Professional Documents
Culture Documents
A Front Page
A Front Page
By
PETER JOHN A. SIMON
February 2023
ACKNOWLEDGEMENT
The author of this work expresses his heartfelt thanks and gratitude to the
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
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
Ted Jasper D. Daliva, for his extended support with the resources needed in
Elmer Jr. L. Martin, for his patience and priceless efforts in guiding and
Asherah Joy Libued, for her patience and for providing her assistance in the
gathering of data,
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
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
High School student of Bilad High School taking up the academic strand of
One of his goals as of now is to graduate Senior High School with hopes of
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,
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
School
LIST OF FIGURES
Figure Page
1 Paradigm of the Study 13
7 Presentation of Letter 50
LIST OF APPENDICES
Appendix Page
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
In 2019, the game won Most Favorite Game of the Year and Most Favorite
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
Bang Bang is affecting the Grade 12 students in Bilad High School and their
This study aims to determine the factors that influence the Grade 12
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
3. What makes the grade 12 students of Bilad High School enjoy playing Mobile
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
To the Teacher This study helps them to know all the possible outcome in
To the parent This study helps them to create ways on how to discipline
To the Guidance Counselor This study helps them to assist and advise
students about academic and personal decisions to access the ability and potential
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
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.
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
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
Definition of Terms
According to Kosasih et al. (2022), the results show that the Individual
progress, achieve goals, or receive positive evaluations so that they can overcome
counselees with Mobile Legends Online Game Addiction. And Ansar (2021), the
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
(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
Therefore, Ting Ting (2022), the results demonstrated that IGD was
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
young adults and the general public on their gaming habits. Based on the variables
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
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.
escape. High primary (secondary) control people are more (less) likely to become
psychological ownership and OGA, psychological ownership levels that are either
Therefore Durak et al. (2022), the results of the study will shed light on
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
Then Augur & Hasan (2019), internet parenting styles with high degrees
levels of online game addiction in adolescents than other parenting styles. While
the study did not find any significant differences between adolescent age, father
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
two.
And lastly Kiatsakared & Chen (2022), further analysis of these findings
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
the research questions, this study uses both quantitative and qualitative
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
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
pay and continued usage. This study has successfully added to the body of
knowledge about the factors that affect satisfaction, intention to continue using,
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
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
Therefore, Ikhsani & Haryono (2022), the results showed that financial
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
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
And Chen et al. (2021), the findings demonstrate that M3Rec generates
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
And lastly, Paulina (2021), the discovery showed that 63 words are classified as
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, -
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
•Level of addiction
•academic performance
This chapter presents the research design used, the location of the
study, the respondents, the sampling procedure, data gathering instrument, data
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
Camiling, Tarlac.
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
Sampling Procedure
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
on the topic "Video game questionnaire". And in order to describe the respondents
teacher(s) in charge of the aforementioned students and to the grade 12 senior high
Data Analysis
Grade 12 Senior High School students of Bilad High School, frequency and
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.
high school enjoy play Mobile Legends: Bang Bang, Frequency and percentage
was used
Bilad High School in terms of their age, gender , section, track, academic
High School into playing Mobile Legends :Bang Bang, Figure out what
makes the Grade 12 Students of Bilad High School enjoy playing Mobile
School.
gender are just two of the various factors that influence how pupils behave.
of Age
location it also refers to the period from the start of life to the present.
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
Gender refers to the characteristics of women, men, girls and boys that are
socially constructed.
total of 66 or 100%.
High School are male that play Mobile Legends: Bang Bang.
Section
Section represents classroom of Students schedule into a course that have the same
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
Track
Track is a specific area of study much like college courses and they under
Performance
Teacher, or Institutions has attained their short or long-term educational goals and
Table 1.5 shows that 2 or 3.0% have an Average Grade of 80 and below and
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
Table 2.1 Determining the reasons why Grade 12 Students of Bilad High
School Play Mobile legends: Bang Bang
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
play Mobile Legends: Bang Bang it teaches the importance of team work, 2or
Most of the respondents that play Mobile Legends: Bang Bang for fun,
Reasons making the Grade 12 Students of Bilad High School Enjoy Playing
they like this game to relieve stress if it is overplayed the players will be addicted
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.
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
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:
Most of the respondents that play Mobile Legends: Bang Bang playing
So, from the results obtained, it can be understood that the intensity of
Procrastination. The more often you play online games, the higher the intensity of
assignments.
The table 4.1 shows the impact of playing Mobile Legends: Bang Bang on
school work) has a weighted mean of 1.55 which equivalent to its verbal
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
involvement in school has increased recently) has a weighted mean of 2.12 which
description of disagree, statement 8 (In class I got more involved) has a weighted
(My grades improved) has a weighted mean of 1.92 which is equivalent to its
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
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
studies) has a weighted mean of 2.02 which is equivalent to its verbal description
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
statement 20 ( Lesson retain much better for me) has a weighted mean of 2.00
Based on table most of the impact of playing Mobile Legends: Bang Bang
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
agree or 1.88.
This chapter shows the summary, conclusion and the findings and the
Summary
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
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
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:
2.In terms of gender, 40 or 60.6% are male and 26 or 39.4% are female,
total of 66 or 100%.
and 13 or 19.7% are Hope and 6 or 9.1% are Faith and 17 or 25.8% are Prudence
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.
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:
respondents that play Mobile Legends: Bang Bang it teaches the importance of
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
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:
Students of Bilad High School with Statement 1 (I always do my school work) has
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
statement 5 (I get to school early) has a weighted mean of 1.95 which is equivalent
increased recently) has a weighted mean of 2.12 which is equivalent to its verbal
statement 8 (In class I got more involved) has a weighted mean of 2.14 which is
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
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
(Playing mobile legends lift my mood) has a weighted mean of 1.85 which is
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
much better for me) has a weighted mean of 2.00 which is equivalent to its verbal
description of agree.
Conclusions
1. Most of the respondents are aged seventeen (17). Majority of them are
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
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,
2. For the students, they should not push themselves too much in gaming, be-
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
4. For none players, they should not discriminate the Mobile Legends.
ends
7. For the school, we the researchers recommend conducting more about the
LITERATURE CITED
Legend Di Pekanbar
http://ojs.stikespanritahusada.ac.id/index.php/chc/article/view/56,
problems?
https://akjournals.com/configurable/content/
journals$002f2006$002f3$002f1$002farticle-p27.xml?t:ac=journals
%24002f2006%24002f3%24002f1%24002farticle-p27.xml,
https://dl.acm.org/doi/abs/10.1145/3469830.3470906,
game addiction among the young adult multiplayer online battle arena players in
Malaysia
http://eprints.utar.edu.my/3218/ ,
https://www.sciencedirect.com/science/article/abs/pii/S0360131521002554,
https://dl.acm.org/doi/abs/10.1145/3322385.3322426,
http://journal.wima.ac.id/index.php/JUMMA/article/view/3611,
cross-disciplinary review
https://www.tandfonline.com/doi/abs/10.3109/16066359.2012.693222,
Legend Gamers
https://heinonline.org/HOL/LandingPage?handle=hein.journals/
techssj35&div=33&id=&page=,
Irmayani & Anas (2020), Analisis perilaku siswa yang kecanduan game
https://ojs.unm.ac.id/JPPK/article/view/13862,
Activity Passion
https://www.mdpi.com/2071-1050/14/19/12364,
https://stbalia.e-journal.id/lingua/article/view/52,
http://journal.redwhitepress.com/index.php/jles,
https://jurnal.ubd.ac.id/index.php/pr/article/view/896,
Legend Di Pekanbaru
https://repository.uir.ac.id/13779/,
http://ojs.itb-ad.ac.id/index.php/JUSIN/article/view/1496,
https://e-journal.sttimanuelpacet.ac.id/index.php/filadelfia/article/view/42i,
Souza (2021),
https://sg.docworkspace.com/d/sIDKXv_W6AYDhnZsG,
Ting T’ng (2022) Need Frustration, Gaming Motives, and Internet Gaming
https://link.springer.com/article/10.1007/s11469-022-00825-x,
W J M Loa & M P Berlianto (2022), Drivers Of Purchase Intention And
http://ecojoin.org/index.php/EJM/article/view/1022,
https://scholar.google.com/scholar?
hl=en&as_sdt=0%2C5&q=online+games+addiction+rl&btnG=#d=gs_qabs&t
=1667717364058&u=%23p%3D85tjqnTyEBMJ,
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:
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
Sincerely yours,
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)__________________
APPENDIX D