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“The Relationship Between Mobile Legends Participation and Academic Performance of Grade 11 Stem
Students in ACLC College of Ormoc City Inc.”

A Research Paper
Presented to the Senior High School Faculty of
ACLC College of Ormoc City, Inc.

In Partial Fulfillment
Of the Requirements for the Inquiries, Investigation, and Immersion subject
Senior High School Department
Strand Name

By

Aseo, Carlo A.
Calabia, Kurt Jheann A.
Cator, Francesca Mikaella P.
Gendoy, Shaun Jayden S.
Monesit, Sharmaine P.
Ocon, Nina Ira G.
Reataza, Denese P.
Salinas, Kate Hazel C.

March 2024
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CHAPTER 1

INTRODUCTION

Background of the Study

The unparalleled surge in the popularity of mobile gaming has sparked widespread interest in

understanding its potential implications for student’s academic performance. According to Samuel (2010:7),

an online game is a networked game where players compete with one another to complete tasks, complete

objectives, and rack up the best score possible in the virtual environment. Online games benefit student’s

physical, mental, and imaginative faculties as well as their intellectual capacities. However, they can also

have the unfavorable effect of making schoolwork and other academic obligations less important, as students

use their leisure time to play games instead of studying. Amidst this landscape, this study endeavors to

determine the complex interplay between student’s participation in Mobile Legends and their academic

performance.

One of the most popular games in the Philippines which Filipinos are drawn to playing mobile game

is the Mobile Legends: Bang Bang. According to the official website of the game mobile legends, the game

was published by Moonton on July 14, 2016. Mobile Legends is a popular multiplayer online battle arena

(MOBA) game designed for mobile devices. It features fast-paced, real-time battles where players team up

and complete against each other in strategic combat scenarios. According to the study of Rochmayanti et.al.,

(2021), players of Mobile Legend are dominated by students of all ages, including adults and students in

elementary, middle, and high school, as well as college students. Students who play Mobile Legends games

continually face the risk of developing addiction. Addiction to the Mobile Legend game will be harmful,

especially to one’s ability to do well in school. Children’s development, especially their drive to learn, is
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impacted by the Mobile Legend game. Sembirin (2007) asserts that because playing online games takes up

study time, students who play these kinds of games perform worse academically. The results of a study by

Kertamuda (2008) indicate that learning motivation can affect one’s ability to increase performance. This

research was confirmed by Detria (2013:5) which discovered that the stronger one’s drive to learn, the better

one’s academic success, and the lower one’s motivation to learn, the lower one’s academic achievement

which indicates that the more they engage in mobile legends, the lower their motivation in academic

performance and vice versa.

Local studies have aimed to unravel the impact of engaging in the popular mobile game on student’s

scholastic achievements. Some findings in these studies suggest that excessive participation in Mobile

Legends may lead to decreased academic performance among students. This could be attributed to the time

and cognitive resources devoted to gaming, which might interfere with student’s study habits and

concentration on academic tasks. According to the study of De los Santos et.al., (2020), shows that the most

commonly played online mobile game among respondents at school and at home is Mobile Legends (ML)

and based on the revealed study findings, that the number of hours consumed by the students on playing

online mobile games at home was found significantly correlated with student’s academic performance, which

indicates the direction of the relationship was inverse which shown an increasing number of hours spent, it

corresponds to the decrease in student’s academic performance. Academic performance of the students is a

primary feature and one of the main objectives of education, which may be defined as the information

acquired by the student and evaluated by a teacher through marks or educational goals set by students and

teachers to be attained over a particular amount of time (Narad and Abdullah, 2016). Academic Performance

may serve as a beneficial tool for assessing learning in an educational setting. (Redondo-Florez et.al., 2022).

Meeting requirements for academic performance objectives, targets, and goals established in the course or

program a student is enrolled in. They are reflected in grades, which are the outcome of evaluations based on

the whether students pass exams, subjects, or courses.


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This research seeks to determine the relationship between the Mobile Legends participation on

students’ academic performance, exploring both the positive and negative correlates in a subtle manner,

especially the grade 11 STEM students. The findings of the study can also provide insights if a high level of

mobile legends participations can worsen academic performance or not

Statement of the Problem

This study aims to determine the relationship between mobile legends and academic performance in 1 st

semester among grade 11 STEM students.

Specifically, this sought to answer the following questions:

1. What is the demographic profile of the students in terms of:


1.1 Grade
1.2 Duration of years playing Mobile Legends

2.What is the level of mobile legends participation of grade 11 STEM students?

3. What is the academic performance of STEM students in 1st semester?


3.1 Grade

4. Is there any significant relationship between mobile legends and the academic performances of
STEM students in 1st semester?
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Significance of the Study

The researchers believe that the study would be beneficial to the following:

Students, this study will help students to become more aware of the effects of mobile legends in their

academic performances and they will become aware on what will happen to them when they’re addicted in

playing mobile legends.

Teachers, they will gain knowledge on how mobile legends affects the academic performances of

their students. This study will also help them to find a new method to teach them about mobile gaming

addiction.

Parents, this study will help parents to become more aware of the effects of the mobile legends in the

academic performance of their children.

Future Researchers, this study might provide the foundation for future research.

Scope and Limitations

This study covers selected Grade 11 in STEM at ACLC College of Ormoc City Inc. The researchers

gathered all information about the possible effects of Mobile Legends on student’s academic performance.

To those who have knowledge about or experiences with a phenomenon of interest on playing Mobile

Legends.

This study is only conducted at ACLC College of Ormoc City Inc. Researchers also focus in playing

Mobile Legends and will not include any other mobile games.
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Definition of Terms

To have a better understanding of this study, the following terms were defined:

1.Academic Performance: Cumulative assessment of Grade 11 students’ scholastic achievements and

progress based on their grades during the first semester throughout the academic term.

2. Mobile Legends: Mobile Legends: Bang Bang is a multiplayer online battle arena (MOBA) game

designed for mobile phones. This game is free-to-play and is only monetized through in-game purchases like

characters and skins. Each player can control a selectable character, called a hero, with a unique abilities and

traits.

3. Mobile Legends Participation: Active engagement and involvement exhibited by Grade 11 students in

playing mobile legends during the designated timeframe of the study, including the factors such as the

duration of time of playing the game and the observable impact on students’ academic performance in the 1 st

semester.

Hypothesis

H0: There is no significant relationship between Mobile Legends and student’s academic performance among

grade 11 STEM students in ACLC College of Ormoc

HA: There is a significant relationship between Mobile Legends and student’s academic performance among

grade 11 STEM students in ACLC College of Ormoc


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CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter indicates the related literature and studies, locally, and internationally were gathered to

support the study. This gave important concepts and ideas for the development of the study.

Related Literature

With the fast development of mobile technology, many functions of desktop computers have been

transferred to mobile devices like ipad and smartphone, which is especially the case for game applications.

According to Yamani (2022), mobile games are basically online video games that may be connected to the

internet are specifically designed for mobile phones. Mobile games are designed and optimized for play on

mobile devices such as smartphones and tablets. These games are typically downloadable from app stores

such as google play store and apple store, from easy puzzle games to challenging multiplayer experiences.

Mobile games utilize touchscreens controls designed to be accessible for on-the-go gaming. Mobile games

cover a wider range of genre, including action, adventure, puzzle, strategy, simulation, and role-playing

games. As technology continues to advance, mobile games have become increasingly advanced in terms of

graphics, gameplay, mechanics, and social features.

In our generation today, young people, known as “wired generation,” have been overusing their

mobile devices. Overusing mobile devices can affect various of things, including their academics. According

to Meysam Eyvazlou et al., (2016), overusing mobile phones can affect the quality of sleep which recognized

as one of the important issues in the health literature. One of the reasons why people tend to excessively use

their mobile phones is because of mobile games. Mobile games can lead into addiction.
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According to Yongtao Ghan et al., (2022), addiction is a phenomenon when an individual reaches a

state of physical and psychological dependence that cannot be extricated or controlled. The same is true for

mobile gaming addiction. The idea that gaming could become an addiction first gained traction in 2013 when

the disorder was included in the “Diagnostic and Statistical Manual of Mental Disorder” (DSM). The

disorder was listed as a condition that time. According to Hee Joung Seok et al., (2018), people with internet

gaming addiction have compromised academic or job functioning because of the amount of time they spend

playing. Moreover, internet gaming addiction has been found to be linked to poor school performance and

difficulty in concentration.

Mobile Legends is a popular multiplayer online battle arena (MOBA) game that has captured the

attention of millions of players worldwide, especially among students. The game's addictive nature stems

from several factors that appeal to students and keep them coming back for more. Mobile Legends can be

highly addictive to students is the sense of accomplishment and satisfaction that comes with mastering the

game. As players progress through the levels and improve their skills, they are rewarded with new abilities,

items, and achievements. This constant progression and growth can be highly motivating for students, as they

strive to become better players and climb the ranks within the game.

Additionally, the social aspect of Mobile Legends is another factor that contributes to its addictive

nature. Players can team up with friends or join random groups to compete against other players in real-time

battles. This social interaction can be incredibly engaging for students, as they collaborate with others to

strategize and work towards a common goal. The sense of camaraderie and teamwork that comes from

playing with others can create a strong sense of connection and belonging, making it difficult for students to

step away from the game.


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Mobile Legends offers students a combination of satisfaction, social interaction, and competition

that can make it difficult to resist. As students continue to immerse themselves in the world of Mobile

Legends, they may find it hard to break away from the game and may become addicted to the thrill of

battling it out with their peers. In order to prevent excessive gaming and prioritize academic responsibilities,

it is important for students to practice self-discipline and moderation when playing Mobile Legends.

There are several studies that have examined the impact of mobile gaming, including games like

Mobile Legends, on academic performance. One such study, titled "The Effects of Mobile Legends: Bang

Bang on Student Academic Performance" by Bautista, Tandog, and Daval-Santos (2020), found that

excessive or addictive use of the game can lead to lower academic performance due to decreased study time

and increased distraction. According to Kaur and Rizvi (2019) explored the effects of mobile gaming on

academic performance among high school students and found a negative correlation between excessive

gaming and academic achievement. these studies suggest that excessive use of mobile games like Mobile

Legends can have a detrimental effect on academic performance by interfering with study habits, time

management, and overall academic motivation.

Theoretical Framework

Flow Model Theory

The study entitled The Relationship between Mobile Legends Participation and Academic

Performance of Grade 11 STEM Students is anchored on the Flow Model Theory by Csikszentmihalyi that

was published in 1975, which places emphasis on individuals’ attention in accomplishing desired goals on a

specific task. Flow theory describes the state of flow in which learners are so engrossed in an activity that

they lose sense of time and no other activity matters during that time (Vann & Tawfik, 2020).
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In the context of online gaming and academic performance, flow theory can be quite insightful.

Online games often provide players with challenges that match their skill level, which can lead to an

experience of flow. This can result in increased motivation and engagement with the game. However, it's

important to note that while flow in gaming can lead to improved skills within the game, it doesn't

necessarily translate to improved academic performance. In fact, excessive gaming can lead to a decrease in

academic performance due to the significant amount of time and attention it requires. Therefore, while online

games can be a source of flow, it's crucial to balance gaming with academic responsibilities to ensure overall

success (Berkeley GSPP, 2020). Students experience flow, or an optimal experience, when they are engaged

in mobile gaming. They become deeply engrossed in a timeframe where everything appears to lose

significance. According to the study by Santos (2020), entitled “Mobile Games and Academic Performance

of University Students," the flow model theory enables the researcher to examine and determine the

relationship between mobile games and the academic performance of the students. The author also suggested

that flow model theory can help to explain how mobile games affect students’ academic performance.

Further, students' behavior towards playing online mobile games is greatly affected by the level of their

personal state of flow experience because they become so involved over a period of time that everything

seems to not really matter at all.

"The relationship between Mobile Legends participation and academic performance of students," the

Flow Theory serves as a foundational framework for understanding how the immersive nature of Mobile

Legends gameplay may impact students' cognitive abilities, motivation, and overall well-being. By anchoring

this study in flow theory, it aims todetermine how the flow experience induced by Mobile Legends

participation may influence students' engagement with their academic performance.


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Conceptual Framework

MOBILE LEGENDS PARTICIPATION

FLOW MODEL THEORY

Excessive Loss of Self Loss Sense of Conentration and


Engagement Concsciousness Time Focus

ACADEMIC
PERFORMANCE
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CHAPTER 3

METHODOLOGY

Research Method

The research method to be utilized for this study is quantitative. Quantitative research involves

quantifying and analyzing variables to obtain results (Apuke, 2017). As this study will analyze the collected

data in numerical quantity by applying statistical analysis, this method is deemed most appropriate.

Design

This research study will be conducted using Correlational Research design because the goal of this

study is to determine the relationship between mobile legends and academic performance of the students.

Correlational research is a non-experimental study wherein two variables are measured. A correlational study

may find a relationship that is beneficial, an unfavorable correlation, or perhaps, no correlation at all. Little to

no effort was made to control the unrelated factors (Price, 2017).

Environment

The research study is conducted in ACLC College of Ormoc Inc.- Ormoc City Campus specifically at

Senior High School Department. It is located at Lilia Avenue in Cogon, Ormoc City, Leyte. A member of the

AMA Education System (AMAES) founded by Dr. Amable R. Aguiluz V – the father of IT education in the

Philippines. Established in 1986, ACLC stands for AMA Computer Learning Center, as it was originally a

computer training center offering skill-based courses on computer hardware and software. To date, ACLC

remain to be a popular choice for TESDA Short Courses in the Philippines.

Respondents

Grade 11 STEM students of ACLC College of Ormoc City Inc.


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Sampling Method

This study will use the purposive sampling method in the selection process for respondents. Purposive

sampling, according to Campbell et al. (2020), is the process of systematically matching the sample to the

aims and objectives of the research, with the goal of enhancing the scope of the research and ensuring the

accuracy of the data and findings. This sampling technique will be used when the target respondents satisfy

the unique criteria (Grade 11 STEM students who actively play Mobile Legends, either male or female) set

by the researchers to be included in the study. A total of N students was enrolled in the Grade 11 STEM

department, and the researchers will survey N students who meet the research criteria.

Instrument

The researchers will gather and evaluate numerical data to identify patterns and generalize findings to

respondents. Survey questionnaires will be used in quantitative research as a component of the data-gathering

process. The study’s data will be evaluated to determine the relationship between mobile legends and

student’s academic performance.

Survey Questionnaires. The researchers will modify a questionnaire from a related study by Navarra

et.al., (2024) which will be used to measure mobile legends participation of the students. The researchers will

make some changes to the original set of questions by selecting and adjusting them to ensure they are

relevant to the research study.

Grade Sheet. The researchers will ask permission from the advisers of each section in grade 11

STEM department and the respondents for their general average during their first semester for the researchers

tto determine their academic performance. This will be kept confidential, and their privacy will be

maintained.

Procedure

This study will take 4-7 working days for data gathering. The researchers will provide a consent letter

to the advisers of each section in grade 11 STEM students. The respondents will also be provided a consent
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letter for their general average during their first semester for the researchers to determine their academic

performance. The respondent’s private information will be maintained.

Respondents will then be given the questionnaires. The participants will answer according to the

questions that is given.


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Reference List

Bautista, A. (2018). Welcome to Mobile Legends!.

https://citycollegeoftagaytay.edu.ph/homepage/news/1984/welcome_to_mobile_legends_

Garcia, V. (2018). Teacher catches students playing ‘Mobile Legends’ during class, confiscates phones.

https://www.google.com/amp/s/technology.inquirer.net/84298/p2fb-teacher-catches-students-playing-

mobile-legends-during-class-confiscates-phones/amp

Jana, S. (2020). Positive And Negative Effects Of Video Games On Teenagers.

https://www.momjunction.com/articles/effects-of-video-games-on-teenagers_00352668/

Kershner, K. (2020). Do video games really improve hand-eye coordination?.

https://electronics.howstuffworks.com/do-video-games-improve-hand-eye-coordination.htm

Navarra et.al., (2024) Investigation of Flow Theory in an Online Game.

https://gspp.berkeley.edu/research-and-impact/publications/an-investigation-of-flow-theory-in-an-

online-game

Scott, E. (2020). The Link Between Video Games and Stress Relief. https://www.verywellmind.com/how-

video-games-relieve-stress-4110349

Tawfik, A. A. (2020). Flow Theory and Learning Experience Design in Gamified Learning Environments.

https://edtechbooks.org/ux/flow_theory_and_lxd#:~:text=Flow%20theory%20describes%20the

%20state,distorted%20(Csikszentmihalyi%2C%201991).

Tumbokon, R. (2020). 25+ Positive and Negative Effects of Video Games.

https://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-effects-of-video-

games

Yongtao Ghan et al., (2022). The impact of addiction on bodyfunction

https://doi.org/10.17179/excli2017-480Zach.
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