Professional Documents
Culture Documents
ICT-MAWD-RESEARCH-GR-3
ICT-MAWD-RESEARCH-GR-3
Introduction
Mobile Legends is a popular smartphone game that has taken the world
by storm, with millions of players worldwide. While the game is entertaining and
This post will investigate how Mobile Legends affects students' grades. Mobile
Legends is an online multiplayer battle arena game in which players must work
as a team to defeat the other squad. Because the game is played on mobile
devices, pupils who own smartphones can easily access it. It is free to play,
making it even more appealing to students searching for a distraction from their
upon hours trying to improve their ratings. Students may spend less time
Mobile Legends for extended amounts of time are more likely to suffer
time and dedication, and this time commitment may conflict with other important
assignments. Students may find it difficult to resist the urge to check their phones
while studying or doing schoolwork if they receive frequent texts and updates.
This focus might result in a reduction in the quality of their work and, eventually,
their grades. Also, playing Mobile Legends late at night can interrupt a student's
can make it difficult for them to pay attention in class, absorb information, and
Mobile Legends is a widely popular online multiplayer battle arena game that has
overtaken the gaming world. This game, which has millions of players worldwide,
has not only captivated the attention of young people but has also become a part
of their daily routine. Concerns have been expressed, however, about the impact
and the elements that contribute to this relationship. The findings of this study will
about the game's potential impact on students’ academic performance. The goal
of this nationwide research project is to look into the link between Mobile
inform policies and practices that foster a healthy balance between gaming and
contribute to this relationship. This study's findings will help educators, parents,
Philippines.
Mobile Legends is a popular mobile game that has become an important part of
the daily routine of many students in Mindanao, Philippines. While the game is
pleasant and entertaining, there have been worries voiced regarding the potential
this local research project is to look into the relationship between Mobile Legends
relationship, such as the amount of time spent playing the game, academic
Parents and teachers should be aware of the potential impact of the game on
academic work.
Theoretical Lens
Theories
The Theory of Flow Experience, Attribution Theory, and Complexity Theory are
the theories that have contributed to the understanding of this study of why
games may be used to provide a safe medium for gamers, in which to learn
avoidance or escape from other activities is the primary motivation for playing
video games, there tends to be a good effect of it but there will also be an
research examining people who did activities for pleasure, even when they were
not rewarded with money or fame. He considered artists, writers, athletes, chess
masters, and surgeons – individuals who were involved in activities they want or
prefer. Though during the time this theory was born, gaming was not invented
yet, this theory connects how gamer-individuals experience the theory of flow
experience, Mihaly was surprised to discover that enjoyment did not result from
relaxing or living without stress, but during these intense activities, in which their
attention was fully absorbed. He called this state flow because, during his
ATTRIBUTION THEORY
characteristics). This theory finds the real reason if a behavior was caused
internally or externally, the attribution theory connects to this study as this theory
outside. For example, a gamer might be mad during playing a game, but is it
Heider).
COMPLEXITY THEORY
transformations in a learner, this theory shows that gamers learn more quickly
under the influence of video games as it gives the gamer a sense of the cycle of
learning during playing the video game. Video game players who play the same
dynamic, and flowing, where there are infinite possibilities, a to-and-fro process,
and limits provided by the structure or rules of the game. (Isaac Newton.)
REFERENCES:
ATTRIBUTION THEORY
https://www.thoughtco.com/attribution-theory-4174631
COMPLEXITY THEORY
https://journals.sfu.ca/loading/index.php/loading/article/download/62/56/334
THEORY OF FLOW EXPERIENCE
https://www.sciencedirect.com/topics/psychology/flow-theory#:~:text=Mihaly
%20Csikszentmihalyi%20introduced%20flow%20theory,involved%20in
%20activities%20they%20preferred
Conceptual Flow
Use Gadgets
Personal Stress Grades
Playing Games Attendance
Same routine Every day Activities
and Obligations
The diagram showed the overall concept of the study. The study emphasized the
sentence "video games cause academic grades" has video games as the
remark implies that video games have an effect on academic grades, which
means that academic grades are affected by the quantity of time spent playing
scores, such as study habits, sleep, nutrition, and motivation, may also have an
impact on the association between video games and academic results. The
sentence "video games causing academic grades" has academic grades as the
dependent variable. This suggests that academic grades are the variable
implies that playing video games may affect academic results, however, keep in
mind that this is only a correlation and not necessarily a causality. Other factors,
such as study habits, motivation, and availability of resources, may also influence
Research Questions
What are the effects of playing Mobile Legends on STI senior high school
students?
The research conducted for this study was focused on exploring the perceptions
and experiences of students regarding the use of Mobile Legends and their
impact on academic performance. The study aims to identify the factors that
influence students' decisions to play mobile games, which may eventually affect
their academic performance. The study will first explore how students perceive
mobile gaming as a leisure activity. The study will also investigate whether there
is any correlation between spending time playing mobile games and being
students. This popularity has given rise to the need to explore the perceptions
and experiences of these students to better understand the impact of this game
This study is an important area of research as it can help shed light on the risks
and benefits of using this game during academic studies. By understanding the
attitudes and motivations of students towards this game and its influence on their
academic performance, educational institutions can create better strategies and
policies to ensure that students will benefit the learning system for their academic
success.
Research can also explore the ways students can be supported in balancing their
gaming activities with their studies. Furthermore, studying the experiences and
perceptions of students can help inform policies and strategies for minimizing the
may involve implementing guidelines for the responsible use of mobile gaming or
this research can also be used to create public awareness about the potential
Mobile Legends is a popular multiplayer online battle arena game that has grown
in popularity among senior high school students. Concerns have been expressed
little is known about how senior high school students perceive and experience
achievement.
Twenty senior high school students from two public schools (STI College Tagum
and Tagum City National High School) in Tagum City Davao del Norte in the
study time and lower marks. Others, on the other hand, reported being able to
manage their game time with their academic responsibilities and seeing no
indicated that playing Mobile Legends helped them release stress and enhance
the most well-known online mobile games, as has been made clear by its live
international competition. This study used the integrated UTAUT2 and System
Usability Scale (SUS) model to identify factors impacting the behavioral intention
to play MLBB. There were 507 MLBB players in all, and they freely responded to
sampling was used to gather data for the online survey from various social media
sites. This study took into account several variables, including hedonic
the factors most strongly associated with behavioral intention. Additionally, it was
clear from the results that frequent use of the mobile application will be taken into
account when it is free and resources are accessible. Developers may profit from
in-game resources after establishing certain user habits and hedonic motives.
This is the first study to assess MLBB using the combined UTAUT2 and SUS
models during the COVID-19 pandemic. The findings of this study may help app
applications.
MLBB is a game where players can start playing right away from the main menu.
The actual game is a multiplayer (of five) game that may be played online with
random players or with peers using the following features. A player can select a
role for the online team combat to take out the opposing side's main turret.
Diamonds, which can be purchased via the Apple Store or Google Play Store,
can be used to acquire heroes. Additionally, purchasing heroes and other in-
game items is possible with the gold coins amassed through in-app awards.
Skins and designs, however, are only offered during specific events via lucky
draws or diamond purchases. Depending on how the game is set up, the game's
duration can range from 10 to 15 minutes on average to up to 70 minutes. The
competitive mobile gaming globally and its impact on local and global gaming
ecosystems.
The game reached its pinnacle in 2021 but is now slowly gaining recession. The
accessibility that comes with mobile gaming's sustainable expansion makes it the
most lucrative segment of the gaming industry, expected to account for 57% of
global video game sales in 2020. Due to its competitive character and
sensation. e-sports competitions like the player versus player (PvP) e-sports
Moonton, the company that created MLBB, in recent years. Due to the increase
adjacent countries while also pursuing its global expansion through partnerships
with developers and brand sponsors. However, the reach for significant users
would be difficult, much like with other e-sports expansions. As a result, it would
effects and implications of online gaming on health. Despite the introduction and
According to Mawalia, MLBB is one of the most widely played mobile games that
people tend to play obsessively. Moreover, thanks to sponsorships and ads, the
be used to study this situation. UTAUT2 has been taken into account by several
UTAUT2 was used by Ramirez-Correa et al. to examine how mobile games are
variables with low-value ratings. However, they only examined one generation
mobile games, Chen et al. used the UTAUT paradigm and a system usability
scale. The study's findings demonstrated that behavioral goals had the greatest
During the COVID-19 pandemic, there has been a clear increase in mobile
Mobile Legends: Bang Bang. MLBB has grown in popularity, particularly since
the Philippine team, Onic PH, won the most recent international competition. The
purpose of this study was to evaluate the behavioral intention to play MLBB
during the COVID-19 epidemic. A total of 507 valid responses obtained through
convenience sampling and combining UTAUT2 and SUS were taken into account
in this investigation. Habit has the most significant impact on behavioral intention
The impact of BI on SUS then became quite substantial. Significant direct effects
influence, and hedonic incentives. The findings made it clear that consumers
would continue to play online mobile games if the mobile application was free
and resources like mobile phones and the Internet were simply required for fun.
expectancy were not important. The integrated framework can also be used,
intentions.
Finally, after players acquire a habit and hedonic incentive, developers may profit
from in-game resources. This research could be used and expanded upon to
friends may alter how people view playing games on mobile devices.
consequences from playing Mobile Legends, others may be able to balance their
gaming time with their academic obligations or even gain from it in terms of
stress relief. As a result, a more nuanced understanding of Mobile Legends'
work with adolescents to create good game habits that combine recreational and
academic activities.
looking into the association between video games and academic achievement in
Articles were found using keywords like "video games," "academic performance,"
and "high school students" from databases including Google Scholar, PubMed,
and Scopus. The search resulted in the inclusion of 20 relevant papers in this
review.
video games and academic achievement is complex and varied. While some
resulting in decreased study time, poor sleep quality, and diminished cognitive
functioning. Some studies, on the other hand, have indicated that video games
The study found that individuals had conflicting feelings about the effects of video
games on their academic achievement. While some participants said that video
games hurt their academic performance, others claimed that they had no effect
or even a favorable impact. Reduced study time, poor sleep quality, and
distraction from academic pursuits were among the negative outcomes noted.
Some participants, on the other hand, claimed that playing video games helped
them relax and reduce tension, which enhanced their academic performance.
The literature on the effects of video games on senior high school students’
needed to determine the nature of the association between these two variables
and the underlying processes that could explain the observed effects.
Meanwhile, schools and parents should be aware of the hazards and benefits of
video games, and assist children in developing good gaming habits that balance
While some kids may be adversely affected by video game use, others may
required, and educators and parents should help students to build healthy video
According to Pursel (2015), we can use the game approach not only for
interactivity, but the combination of online game approaches and virtual worlds
them in educational strategies. The types of MOBA games that are extremely
popular today is such as Free Fire (FF), PUBG (Player Unknown Battle Ground),
same time. The writer highlighted the many forms of online games because the
writer plays them and is familiar with them. Specifically, MOBA games such as
Mobile Legend: Bang-Bang (MLBB). People are moving away from this genre of
problem that we know today is that parents will worry about their children when
they play an online game, they are afraid of their children becoming addicted to
playing a game, and they are also afraid that playing an online game will change
On the other hand, Frank, Sanbou, and Terashima (2006) have already claimed
that there is no substantial difference in the state of mind and psychological state
Aside from that, some improvements are measurable after playing an online
game, such as communication skills, typing skills, and knowledge. We can relate
to the fears of those parents because they love their children and want them to
grow up well. On the other hand, Clark, Gary, Dianne, Acham, and Sara (2018)
reported in their Journal of Health that 9 out of 10 parents agree kids spend a lot
of time playing online video games. Students who play online games range from
elementary school to junior high, senior high, and even college students. The
author will be objective in this study, mentioning either the positive or bad
According to Qin and Nan (2010), online gaming addiction is one type of online
addiction; it lowers the immune system of the body and mind, which is a disaster
for them if they become addicted to playing the game. Parents should protect
their children by giving them a cool-down (CD) from playing online games. Being
hooked to playing an online game will poke the healthy itself, and there are
that playing an online game allows people to communicate with other people, but
people sometimes forget that they also have a social life in real life.
However, according to Perry et al. (2018), the size of the negative impact is very
small, and the problem with the research that exists a state that it is the only
the writer would like to highlight an extreme case of this small number of these
negative effects of playing an online game. It's about a Korean man who died
because he was addicted to computer games and spent much too much time
playing them. He had been playing War of Crafts for about 50 hours. He didn't
online game, as he did not feel hungry or thirsty for 50 hours due to
preoccupation and did nothing but play an online game. The study has proven
that starvation and dehydration also cause heart failure, and that heart failure will
cause someone to be away from the keyboard (AFK) forever (Pitsch & Quevedo-
Torrero, 2010).
However, the writer believes that online games have a severe negative impact if
someone becomes addicted to playing online games. It is all about dosage and
consume too much water with other words, we will have negative effects such as
It happened to one of the most drink much water contestants in 2007, Jennifer
Strange, who died a few hours after becoming a contender for drinking much
many favorable advantages of playing these online games, which include MOBA
games. For example, Frank et al. (2006) stated in their research that online
games can increase communication skills, typing abilities, and understanding of
particular also can allow for building and maintaining interpersonal relationships.
Then, Vlachopoulos & Makri (2017) cited Tsekleves et al. (2014) mentioned the
benefits of using a serious game for education in detail such as achievement and
well as realism and immersion. Furthermore, Perry et al. (2018) said that playing
(2017) cited Tsekleves et al. (2014) and discussed the advantages of using
and immersion.
Players can engage with other players while playing online video games like
Mobile Legend, Free Fire, and Clash of Clans by joining internet networks
remotely. Clans are currently popular and are primarily played by teenagers, thus
they undoubtedly have both beneficial and negative consequences on how
students learn in the classroom. Studies from the past have examined both the
games like Fighters are often imitated by misbehaving children. Online video
games can also hinder learning because children spend more time playing them
than actually learning, which can lead to dependency. Positive benefits of playing
online video games include obtaining pleasure and inner fulfillment following a
vacation spent on the go, overcoming boredom, and for the time being, using
them as a means of making money by trading accounts or coins from one player
to another.
Online video gaming undoubtedly has an impact on how kids learn in the
classroom, including how motivated they are and how well they learn English.
Motivation, according to Schunk (2014), is the act of starting and continuing goal-
directed action. It implies that motivation can exert control over a person's
something in their lives and has a goal in mind. Although success is something
that must be attained Each student will be evaluated individually so that the
degree of their learning achievement—including their cognitive, emotional, and
The first conclusion that can be drawn from the results is that the 31 students
who participated in the study had a Moderate level of dependence on the online
video games they were playing, with a mean score of 2 hours and 15 minutes per
games at home. The most popular online games among students are Free Fire,
Mobile Legends, and PUBG. The second is that the motivation for learning differs
between the two groups of students. The final finding is that there is no
discernible difference between students who play video games and students who
don't. The reading exam and daily test results, however, showed that student
Online games have presented students with a variety of obstacles. activities that
on the different sorts of the personality of conduct that has a variety of effects on
will impact their academic performance. Performance. There were fifty (50)
responders in all, ranging in age from college students to seniors in high school
who play online games. Our budgeted activity yields Addiction, sadness, anxiety,
and social isolation demonstrating that most students are capable of maintaining
Technically speaking, online games are video games that may be played on
Legends, Wild Rift, League of Legends, Dota I or II, Vainglory, Dragon Nest,
CrossFire, Valorant, etc. are just a few of the genres that can be found in online
from player conduct that has a negative or positive impact on their personality to
It is one of the most popular games played by young people in the Philippines.
The purpose of this research was to determine the impact of playing Defense of
the Ancient on the San Pedro College students in the Senior High School
Mathematics Strand.
The study used a descriptive design, with the researcher creating a questionnaire
using a Likert Scale. Each criterion was tallied and divided by the total number of
tallies of all criteria; the quotient was then multiplied by 100 to convert it to a
percentage. After careful discussion of the survey, it was found that playing DotA
has no adverse negative effect on the academic ability of San Pedro College
Senior High students. Based on the result, most of the respondents kept their
grades high even though they were playing DotA. Most of the respondents were
kept focused on learning because it makes playing DotA just a matter of pastime
and is approximately played in only 1-2 hours. The researchers recommend that
they don’t linger too long on playing DotA as it can damage the eye and cut down
on the wastage of money that goes to the computer and use it for other important
things.
Online gaming addiction is getting more common in this country. generation.
Since the early 2000s, there has been an increase in the number of empirical
gaming and online gaming addiction has grown. significantly. The Philippines is
one of the countries where online shopping is popular. Games are extremely
popular, particularly among young people. One of these is the DotA game, which
is popular among young people. today. DotA (Defense of the Ancients) is a video
game. a few, and often just having fun with friends, especially lads. But DotA is
no longer just a simple internet game at times because the majority of its
participants are bettors. Others are already hungry or thirsty. can't eat or sleep
potential to draw players, some youths Nowadays, people are glued to them.
This causes a decrease in their grade, and perhaps a dip in one or more areas.
the other hand, based on a high level of experience If you are a high school
DotA. First, when playing DotA, you must memorize the entire game. As a result,
DotA contributes to a player's capacity to memorize many things. things. Second,
what we should do. Given competing views and other considerations, we the
Serobla (2011) asserts that we cannot refute More and more students are
game. The scholars were motivated to find out more about what influence DotA
has on San Pedro College Senior High School and the academic performance of
a pupil. This study's objective is to find out what impact DotA has on kids. Its
Because of this, some research contends that online gaming has positive effects,
while others contend that it has harmful effects. Online games aid gamers in
online games on users, these games cause addiction, and aggressive conduct,
and are linked to mental health issues like despair, anxiety, and loneliness.
According to studies, playing online games enhances social skills, mental skills,
and problem-solving abilities. This is in line with the positive behavioral effects of
gaming online.
Some players use online games for enjoyment or to pass the time, while others
use them to deal with relationship issues, stress relief, or other issues. even
solitude. This study intends to determine whether playing video games online has
a more positive or bad effect on students' behavior and how it would affect their
students' academic performance while also identifying the positive effects, such
as increased productivity and mental exercise from playing games that require
strategic thinking. Giving Knowing how important it is to take care of our mental
health will help us wake up early every day with a clear head and be mentally
prepared.
people like young people often use the aforementioned invention as a way to
pass the time, have fun, and sharpen their minds. Online games are another
technology component that students and young people, in general, adhere to. In
light of this, the study's goal is to determine whether playing online games has
impacted students' capacity to perform their tasks more competently. superior or
not.
Currently, the research goes beyond simple correlations. highlight both the
drawbacks of playing online games and its favorable responses that helped the
students progress specific causes. Stated that the findings indicate that Online
game plays have harmful effects that are happening. with the platform, they are
on, addiction. Additionally, this dependency on video gaming has exposed pupils
playing video games; being so powerful that people experience depression and
worry about their surroundings, etc. On the other hand, there are
Nowadays, this can be a person's most effective strategic weapon for allowing
success. oneself to take leadership and deal with rapidly evolving technology the
fact that individuals live in an information-rich environment where everything is
constantly updated, the internet has become a necessity for all humans,
According to Rock, all of these methods are extremely effective. People are
being distracted. Online gaming was developed in response to this trend. People
recreation. Some people It is believed that people play video games for a variety
retreating from reality. Online gaming is one of the most popular pastimes among
most people. Especially for teenagers, children, and students. Kuss and Griffiths
state that Teens who play internet games are simply having a good time.
Many people enjoy playing online games as a kind of recreation. Some people It
is believed that people play video games for a variety of reasons, including it can
gaming is one of the most popular pastimes among most people. Especially for
teenagers, children, and students. Kuss and Griffiths state that Teens who play
It is dubious that playing online games provides them with anything that no one
games that require the player to be aware, active, and strategic. Students learn
attention is divided, their health and social lives are unwittingly damaged.
parents). According to studies, the human brain is easily destroyed, and one of
the causes is Using technology. With this constant, the education system tends
to go with the flow. Changes must be made in society for things to be relevant to
as well as their social behavior. The goal of this research is to discover the
consequences of online gaming on the academic performance and social
The Academic Performance of the respondents is not affected even if they play
online games. Their grades are still good enough even if they spent time playing.
To sum up, with the result, the respondents have a good academic performance
relationship between the social behavior of the respondents and playing online
games in terms of the frequency specified in the item saying: “I play online
games before going to bed” and “I play online games only on weekends”.
Also, in the types of online games such as Minecraft, Defense of the Ancient,
the academic performance of the respondents and playing online games during
weekends. Which results in having a good grades while playing online games.
student decides not to play, then there will be no deduction in the grades. This is
true to the researchers’ study for the respondents’ academic performance is only
male and they are more frequently engaged in playing online games, the school
responsibilities. For example, the teacher might consider notifying the parents
about the academic performance and social behavior of the students inside the
school facilities. This association can strengthen the home and school
METHODOLOGY
Research Design
This study utilized a qualitative case study research design in investigating
students' views and experiences with Mobile Legends and their effect on
grounded theory and subject analysis, will be used to explore the perceptions
and experiences of Mobile Legends players' live experiences using the data from
the participants who are also students and offer some data that has been
collected for discussion as a practical manner of comparing and linking the actual
experiences of both the studying habits and the playing habits that affect the
language, and provided in-depth informational results as they carried out their
the elements that lead to an extensive interest in playing mobile legends and the
associated consequences.
Since this is a case study, the researchers executed a qualitative case study
research on the Senior High School students at STI College Tagum to evaluate
how Mobile Legends directly affect the decline in academic achievement among
students. The researchers were able to see different relationships between the
Research Participants
The sole participants in this study were the Senior High School Students from
STI College Tagum, which is located at Apokon Road, Tagum City, Davao del
Norte. The researchers' primary interest in this study is on the students that own
smartphones and can easily access this mobile game and at the same time their
Based on the researchers' study approach, the data and observations acquired
researchers' objective.
Research Locale
The participant of this study was Senior High School students from STI Tagum
College located in Apokon, Tagum City, Davao del Norte. Senior High School
students were chosen as the participants based on the objective of the study.
The research conducted for this study was focused on exploring the perceptions
and experiences of students regarding the use of Mobile Legends and their
researchers may choose samples that represent what they are looking for and
method occurs when elements selected for the sample are chosen by the
judgment of the researcher (Black, K., 2010). In this study, researchers selected
Grade 12 students who played MLBB as participants from STI College Tagum
When exploring the perceptions and experiences of students regarding the use
and experiences of students regarding the use of Mobile Legends and their
researchers can ensure that their findings are accurate, reliable, and applicable
to the population being studied. This, in turn, can help policymakers and
educators make informed decisions about the use of Mobile Legends and their
Research Instrument
Observations in qualitative research are frequently used as a basis for the study.
data to answer the question and present an answer to the question (Creswell, J.
The researchers asked for their consent to be part of the group. The researchers
shall notify the participants about the procedure of the activity once it has been
approved. After this, the researchers carried out and investigated employing in-
person interviews. The participants answered the questions regarding their
Data Collection
researchers have been observing many students in STI College Tagum if they
are following the inclusions mentioned in the study. Typically, the researcher
spends an extended period within the community or group being studied, often
to obtain a better understanding of the meanings and values that underpin those
activities, as well as a deeper respect for the complexities of the social dynamics
involved.
Overall, participant observation can be a valuable technique for learning about
social and cultural phenomena, but it must be utilized wisely and with an
Data Analysis
To analyze the data collected, the researchers followed the method we used to
get our data collection the participant observation. Data analysis in participant
and field notes. This process is often done inductively, meaning that the codes
and categories emerge from the data rather than being predetermined by the
researcher. After collecting the data, the researcher might use it to uncover
patterns and themes that arise from the observations. These discoveries can
providing a deep, nuanced insight into the social processes being examined. The
Ethical Issues
construction of this study. This is to ensure that the data gathered are credible
and that the participant’s safety and security are well-maintained and observed.
conducting any research involving them. This means that the participants must
benefits, and their rights before they can voluntarily agree to participate. In this
case, the researchers should clearly explain to the students the purpose of the
research, what the study involves, and what they will be required to do. The
participants should also be informed that they have the right to refuse to
participate or withdraw from the study at any time without any negative
consequences.
Beneficence - Do not harm. Another ethical issue that arises in this research is
the principle of beneficence or do not harm. Researchers must ensure that their
study does not cause harm to the participants. In this case, the researchers
should take steps to minimize any potential negative effects of playing Mobile
Additionally, the researchers must ensure that the study is conducted in a way
that does not cause any emotional or psychological harm to the participants.
their identities and personal information confidential. This means that the data
collected from the participants should be stored securely and only accessed by
Respect for privacy. The participants' privacy must be respected throughout the
research process. This includes ensuring that the participants' data is collected
and stored securely and that only authorized personnel have access to it. The
researchers should also ensure that the participants are not observed or
monitored without their consent and that their personal information is not
and confidentiality, and respect for privacy are critical when researching sensitive
Researchers must ensure that the participants are protected from harm, and their