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Exploring the Perceptions and Experiences of Students Regarding the Use of

Mobile Legends and Its Impact on Academic Performance

GROUP 3 ICT MAWD MEMBERS:


Natividad, Wel John
Athena Pabellan
Clarissa Saguran
Fhrace Maputol
George Sangil
Jelous Peñaranda
Mc Andrieh Tayone
Shaira Remedios
Chapter 1

BACKGROUND OF THE STUDY

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

addictive, it has been linked to a decrease in student academic performance.

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

academics. The game is designed to be addictive, with players spending hours

upon hours trying to improve their ratings. Students may spend less time

studying or completing assignments as a result of this addiction, which can have

a detrimental impact on their results. According to studies, children who play

Mobile Legends for extended amounts of time are more likely to suffer

academically. This is because mastering the game requires a large amount of

time and dedication, and this time commitment may conflict with other important

responsibilities such as studying or completing projects.


Furthermore, the game may cause pupils to lose focus on their academic

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

sleeping patterns, leading to weariness and lower concentration in class. This

can make it difficult for them to pay attention in class, absorb information, and

remember information, all of which are necessary for academic success.

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

of Mobile Legends on student academic achievement. The goal of this

international research study is to look into the relationship between Mobile

Legends and student academic performance. The purpose of this research is to

provide a thorough knowledge of how Mobile Legends affects students' grades

and the elements that contribute to this relationship. The findings of this study will

help parents, educators, and legislators develop measures to encourage a

healthy balance between gaming and academic duties among adolescents.


Millions of students in the Philippines are playing the game on their mobile

devices. However, parents, educators, and legislators are growing concerned

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

Legends and academic performance among Filipino students. This research is to

provide a thorough knowledge of how Mobile Legends affect kids' grades,

academic workload, and general performance in school. This study intends to

inform policies and practices that foster a healthy balance between gaming and

academic duties among Filipino students by investigating the elements that

contribute to this relationship. This study's findings will help educators, parents,

and policymakers design evidence-based interventions to address the potentially

harmful impact of Mobile Legends on students' academic achievement in the

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

negative influence it could have on students' academic achievement. The goal of

this local research project is to look into the relationship between Mobile Legends

and academic performance among kids in Mindanao, Philippines This research is


to gain better knowledge for our local areas of the elements that influence this

relationship, such as the amount of time spent playing the game, academic

workload, and sleep patterns. This study's findings will be important in

establishing targeted interventions to ensure a healthy balance of gaming and

academic duties for Mindanao students. This study is significant in providing

insight into the potential impact of Mobile Legends on students' academic

achievement in Mindanao's local areas, influencing educators, parents, and

policymakers in their attempts to encourage children’s academic success.

To summarize, while Mobile Legends is an interesting and engaging game, it can

hurt children's academic achievement. Students must combine their leisure

activities with their academic responsibilities to achieve their academic goals.

Parents and teachers should be aware of the potential impact of the game on

their children's academic achievement and encourage them to prioritize their

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

about the consequences of actions through experience. Computer games may

facilitate the development of self-monitoring and coping mechanisms. If the

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

increased risk of engaging in addiction-related behaviors.

THEORY OF FLOW EXPERIENCE

Mihaly Csikszentmihalyi introduced flow theory in the 1970s based on

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

research, people illustrated their intense experiences using the metaphor of

being carried by a current like a river flow.

ATTRIBUTION THEORY

This is one of Fritz Heider’s theories called the Attribution Theory.

Attribution is a judgment we make about the cause of another person's behavior.

Attribution theory explains these attribution processes, which we use to

understand why an event or behavior occurred. Attribution theories typically

focus on the process of determining whether a behavior is situationally caused

(caused by external factors) or dispositional-caused (caused by internal

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

helps clarify if a gamer’s emotions or behavior is caused from the inside or

outside. For example, a gamer might be mad during playing a game, but is it

because he is bad-tempered or something bad happened inside his game? (Fritz

Heider).
COMPLEXITY THEORY

Complexity theory focuses on adaptive, self-organizing systems where

learning emerges from experiences that trigger physical and behavioral

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

game become agents of a complex system of ‘gamers’ engaged in game-play

where ‘play’ derives its meaning within an environment that is interactive,

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

Independent Variable Dependent Variable

“Procrastination” “Academic Performance”

 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

independent variable and academic grades as the dependent variable. 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

video games. However, it is crucial to remember that this is a correlational link


and does not necessarily imply causality. Other factors that influence academic

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

affected or influenced by the independent variable, video games. The remark

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

academic grades and should be considered.

Research Questions

What are the effects of playing Mobile Legends on STI senior high school

students?

Does playing Mobile Legends affect the student's school attendance?

How can we limit playing online games nowadays?


Significance 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

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

academically challenged or not.

Mobile games have become increasingly popular among students, especially

those of the younger generation, due to their convenience and accessibility.

Mobile Legends, in particular, has become a popular game among many

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

on their academic performance.

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

negative impact of mobile gaming on academic performance. Such strategies

may involve implementing guidelines for the responsible use of mobile gaming or

providing resources for students to manage their gaming activities. Additionally,

this research can also be used to create public awareness about the potential

positive and negative effects of using mobile games. Developing interventions to

reduce the risk of negative impacts on academic performance among students.


Chapter 2

REVIEW OF RELATED LITERATURE

Mobile Legends is a popular multiplayer online battle arena game that has grown

in popularity among senior high school students. Concerns have been expressed

about Mobile Legends' possible negative impact on academic achievement, but

little is known about how senior high school students perceive and experience

the game's consequences on their academic performance. The purpose of this

qualitative study is to investigate senior high school students' perspectives and

experiences regarding the influence of Mobile Legends on their academic

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

Philippines were chosen using a purposive sample technique. In-depth interviews

were undertaken to gather information about participants' perceptions and

experiences with Mobile Legends, as well as their impact on academic

performance. Thematic analysis was used to analyze the data.


According to the findings, individuals had conflicting feelings about the impact of

Mobile Legends on their academic achievement. Some interviewees said Mobile

Legends had a detrimental impact on their academic achievement, such as less

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

negative impact on their academic performance. Some participants also

indicated that playing Mobile Legends helped them release stress and enhance

their mood, which helped them perform better in school.

During the COVID-19 pandemic, mobile gaming popularity increased

significantly, particularly in Asia. "Mobile Legends: Bang Bang" (MLBB) is one of

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

a 69-item online survey. From November 2021 to January 2022, convenience

sampling was used to gather data for the online survey from various social media

sites. This study took into account several variables, including hedonic

motivation, effort expectation, performance expectancy, perceived usefulness,

security, perceived usability, facilitating conditions, social influence, habit,

behavioral intention, and SUS.


Results from structural equation modeling (SEM) revealed that habit, perceived

usability, facilitating circumstances, social influence, and hedonic incentive were

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

designers lure consumers into games and entertainment-based mobile

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

growth of MLBB e-sports in Southeast Asia reflects the expanding popularity of

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

consistently rising viewership, MLBB e-sports has a similar sociological and

cultural influence to traditional e-sports as mobile gaming becomes a popular

sensation. e-sports competitions like the player versus player (PvP) e-sports

Community Championships and SuperGamerFest 2020 have been hosted by

Moonton, the company that created MLBB, in recent years. Due to the increase

in MLBB users, Moonton is establishing its distinct professional leagues in

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

be necessary for developers to comprehend the behavior of present consumers

to target various user types around the world.


According to Kelly and Leung, the majority of studies have concentrated on the

effects and implications of online gaming on health. Despite the introduction and

anticipated growth of e-games, behavioral intentions, usability, and technology

adoption be understudied at the moment. Developers worked to make online

games more effective to entice more participants as MLBB users increased.

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

MLBB's explosive growth in popularity has been used to promote a variety of

companies. The usability, performance, and technology of MLBB should be

investigated to increase engagement

The Unified Theory of Acceptance and Use of Technology (UTAUT2) is a widely

used paradigm acknowledged for analyzing technological adaption, and it might

be used to study this situation. UTAUT2 has been taken into account by several

researchers to assess the acceptability and usefulness of various technologies.

UTAUT2 was used by Ramirez-Correa et al. to examine how mobile games are

perceived in southern Spain.


According to their findings, habit had the greatest significant impact on how

people perceived mobile games, followed by behavioral intents and other

variables with low-value ratings. However, they only examined one generation

and generalized mobile gaming. To gauge consumer approval of playing online

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

impact on users' acceptability of playing mobile games online.

During the COVID-19 pandemic, there has been a clear increase in mobile

gaming. The most popular mobile game in Asian countries is thought to be

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

(BI), according to SEM.

The impact of BI on SUS then became quite substantial. Significant direct effects

on BI were produced by perceived usability, facilitating circumstances, social

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.

Additionally, it was discovered that participating in teams makes players' BI

higher. Since no information or supervision is required to utilize the mobile

application, security, perceived utility, performance expectancy, and effort

expectancy were not important. The integrated framework can also be used,

among other things, to comprehensively assess system usability and behavioral

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

assess additional technological or system applications across the globe. To

ensure the availability of face-to-face encounters, it is advised to study these

data following the relaxation of stringent health regulations, lockdowns, and

restricted social distancing. Gatherings and recovering social interaction with

friends may alter how people view playing games on mobile devices.

The relationship between Mobile Legends and academic performance among

senior high school students is complex and varies depending on individual

perceptions and experiences. While some students may suffer negative

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'

impact on academic achievement is required, and educators and parents should

work with adolescents to create good game habits that combine recreational and

academic activities.

According to Geir Scott Brunborg (2012), Video games are becoming

increasingly popular among teenagers, and their impact on academic

achievement has sparked disagreement among educators and parents. The

purpose of this literature review is to consolidate the findings of current research

looking into the association between video games and academic achievement in

senior high school students. To discover relevant publications published between

2010 and 2021, a comprehensive search of electronic databases was done.

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.

According to the conclusions of the studies analyzed, the relationship between

video games and academic achievement is complex and varied. While some

studies show a detrimental relationship between video games and academic

achievement, others show no relationship or even a positive correlation between


the two factors. Excessive use of video games may hurt academic achievement,

resulting in decreased study time, poor sleep quality, and diminished cognitive

functioning. Some studies, on the other hand, have indicated that video games

can improve problem-solving abilities, spatial reasoning, and creativity, which

may have a good impact on academic performance.

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’

academic performance is inconsistent and inconclusive. More research is

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

pleasure and academic endeavors.


This qualitative study's findings indicate that the relationship between video

games and academic achievement among senior high school students is

complex and changes depending on individual perceptions and experiences.

While some kids may be adversely affected by video game use, others may

benefit from it in terms of stress relief and relaxation. As a result, a more

nuanced understanding of video games' impact on academic performance is

required, and educators and parents should help students to build healthy video

game habits that combine recreational and academic interests.

According to Pursel (2015), we can use the game approach not only for

interactivity, but the combination of online game approaches and virtual worlds

could lead to success in online learning education. Besides the lack of

interactivity and motivation of online learning, Pursel believes that this

combination is effective to overcome that current issue. He also mentioned

many researchers focus on how to use game-related designs and implement

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),

League of League (LOL), and MLBB (Mobile Legend: Bang-Bang).


Those games are multiplayer games that can play more than one player at the

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

games, known as the Games Transfer Phenomena (Gutierrez, 2021). The

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

their children's state of mind and psychology.

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

before and after playing the game.

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

consequences of online games. Addiction to internet games is harmful to the

physical and mental health of children and students.

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

certain harmful effects caused by online game addiction. There is no denying

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

hyperbola when these small effect sizes might be overestimated. Nonetheless,

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

move or get up for as long as two days.


This is particularly dangerous when someone becomes hooked on playing an

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

how something is consumed. The online game is similar to drinking water; if we

consume too much water with other words, we will have negative effects such as

hypernatremia or water intoxication, which can lead to death.

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

water. Furthermore, if we play online games in sufficient quantities, there are

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

the person, among other benefits.

In addition, Perry et al. (2018), stated playing online multiplayer games in

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

reward, interactivity and feedback, motivation, and competition, playfulness and

problem-based learning, collaborative learning, progression, and repetition, as

well as realism and immersion. Furthermore, Perry et al. (2018) said that playing

online multiplayer games in particular can enable the development and

maintenance of interpersonal relationships. Then, Vlachopoulos and Makri

(2017) cited Tsekleves et al. (2014) and discussed the advantages of using

serious games for education in detail, including achievement and reward,

interactivity and feedback, motivation and competition, playfulness and problem-

based learning, collaborative learning, progression and repetition, and realism

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

detrimental and beneficial consequences of online video games. The rise of

violence in society is one of the negative repercussions of internet video gaming.

In addition to having a significant impact on children's behavior, violent video

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

behavior to aid in the achievement of a goal. Everyone is inspired to achieve

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

psychomotor skills—can be determined.

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

day. subsequently devotes a significant amount of time to playing online video

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

significantly. student non-gamers outnumber student gamers in the comparison

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

non-gamers performed better than student gamers.

Online games have presented students with a variety of obstacles. activities that

cause their academic performance to fluctuate positively or adversely, depending

on the different sorts of the personality of conduct that has a variety of effects on

participants, including academic standing. To determine if online gaming affects

the environment either positively or negatively. determine how a student's actions

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

self-control and do not their performance in school as impacted by the

experience. Additionally, most of the student’s participation in this study

illuminated it because several of them had a significant improvement in their

capacities and expertise brought social and emotional advantages.

Technically speaking, online games are video games that may be played on

smartphones, laptops, computers, or any other high-tech device with an internet

connection or other computer network. As an interactive electronic game, its

primary goal is to amuse participants. games. First-person shooters, strategy

games, and massively multiplayer online role-playing games like Mobile

Legends, Wild Rift, League of Legends, Dota I or II, Vainglory, Dragon Nest,

PlayerUnknown's Battlegrounds, Call of Duty, Rules of Survival, CSGO,

CrossFire, Valorant, etc. are just a few of the genres that can be found in online

technology games. Online games have presented several difficulties, ranging

from player conduct that has a negative or positive impact on their personality to

student actions that have an impact on their academic performance.


Defense of the Ancients is one of the fastest-growing online games in the world.

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

department ages 16-18 on their academic performance. Ten respondents are

comprised of males from the Science, Technology, Engineering, and

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

papers investigating various aspects of the problem of the popularity of online

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

only to play with it (Nano and 2014; Navales).

DotA can become addicting if played frequently. As a result, of computer games'

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.

As a result of this influence, parents' perceptions have

deteriorated. Computer games in schools and government (Zamani, 2009). On

the other hand, based on a high level of experience If you are a high school

student, consider playing DotA. Our education. He mentioned two benefits of

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,

when playing DotA, we must think quickly.

Because we are learning, we need to be mentally awake. We immediately know

what we should do. Given competing views and other considerations, we the

researchers aimed to assess the effect of DotA on the player. Furthermore,

Serobla (2011) asserts that we cannot refute More and more students are

becoming addicted to gaming, particularly video games. DotA 2 is a video

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

purpose is to estimate the impact of DotA on students' intellectual abilities about

their academic success.

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

unwinding or combating stress, however, some people experience stress when

playing games online. According to studies on the detrimental effects of playing

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

academic performance. Examining the harmful effects of internet gaming on

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.

In today's society, it is simple to imagine that people have become more

dependent on the wants and fulfillment provided by technology. Particularly,

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

to danger such as family time, in addition to their mental health.

The majority of pupils acknowledge having some incidents of hostility when

playing video games; being so powerful that people experience depression and

worry about their surroundings, etc. On the other hand, there are

advantages. where learning outcomes are improved by playing games. various

elements, including their mental capacity, their sense of emotional relevance,

social advantages, and their disconnect from reality have become a

concern Students can see this as they engage in games.

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,

regardless of age or gender. In today's society. However, the impact of this

useful equipment on adolescents is unquestionably dubious.

According to Rock, all of these methods are extremely effective. People are

being distracted. Online gaming was developed in response to this trend. People

enjoy entertainment. 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 be stress relief, challenge and competition,

relaxation, fun, and social activity. interaction, and even psychologically

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

be stress relief, challenge and competition, relaxation, fun, and social

activity. interaction, and even psychologically 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.

It is dubious that playing online games provides them with anything that no one

else can. According to certain studies, it is advantageous. It allows players' minds

to be more engaged, especially in puzzle-based games. Furthermore, it assists

the player in making judgments in stressful situations, particularly in adventure

games that require the player to be aware, active, and strategic. Students learn

in unexpected ways, yet excessive use of internet gaming causes some

disadvantages, such as being distracted in class. Furthermore, where the child's

attention is divided, their health and social lives are unwittingly damaged.

Several psychological studies have discovered that increasing time spent on

the Internet can harm a person's capacity to communicate effectively. face-to-

face interactions with friends, peers, and family members (including

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

today's generations. The researchers felt compelled to investigate the impact of

internet gaming on pupils' academic performance. Their academic performance

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

behavior of students. is unknowingly influenced.

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

despite their involvement in playing online games. There is a significant

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,

Farmville, Smite, and Candy Crush. There is a significant relationship between

the academic performance of the respondents and playing online games during

weekends. Which results in having a good grades while playing online games.

This can be interpreted as a trade-off when playing computer games. If the

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

significant to playing online games during the weekend.


Weekends are the days when the respondents have their pleasure time for

recreational activities. Meanwhile, since most of the student respondents are

male and they are more frequently engaged in playing online games, the school

administrators and teachers in collaboration with the parents might consider

promoting physical health, sportsmanship, camaraderie, and pro-social skills to

the students instead of getting engaged with online games.

Further, Parents-Teachers Association might consider being functional in all their

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

partnership to supervise the students’ activities.


Chapter 3

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

academic performance. The study's qualitative methodology, which is based 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

academic performances of the chosen participants.

The researchers developed a sophisticated, comprehensive image, examined

language, and provided in-depth informational results as they carried out their

study in a participant observation setting. The researchers want to comprehend

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

personality as well as to academic performances of the participants who were

heavily influenced by it. A case study is a research approach that is used to

generate an in-depth, multi-faceted understanding of a complex issue in its real-

life context. It is an established research design used extensively in various

disciplines, particularly in the social sciences by S Crowe (2011).

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

behavior in academic performances that were influenced by the factors that

contribute to these findings.

Based on the researchers' study approach, the data and observations acquired

were thoroughly analyzed to provide indisputable observations. Providing a

realistic assessment of a problem from a different perspective is critical to the

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

impact on academic performance. The study will be conducted in the second

semester of the academic year 2022-2023.


Sampling Procedure

Criterion or purposive sampling is used in this study. To meet their requirements,

researchers may choose samples that represent what they are looking for and

which would specifically aim at individuals with specific characteristics. This

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

since they’re experienced with the topic of interest.

When exploring the perceptions and experiences of students regarding the use

of Mobile Legends and their impact on academic performance, a sampling

procedure is essential. Sampling refers to the process of selecting a subset of

individuals from a population of interest for inclusion in a study. Sampling

procedures are used to ensure that the sample of participants selected is

representative of the population being studied, thereby increasing the study's

reliability and generalizability.

In conclusion, a sampling procedure is essential when exploring the perceptions

and experiences of students regarding the use of Mobile Legends and their

impact on academic performance. By using a systematic sampling approach,

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

impact on academic performance.

Research Instrument

Observations in qualitative research are frequently used as a basis for the study.

It provides an opportunity for researchers to learn more about people's behavior,

attitudes, and experiences. It consists of three steps: Pose a question, collect

data to answer the question and present an answer to the question (Creswell, J.

W. (2008). It is suitable for researchers, as it will help them to better understand

the subject of their research.

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

experiences and the effects of playing MLBB on academic performance.

Data Collection

The method we used to get our data is participant observation. We the

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

months or even years. The researcher takes comprehensive notes on their

observations and interactions during this time, as well as conducting interviews

and collecting other pertinent data.

One of the primary benefits of participant observation is that it provides the

researcher with an insider's perspective on the culture or social group under

study. Participating in community events and interactions allows the researcher

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

understanding of its limitations.

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

observation typically involves a process of coding and categorizing observations

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

then be utilized to generate hypotheses or theories regarding the underlying

dynamics of the social group under investigation.

The use of participant observation in data analysis has the advantage of

providing a deep, nuanced insight into the social processes being examined. The

researcher can obtain a thorough awareness of the intricacy of the interactions


and relationships involved by immersing themselves in the community or

workplace being examined.

Ethical Issues

The researchers have considered ethical issues as they conducted the

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.

Informed consent. One of the primary ethical issues to consider when

researching students' perceptions and experiences regarding the use of Mobile

Legends and their impact on academic performance is informed consent.

Researchers must obtain informed consent from the participants before

conducting any research involving them. This means that the participants must

be fully informed about the research purpose, procedures, potential risks,

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

Legends on academic performance. They should also ensure that the

participants are not coerced or pressured into participating in the study.

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.

Respect for anonymity and confidentiality. Respect for anonymity and

confidentiality is another ethical issue that should be considered in this research.

Researchers should ensure that the participants' privacy is respected by keeping

their identities and personal information confidential. This means that the data

collected from the participants should be stored securely and only accessed by

the researchers. The participants' identities should also be kept anonymous in

any published or presented reports of the research.

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

disclosed to third parties without their consent. In summary, ethical


considerations such as informed consent, beneficence, respect for anonymity

and confidentiality, and respect for privacy are critical when researching sensitive

topics such as the impact of Mobile Legends on academic performance.

Researchers must ensure that the participants are protected from harm, and their

personal information is kept confidential and secure.

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