b) Home visits.

And Chen et al. (2021), the findings demonstrate that M3Rec generates

recommendations that are superior to those produced by state-of-the-art sequential

recommendation approaches and successfully addresses the challenges of

recommendation in online games.

Then Souza (2021), the findings show that, despite the fact that female

participation in online gaming has increased over the past five years, toxicity was

universally acknowledged as a behavior that exists in games and demotivates some

players who must employ alternative tactics to avoid it.

And lastly, Paulina (2021), the discovery showed that 63 words are classified as

class-maintaining or class-changing derivations and contain derivational affixes.

With affixes like â€ce, â€er, â€ness, â€ure, â€ence, â€ion, â€ation, â€al, â€ment,

â€dom, â€"ity, and â€"ster, noun derivations (22 words) with class-altering

derivation are also included. affixes like be- and em- to form two-word verb

derivations. Affixes like â€"y, -ful, -tant, -al, -en, and â€"ic are used to create 11

words of adjective derivations. With affixes like a-, -ly, and â€"y, adverbs can be
derived in five words. Including nouns (13 words) with affixes like in-, -y, -ner, -

ness, -ian, and â€"ship, the total of 23 words demonstrates class-maintaining

derivation. Verb, consisting of seven words, with the suffixes be-, ful-, pre-, re-,

and up-. three-word adjectival phrase with the im- , -y and –eous.
CONCEPTUAL FRAMEWORK

Student characteristic

Mobile
• age
•gender
•section
•track

legends •academic performance?

•Level of addiction
•academic performance

Figure 1. Paradigm of the Study


METHODS AND PROCEDURES

This chapter presents the research design used, the location of the

study, the respondents, the sampling procedure, data gathering instrument, data

gathering procedure, and data analysis.

Research Design

The researcher chose the appropriate design for the study, and it is pure

descriptive design. To determine the factors that influence the Grade 12 students of

Bilad High School into playing Mobile Legends: Bang Bang

Locale of the Study

This study was conducted in Bilad High School at barangay Bilad,

Camiling, Tarlac.

Respondents of the Study

The respondents of the study were the Grade 12 students in Bilad High

School. The respondents came from the seven sections of the Grade 12 Senior

High School level of Bilad High School.

Sampling Procedure

The researcher used the quota sampling to determine the number or

proportion of units.
Data Gathering Instrument

In gathering the necessary data from the Grade 12 senior high school

respondents, the questionnaire are coined from internet based questions and being

modified by the researchers. Derived from various site, such as Stat.berkeley.com

on the topic "Video game questionnaire". And in order to describe the respondents

in terms of their age,gender,section,track and academic performance the researcher

used survey questionnaire.

Data Gathering Procedure

Before conducting the data gathering procedure, the researcher presented a

letter of request,approved by the school principal and the researcher teacher,to

teacher(s) in charge of the aforementioned students and to the grade 12 senior high

school students. The researcher personally distributed the survey questionnaire to

the Grade 12 senior high school of bilad high school S.Y.2022-2023.

Data Analysis

For objective no. 1, to determine the demographic characteristics of the

Grade 12 Senior High School students of Bilad High School, frequency and

percentage was used.

For objective No 2, to determine the reason why the grade 12 of Bilad high

school into playing Mobile Legends: Bang Bang, Frequency and percentage was
used.

For objective No 3, to determine reason why grade 12 students of Bilad

high school enjoy play Mobile Legends: Bang Bang, Frequency and percentage

was used

For objective No 4, to determine the impact of playing Mobile Legends

and the academic performance on Grade 12 Students if Bilad High School,

weighted mean was used.


RESULTS AND DISCUSSIONS

This portion of the study present the result, interpretations and

discussions of the following topics; Description of the Grade 12 Students of

Bilad High School in terms of their age, gender , section, track, academic

performance; Determining the reason why Grade 12 Students of Bilad

High School into playing Mobile Legends :Bang Bang, Figure out what

makes the Grade 12 Students of Bilad High School enjoy playing Mobile

Legends: Bang Bang, Determining the impact of playing Mobile Legends:

Bang Bang, Determining the impact of playing Mobile Legends: Bang

Bang on the academic performance on Grade 12 students of Bilad High

School.

Description of Grade 12 Students of Bilad High School in Terms

of Age, Gender, Section, Track, Academic Performance

For the goal of generalization, it is important to know the

demographics of research participants in order to assess whether they

constitute a representative sample of the group being studied. Age and

gender are just two of the various factors that influence how pupils behave.

of education and comprehension over a long period of time.


Description of Grade 12 Students of Bilad High School in Terms

of Age

Age is the length of time particular live things spend in specific

location it also refers to the period from the start of life to the present.

Table:1.1: Description of Grade 12 Students of Bilad High School in terms of


Age
AGE FREQUENCY PERCENT
16 1 1.5%
17 40 60.6%
18 and above 25 37.9%
TOTAL 66 100%

Figure 1.1 Description of Grade 12 Students of Bilad High School in Terms of


Age

Table 1.1 shows that 1 or 1.5% is 16 years old, 40 or 60.6% are 17 years
old, 25 or 37% are 18 and above.

It can be gleaned from the table that most of the respondents pr Grade 12

Students of Bilad High School are 17 years old, followed by 18 and above years

old and last is 16 years old.

Description of Grade 12 Students of Bilad High School in Terms of Gender.

Gender refers to the characteristics of women, men, girls and boys that are

socially constructed.

Table 1.2: Description of Grade 12 Students of Bilad High School in Terms of


Gender
GENDER FREQUENCY PERCENT
Male 40 60.6%
Female 26 39.4%
TOTAL 66 100%
Figure 1.2 Description of the Grade 12 Students of Bilad High School in
Terms of Gender
Table 1.2 shows that 40 or 60.6% are male and 26 or 39.4% are female,

total of 66 or 100%.

Majority of the respondents from Grade 12 Senior High School of Bilad

High School are male that play Mobile Legends: Bang Bang.

Description of Grade 12 Students of Bilad High School in Terms of

Section

Section represents classroom of Students schedule into a course that have the same

subject and course number.

Table 1.3: Description of Grade 12 Students of Bilad High School in Terms of


Section
SECTION FREQUENCY PERCENT
EXCELLENCE 10 15.2%
LOYALTY 4 6.1%
HOPE 13 19.7%
FAITH 6 9.1%
PRUDENCE 17 25.8%
HUMILITY 11 16.7%
RESPECT 5 7.6%
TOTAL 66 100%

Table 1.3 shows that 10 or 15.2%are Excellence and 4 or 6.1% are Loyalty

and 13 or 19.7% are Hope and 6 or 9.1% are Faith and 17 or 25.8% are Prudence

and 11 or 16.7% are Humility and 5 or 7.6% are Respect.

Majority of the respondent from Grade 12 Senior High School of Bilad

High School are from Prudence, followed by Hope and Humility.

Figure 1.3 Description of Grade 12 Students of Bilad High School in Terms of


Section

Description of Grade 12 Students of Bilad High School in Terms of

Track
Track is a specific area of study much like college courses and they under

four disciplines, namely, Academic, Technical-Vocational Livelihood (TVL),

Sports, and Arts & Design.

Table 1: Description of Grade 12 Students of Bilad High School in terms of


Track

TRACK FREQUENCY PERCENT


Academic-STEM 10 15.2%
Academic-GAS 46 69.7%
TVL-AFA 4 6.1%
TVL-HE 6 9.1%
TOTAL 66 100

Figure 1.4 Description of Grade 12 Students of Bilad High School in Terms of


Track
Table 1.4 shows that 10 or 15.2% are Academic-STEM and 46 or 64.7% are

Academic-GAS and 4 or 6.1% are TVL-AFA and 6 or 9.1% are TVL-HE.


Therefore, Majority in terms of Track is Academc Gas.

Description of Grarde12 Students of Bilad High School in Terms of

Performance

Academic Performance/Achievement is the extent to which a Student,

Teacher, or Institutions has attained their short or long-term educational goals and

is measured either by continuous assessment or cumulative Grade point average.

Table 1.5: Description of Grade 12 Students of Bilad High School in Terms of


Academic Performance

ACADEMIC FREQUENCY PERCENT VERBAL


PERFORMANCE DESCRIPTION
80 and below 2 3.0% Below average
81-85 14 21.2% Average
86-90 40 60.6% Above Average
91-94 10 15.2% Excellent
TOTAL 66 100% Above Average

Legend:80 and below (below average),81-85(average),86-90(above average),91-


94(excellent)
Figure 1.5: Description of Grade 12 Students of Bilad High School in Terms
of Academic Performance

Table 1.5 shows that 2 or 3.0% have an Average Grade of 80 and below and

14 or 21.2% have an Average Grade of 81-85 and 40 or 60.6% have Average

Grade of 86-90 and 10 or 15.2% have an Average Grade of 91-94.

Most of the respondents have Grade of above Average Level.

Determining the Reasons Why Grade 12 Students of Bilad High School


Play Mobile Legends: Bang Bang

Some are in it for the money, some for fun, some for both. These seem to be
main reasons why they get into esports. However, like any other sport those are

not the only factors that come with playing it.

Table 2.1 Determining the reasons why Grade 12 Students of Bilad High
School Play Mobile legends: Bang Bang

STATEMENT FREQUENCY PERCENT RANK


For fun 65 98.5% 1
For money 5 7.5% 8
For entertainment 27 40.9% 3.5
To socialize 16 24.2% 7
To meet new 48 72.7% 2
friends
It such a great 27 40.9% 3.5
feeling to master
or finish a game
My hand eye 22 33.3% 6
coordination is
enhanced by it
It teaches the 24 36.4% 5
importance of the
work
Other 2 3.0% 9
TOTAL 9

Based on the table above, there are 65 or 98.5% of the respondents that play

mobile Legends: Bang Bang for fun,5 or 7.6% of the respondents that play Mobile

legends: Bang Bang for money, 27 or 40.9% of the respondents that play Mobile
Legends: Bang Bang for entertainment,16 or 24.2% of the respondents that play

Mobile Legends: Bang Bang to socialize,48 or 72.7% of the respondents that play

Mobile Legends: Bang Bang to meet new friends, 27 or 40.9% of the respondents

that play Mobile Legends: Bang Bang it such a great game feeling to master or

finish a game,22 or 33.3% of the respondents that play Mobile legends: Bang

Bang my hand coordination is enhanced by it,24 or 36.4% of the respondents that

play Mobile Legends: Bang Bang it teaches the importance of team work, 2or

3.0% of the respondents state otherwise.

Most of the respondents that play Mobile Legends: Bang Bang for fun,

followed by to meet new friends with 48 respondents or 72.7% followed by for

entertainment and it such a great feeling to master or finish a game with 27

respondents or 40.9%, followed by it teaches the importance of team work with 24

respondents or 36.4%, followed by my hand-eye coordination is enhanced by it

with 22 respondents or 33.3%.

Reasons making the Grade 12 Students of Bilad High School Enjoy Playing

Mobile Legends: Bang Bang

Mobile Legends: Bang Bang is an Online game favored by adolescents;

they like this game to relieve stress if it is overplayed the players will be addicted

like they don`t care about the people around them.

The covid 19 pandemic has increased Mobile Phone usage among Students

around the world. As a result, the number of students who started playing Mobile

legends and quickly became addicted to them whether they were pre-installed,
played offline, or played online, has also greatly increased.

The findings of Penamor (2021), Reveals that stress, sadness, loneliness,

and a lack of real interaction and socialization drive the two instances to take up

playing Mobile Legends too much and to recklessly has a negative impact on their

achievement.

Table 3.1 Reasons Making the Grade 12 Students of Bilad High School Enjoy
Playing Mobile Legends: Bang Bang
STATEMENT FREQUENCY PERCENT RANK
Good graphics 37 56.1% 3
Good sound effect 34 51.5% 4.5
To relieve stress 49 74.2% 2
It challenges my 34 51.5% 4.5
mind
Quick games 14 3.5% 6
Playing with 59 89.4% 1
friends
It pushes player to 22 33.3% 5
be competitive to
their goal
Other 4 1.0% 7
TOTAL 8

Based on the table above, there are 37 or 56.1% of respondents says that

good graphcs,34 or 51.5% of the respondents says that good sounds effect and 49

or 74.2% of the respondents says that to relieve stress, 34 or 51.5% of the

respondents says that it challenge my mind and 14 or 3.5% of the respondents says
that quick games,59 or 89.4% of the respondents says that playing Mobile legends:

Bang Bang, 22 or 33.3% of the respondents says that it pushes player to be

competitive to their goal 4 or 1.0% of the respondents state otherwise.

Most of the respondents that play Mobile Legends: Bang Bang playing

with friends, followed by to relieve stress with 49 or 74.2%, followed by good

graphics with 37 respondents or 56.1% followed by good graphics and it challenge

my mind with 34 respondents or 51.5%, followed by it pushes player to be

competitive to there goal with 22 respondents or 33.3%

Impact of Playing Mobile Legends on the Academic Performance on Grade

12 Students of Bilad High School

So, from the results obtained, it can be understood that the intensity of

playing mobile legends games on students affects them in doing Academic

Procrastination. The more often you play online games, the higher the intensity of

playing mobile legends games which has an impact on delaying academic

assignments.

Table 4.1 Impact of playing Mobile Legends on the Academic Performance on


Grade 12 Students of Bilad High School

STATEMENT Weighted mean Verbal Description Rank


I always do my 1.55 Agree 1
schoolwork
Playing mobile 1.76 Agree 3
legends eliminate
bore doom
I take part in 1.94 Agree 8
recitation every
time
I`m currently taking 1.95 Agree 9.5
part in any kinds of
School activities
I get to school early 1.95 Agree 9.5
My involvement in 2.12 Disagree 15
school has
increased recently
I can concentrate on 2.17 Disagree 18
my schoolwork
In class I got more 2.14 Disagree 16.5
involved
My grades 1.92 Agree 7
improved
I performed well in 1.88 Agree 5
any quizzes
When it comes to 1.98 Agree 11
schoolwork, my
creativity has
increased quickly
I got a high score in 2.18 Disagree 19
exam
I participate 2.00 Agree 12.5
actively in every
discussion
On topic of every 1.91 Agree 6
subject I have, I can
read more and
comprehend more
It boosts motivation 2.02 Disagree 14
in doing my studies
Playing mobile 1.85 Agree 4
legends lift my
mood
I have increase 2.14 Disagree 16.5
sense of
responsibility
Playing mobile 1.74 Agree 2
legends eliminate
bore doom
It can improve my 2.23 Disagree 20
motor
Lesson retain much 2.00 Agree 12.5
better for me
TOTAL Agree 20
Legends: (0.001-1.00) Strongly Agree, (1.01-2.00) Agree, (2.01-3.00) Disagree,
(3.01-4.00) Strongly Disagree

The table 4.1 shows the impact of playing Mobile Legends: Bang Bang on

the academic performance on Grade 12 Students. Statement 1 (I always do my

school work) has a weighted mean of 1.55 which equivalent to its verbal

description of agree, statement 2 (I always do my schoolwork) has a weighted

mean of 1.76 which equivalent to its verbal descriptions of agree, statement 3 (I

take part in recitation every time) has a weighted mean of 1.94 which equivalent to

its verbal description agree, statement 4 (I`m currently taking part in any kinds of

School activities ) has a weighted mean of 1.95 which equivalent to its verbal

description of agree, statement 5 (I get to school early) has a weighted mean of

1.95 which is equivalent of verbal description of agree, statement 6 ( My

involvement in school has increased recently) has a weighted mean of 2.12 which

is equivalent to its verbal description of disagree, statement 7 (I can concentrate on

my schoolwork) has a weighted mean of 2.17 which is equivalent to its verbal

description of disagree, statement 8 (In class I got more involved) has a weighted

mean of 2.14 which is equivalent to its verbal description of disagree, statement 9

(My grades improved) has a weighted mean of 1.92 which is equivalent to its

verbal description of agree, statement 10 (I performed well in any quizzes) has a

weighted mean of 1.88 which is equivalent to its verbal description of agree,


statement 11 (When it comes to schoolwork, my creativity has increased quickly)

has a weighted mean of 1.98 which is equivalent to its verbal description of agree,

statement 12(I got a high score in exam) has a weighted mean of 2.18 which is

equivalent to its verbal description of disagree, statement 13 (I participate actively

in every discussion) has a weighted mean of 2.00 which is equivalent to its verbal

description of agree, statement 14 (On topic of every subject I have, I can read

more and comprehend more) has a weighted mean of 1.91 which is equivalent to

its verbal description of agree, statement 15 (It boosts motivation in doing my

studies) has a weighted mean of 2.02 which is equivalent to its verbal description

of disagree, statement 16 (Playing mobile legends lift my mood) has a weighted

mean of 1.85 which is equivalent to its verbal description of agree, statement 17 (I

have increase sense of responsibility) has a weighted mean of 2.14 which is

equivalent to its verbal description of disagree, statement 18 ( Playing mobile

legends eliminate bore doom) has a weighted mean of 1.74 which is equivalent to

its verbal description of agree, statement 19 (It can improve my motor) has a

weighted mean of 2.23 which is equivalent to its verbal description of disagree,

statement 20 ( Lesson retain much better for me) has a weighted mean of 2.00

which is equivalent to its verbal description of agree.

Based on table most of the impact of playing Mobile Legends: Bang Bang

on the academic performance of Grade 12 Students is I always do my schoolwork

with verbal description of agree or 1.55. Followed by Playing mobile legends

eliminate bore doom with verbal description of agree or 1.74. Followed by Playing
mobile legends eliminate bore doom with verbal description of agree or 1.76.

Followed by Playing mobile legends lift my mood with verbal description of agree

or 1.85. Followed by I performed well in any quizzes with verbal description of

agree or 1.88.

SUMMARY, CONCLUSION AND RECOMMENDATION

This chapter shows the summary, conclusion and the findings and the

recommendations of the study.

Summary

This study aims to determine the effects of Mobile Legends of Grade 12

Students of Bilad High School. It also aims to determine the students’

demographic characteristics of playing mobile legends such as age, gender,

section, track and academic performance. It also aims to determine the reasons

why Grade 12 Students of Bilad High School into Playing Mobile Legends: Bang
Bang. It also aims to determine Reasons making the Grade 12 Students of Bilad

High School enjoy playing Mobile Legends: Bang Bang. It also aims to determine

Impact of playing Mobile Legends on the Academic Performance on Grade 12

Students of Bilad High School

The researcher design used in this study was descriptive design. The

respondents of the study were grade 12 students of Bilad High School. The study

to be conducted in Bilad High School at Brgy. Bilad, Camiling, Tarlac. The

researcher use a survey questionnaire. SPSS version 20 was the data analysis tool

used.

Based on the analysis of data gathered, the researchers came up with the

following findings:

1. In terms of age, 1 or 1.5% is 16 years old, 40 or 60.6% are 17 years old,

25 or 37% are 18 and above.

2.In terms of gender, 40 or 60.6% are male and 26 or 39.4% are female,

total of 66 or 100%.

3. In terms of section, 10 or 15.2%are Excellence and 4 or 6.1% are Loyalty

and 13 or 19.7% are Hope and 6 or 9.1% are Faith and 17 or 25.8% are Prudence

and 11 or 16.7% are Humility and 5 or 7.6% are Respect

4. In terms of track, that 10 or 15.2% are Academic-STEM and 46 or

64.7% are Academic-GAS and 4 or 6.1% are TVL-AFA and 6 or 9.1% are TVL-

HE.
5. In terms of academic performance, 2 or 3.0% have an Average Grade of

80 and below and 14 or 21.2% have an Average Grade of 81-85 and 40 or 60.6%

have Average Grade of 86-90 and 10 or 15.2% have an Average Grade of 91-94.

6. Determining the reasons why Grade 12 Students of Bilad High School

into Playing Mobile Legends: Bang Bang with 65 or 98.5% of the respondents that

play mobile Legends: Bang Bang for fun,5 or 7.6% of the respondents that play

Mobile legends: Bang Bang for money, 27 or 40.9% of the respondents that play

Mobile Legends: Bang Bang for entertainment,16 or 24.2% of the respondents that

play Mobile Legends: Bang Bang to socialize,48 or 72.7% of the respondents that

play Mobile Legends: Bang Bang to meet new friends, 27 or 40.9% of the

respondents that play Mobile Legends: Bang Bang it such a great game feeling to

master or finish a game,22 or 33.3% of the respondents that play Mobile legends:

Bang Bang my hand coordination is enhanced by it,24 or 36.4% of the

respondents that play Mobile Legends: Bang Bang it teaches the importance of

team work, 2or 3.0% of the respondents state otherwise.

7. Reasons making the Grade 12 Students of Bilad High School enjoy

playing Mobile Legends: Bang Bang with 37 or 56.1% of respondents says that

good graphcs,34 or 51.5% of the respondents says that good sounds effect and 49

or 74.2% of the respondents says that to relieve stress, 34 or 51.5% of the

respondents says that it challenge my mind and 14 or 3.5% of the respondents says

that quick games,59 or 89.4% of the respondents says that playing Mobile legends:

Bang Bang, 22 or 33.3% of the respondents says that it pushes player to be


competitive to their goal 4 or 1.0% of the respondents state otherwise.

8. Impact of Playing Mobile Legends on the Academic Performance on Grade 12

Students of Bilad High School with Statement 1 (I always do my school work) has

a weighted mean of 1.55 which equivalent to its verbal description of agree,

statement 2 (I always do my schoolwork) has a weighted mean of 1.76 which

equivalent to its verbal descriptions of agree, statement 3 (I take part in recitation

every time) has a weighted mean of 1.94 which equivalent to its verbal description

agree, statement 4 (I`m currently taking part in any kinds of School activities ) has

a weighted mean of 1.95 which equivalent to its verbal description of agree,

statement 5 (I get to school early) has a weighted mean of 1.95 which is equivalent

of verbal description of agree, statement 6 ( My involvement in school has

increased recently) has a weighted mean of 2.12 which is equivalent to its verbal

description of disagree, statement 7 (I can concentrate on my schoolwork) has a

weighted mean of 2.17 which is equivalent to its verbal description of disagree,

statement 8 (In class I got more involved) has a weighted mean of 2.14 which is

equivalent to its verbal description of disagree, statement 9 (My grades improved)

has a weighted mean of 1.92 which is equivalent to its verbal description of agree,

statement 10 (I performed well in any quizzes) has a weighted mean of 1.88 which

is equivalent to its verbal description of agree, statement 11 (When it comes to

schoolwork, my creativity has increased quickly) has a weighted mean of 1.98

which is equivalent to its verbal description of agree, statement 12(I got a high

score in exam) has a weighted mean of 2.18 which is equivalent to its verbal
description of disagree, statement 13 (I participate actively in every discussion)

has a weighted mean of 2.00 which is equivalent to its verbal description of agree,

statement 14 (On topic of every subject I have, I can read more and comprehend

more) has a weighted mean of 1.91 which is equivalent to its verbal description of

agree, statement 15 (It boosts motivation in doing my studies) has a weighted

mean of 2.02 which is equivalent to its verbal description of disagree, statement 16

(Playing mobile legends lift my mood) has a weighted mean of 1.85 which is

equivalent to its verbal description of agree, statement 17 (I have increase sense of

responsibility) has a weighted mean of 2.14 which is equivalent to its verbal

description of disagree, statement 18 ( Playing mobile legends eliminate bore

doom) has a weighted mean of 1.74 which is equivalent to its verbal description of

agree, statement 19 (It can improve my motor) has a weighted mean of 2.23 which

is equivalent to its verbal description of disagree, statement 20 ( Lesson retain

much better for me) has a weighted mean of 2.00 which is equivalent to its verbal

description of agree.

Conclusions

In reflection on the findings and following recommendations,

conclusions are hereby:

1. Most of the respondents are aged seventeen (17). Majority of them are

male. Most of the respondents were come from PRUDENCE. Majority of


the respondents were come from Academic- GAS. Majority of the respon-

dent have an average of 89-90

2. Most of the respondents that play Mobile Legends: Bang Bang for fun.

3. Most of the respondents that play Mobile Legends: Bang Bang playing with

friends.

4. Most of the impact of playing Mobile Legends: Bang Bang on the academic

performance of Grade 12 Students is I always do my schoolwork.

Recommendations

Based on the findings and conclusion, the following are hereby recommended:

1. For the players, they should not let the game devour their time, thoughts,

and emotions or it may become their worst addiction.

2. For the students, they should not push themselves too much in gaming, be-

cause it can harm, them and it would be their reason of downfall.

3. For the teachers, they must guide their student well because most of the de-

pressed students found their happiness playing Mobile Legends and most of

them are totally gone astray.

4. For none players, they should not discriminate the Mobile Legends.

5. For Mobile Legends players, don’t be a bad influence to non-players.


6. For Mobile Legends players, minimize their time in playing a Mobile leg-

ends

7. For the school, we the researchers recommend conducting more about the

lifestyle of the Mobile Legends players.

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APPENDIX A
December 05, 2022
TERESITA P. LORENZO
Principal III
Bilad High School
Camiling, Tarlac

Madam,
I am Peter John A. Simon, a researcher from STEM 12 – Excellence
currently conducting a research study entitled “Factors That Influence the Grade
12 Students of Bilad High School into Playing Mobile Legends: Bang Bang”. It is
expected that the findings of the study help them to know all the possible outcome
in the health of the students who are playing Mobile Legends: Bang Bang.

In this regard, I would like to humbly ask permission to allow the Bilad
Senior High School learners who will be randomly chosen to participate in this
study. I will conduct my survey depending on the availability of their time.
Hoping for your kind cooperation to this humbly request. Thank you.
Very truly yours,
PETER JOHN A. SIMON
Researcher
Noted:

EVANGELEy7NE E. SANA, Ph. D.


Research Teacher
Approved:

TERESITA P. LORENZO
School Principal

APPENDIX B
Republic of the Philippines
Department of Education
Region III – Central Luzon
Schools Division of Tarlac Province
BILAD HIGH SCHOOL
Camiling, Tarlac

December 06, 2022

Dear fellow students,

I am a student from STEM 12 – Excellence currently conducting a research


study entitled “Factors That Influence the Grade 12 Students of Bilad High
School into Playing Mobile Legends: Bang Bang”as a requirement for Practical
Research 2.
In connection with this, I would like to kindly ask for your assistance and
cooperation to help provide the necessary data for my study. Rest assured that the
respondents’ personal data and information collected will remain confidential.
Thank you.

Sincerely yours,

PETER JOHN A. SIMON


Researcher
Noted:

EVANGELENE E. SANA, Ph. D.


Teacher in Practical Research I

2. What are the reason why you are playing Mobile Legends: Bang Bang?
__For fun
__For money
__For entertainment
__to socialize
__To meet new friends
__Its such a great feeling to master or finish a game
__My hand -eye coordination is enhanced by it
__It teaches the importance of teamwork
Other (please specify)__________________

3. Why do you enjoy playing Mobile Legends: Bang Bang?


__Good graphics APPENDIX C
__Good sound effects SURVEY QUESTIONNAIRE
__To relieve stress
__It challenge my mind
Name (optional):____________________________________
__Quick games 1. Put a check (✓) on the items that correspond to your answer.
__Playing with friends
Age:___
__It pushes players Gender:
to be competitive to their goal
(__)male (__)female
Other (please specify)__________________
Section:________
Track: Academic Technical VocationalLivelihood(TVL)
(__)STEM (__)AFA
(__)GAS (__) H.E
Academic performance______
4. Check the box (✓) next to response that most closely matches your response to
the statement provided.
SA-Strongly Agree , A-Agree , D-Disagree, SD-Strongly Disagree

STATEMENT Strongly Agree Disagree Strongly


Agree Disagree
I Always do my
schoolwork
I deliver assignment on
time
I take part in recitation
everytime
I’m currently taking part
in any kinds of school
activities
I get to school early
My involvement in school
has increased recently
I can concentrate on my
school work
In class I got more
involved
My gradesimproved
I perform well in any
quizzes
When it comes to school
work, my creativity has
increased quickly
I got a high score in
exams
I participate actively in
every discussion
On the topic of every
subjects i have ,I can read
more and comprehend
more.
It boost motivation in
doing my studies
Playing Mobile Legends
lift my mood
I have increase sense of
responsibility
Playing Mobile Legends
Eliminate boredom
It can improves my motor
reflexes
Lesson retain much better
for me

APPENDIX D

Figure 7. Presentation of Letter


Figure 8. Distribution of Survey Questionnaires

Figure 9. Respondents Answering the Survey Questionnaires


Figure 10. Research Defended

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