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Research Proposal 2... 2 1 2
Research Proposal 2... 2 1 2
Research Proposal 2... 2 1 2
“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
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
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
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
This study aims to determine the relationship between mobile legends and academic performance in 1 st
4. Is there any significant relationship between mobile legends and the academic performances of
STEM students in 1st semester?
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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
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
Future Researchers, this study might provide the foundation for future research.
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:
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
HA: There is a significant relationship between Mobile Legends and student’s academic performance among
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
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
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
Theoretical Framework
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
"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
Conceptual Framework
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
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
Respondents
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
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
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
Respondents will then be given the questionnaires. The participants will answer according to the
Reference List
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
https://www.momjunction.com/articles/effects-of-video-games-on-teenagers_00352668/
https://electronics.howstuffworks.com/do-video-games-improve-hand-eye-coordination.htm
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).
https://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-effects-of-video-
games
https://doi.org/10.17179/excli2017-480Zach.
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