Mobile Legends ML Impact On The Academic Performance and Behavior of Male Students in All Grade Level
Mobile Legends ML Impact On The Academic Performance and Behavior of Male Students in All Grade Level
Mobile Legends ML Impact On The Academic Performance and Behavior of Male Students in All Grade Level
English (Research)
Prepared by:
Group 1
Hutamares, Angel B.
Bertos, Trisha S.
Nacilla, Jorelyn P.
May 2022
CHAPTER I
INTRODUCTION
Despite the fact that internet access nowadays is a basic human necessity, its
influential effects on youth are undeniably questionable (Reglitz, 2020). In his blog,
Rock (2009) emphasizes that all these technologies are very good at distracting
people. As of January 2021, according to the Statista website, 4.66 billion people (5 or
5% of the global population) use the Internet for a huge variety of functions and one
of these is video games (Johnson, 2019).
The 2018 Digital Australian snapshot highlights just how popular online
gaming such as Mobile Legends is as a pastime for children, teenagers, and students.
Online gaming is a good way of recreation, according to Scott (2020) that playing
online games have so many good reasons as it offers fun, relaxation, enjoyment, and
can be a great stress reliever after a long day at work or escape from everyday
activities into some virtual world for some time. According to Kuss and Griffiths
(2012) that teens who play online games are just having fun. They do not just actually
play because of some sort of seriousness, but also because they just want to feel relief
due to a load of work or they find playing therapeutic. The Community's Independent
Voice (2022) claims that online games' concentration shapes your brain by enhancing
the development of interpersonal and cognitive skills. Children who play online
games sharpen their skills through the game and the chances are high for them to be
psychologically and mentally active, and to be alert and strategic.
Just like in other schools, in Cirilo Roy Montejo National High School
engaging and playing online games is dominant and nonstop. Mobile Legends is one
of the online games that is highly played by most and currently enrolled students,
especially males. It can be said that Mobile Legends is an online game that these
students are currently hooked to. We observed that as Mobile Legends continue to
invade students' time and attention, it gives rise to students forgetting their
responsibilities in school and not getting aware of their performance. Thus, the
researchers felt the need to determine the impacts and implications of online games
specifically the Mobile Legends on male students' academic performance in grade 10
levels. Therefore, this study is characterized as constructive research that aims to
develop solutions to the existing problem. This study can provide possible solutions
and recommendations to at least slow down the negative effects of this online game if
proven really killing to the good performance of these students at school.
More specifically, the researchers sought to find out the answers to the following
questions:
1. How many sessions does a player from a specific Grade Level spend on
playing Mobile Legends in terms of the average time span of playing this
game per day?
2. What are the positive and negative impacts of playing Mobile Legends both
academically and behaviorally?
The School. As part of the things that consume the students’ time and affect their
academic performance and behavior, this study can help to improve the strategies,
rules, and orders to the teachers to suggest the best option for the student's learning to
be more convenient and concise.
The Teachers. This study can help the teachers to be more aware of the student’s
behavior toward their academic performance and to have a higher understanding and
enhance their relationships with the students.
The Parents. Being one of the student’s mental and emotional support systems, this
study can help them comprehend what their children going through and recognize
when they need to interfere with their children’s decisions and bad hobbies.
The Students. This study can help the students to balance their time on playing the
Mobile Legends and be more responsible in time management and be aware of their
emotions and behavior.
Future Researchers. This study will serve as a useful reference for further studies
about online games and Mobile Legends, anywhere in the region.
The focus of this study is to know how playing Mobile Legends impacts
students' performance academically. This study also aims to compare the negative and
positive impacts of playing Mobile Legends in grade levels. This may help those who
want to deepen their understanding of how Mobile Legends affect students. This study
focuses on male students only and is not intended to prove that Mobile Legends
impact female student players.
Furthermore, the respondents are limited only to male students who are aged
from 15-18 years old and respondents from other age groups are excluded such as
people aging below 14 or 19 up and other people part of the society like teachers
except for students only. Proper gathering of data will be performed within the Cirilo
Roy Montejo National High School located at Brgy. 6500, T. Claudio Street,
Tacloban City through a survey (google form) using the online platform, Facebook.
Most importantly, the timeframe of the collection of data will last for one (1)
week and will not exceed seven days. Additionally, since the subject of the study is
male students from grade 10 level, 60 population of male students are selected from
various sections.
This research will use both qualitative and quantitative research design or
mixed-method research also known as MMR. The article authored by Shorten and
Smith (2017), highlights that mixed-method is a research approach whereby
researchers collect and analyze both quantitative and qualitative data within the same
study. In the mixed-method approach, we will combine both elements of qualitative
research and quantitative research to answer our research questions. In short, we'll
gather data using this method through online surveys, and purposive sampling.
Definition of Terms
To better understand the study, the following terms are operationally defined:
Internet – the large system of connected computers around the world that allows
people to share information and communicate with each other.
Online gaming – describes any video game that offers online interactions with other
players.
Mobile Legends – a mobile multiplayer online battle arena game. It is highly ranked
in several countries and the most popular app in Google Play with more than 100
million installs.
Mootoon – is an Android Developer that has been active since 2016 and has one
game
(Mobile Legends:BangBang) in Google Play.
CHAPTER II
Dumrique Castillo (2018) conducted a study to assess and find out the impact
of online gaming on the academic performance and social behavior of the students in
the Polytechnic University of the Philippines-Laboratory High School, sought
answers on the significant relationship between playing online games and academic
performance, and to the social behavior of the students. The study results with the
respondents have a good academic performance despite their involvement in 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.
Excessive internet use also caused deficient self-regulation (LaRose et al., 2003), and
poor performance at school (Clark et al., 2004). According to their findings, Chou
and Hsiao
(2000) report that Taiwanese students might develop some academic problems, such
as dropping out or losing learning interest in school, owing to excessive use of the
internet.
The present study “The effects of internet gaming and social media use on
physical activity, sleep, quality of life, and academic performance among university
students in Hong Kong: A preliminary study” suggested that internet gaming was
negatively correlated with physical activity and psychological QoL; smartphone
addiction was negatively correlated to sleep and academic performance; physical
activity was positively correlated to psychological (Leung PY et al., 2021).
In the article of Sadar Zahra and Sadaf Ahsan (2020) entitled “Internet
Gaming, Emotional Intelligence, Psychological Distress,and Academic Performance
Among University Students” creates awareness among researchers, educational
psychologists, and parents that excessive internet gaming increases psychological
distress and is negatively related to emotional intelligence among university
students. Thus, it is highly recommended that universities and education institutions
must educate their students regarding the harmful consequences of
excessive internet gaming. In addition, students must be provided with on campus
and community counseling centers to detect early warning signs related to
problematic internet gaming.
Theoretical Framework
The theoretical framework is the structure that can hold or support a theory of
research study. The theoretical framework introduces and describes the theory that
explains why the research problem under the study exists. Therefore, the theoretical
framework for a study should incorporate all of the necessary knowledge
components.
The study relates on Gamified Learning Theory. This theory implies that
gamification does not affect learning directly but stimulates a learning-related
behavior in a mediating or moderating process. A learner-related behavior can, to
some extent, be predicted based on the way learners tend to perceive, understand and
utilize information, Zaric, N., Roepke, R., Lukarov, V., & Schroeder, U. (2021).
Theory of Reasoned Action, TRA is a well-established general theory of human
behavior in social psychology (Fishbein & Ajzen 1975; Ajzen & Fishbein 1980).
According to the theory, the most important predictor of an individual's behavior is
his or her intention of performing the behavior, and the behavioral intention is
determined by the individual’s attitude toward the behavior and the individual’s
subjective norms. If the individual believes that the outcome of the behavior will be
beneficial, the individual is then more likely to perform or intend to perform the
behavior [Sheppard et al. 1988]. TRA as our theoretical foundation for the reason it
is a well-established theory of human behavior and has been successfully applied in
studying online consumer behavior [Hansen et al. 2004; Njite & Parsa 2005].
The theories connect to the study as the study “Mobile legend: impact on
academic performance” relates to the gamified learning theory of how gaming affects
the way of learning of an individual may it negative or positive impact. In addition to
that is also the Theory of Action as the study included the impact of the mobile
legend a kind of online game to how students interact with their classmates and
teachers at school that may be related to how they perform academically.
CHAPTER III
METHODOLOGY
Research Design
The main purpose of this study is to know the impact of playing Mobile
Legends on male students at 10th level in their academic performance and behavior.
This study will use the explanatory sequential research design under the mixed-
method approach since the questions contain both qualitative and quantitative nature.
In the article published by Tegan George (2022), she highlights that in a sequential
design, quantitative data collection and analysis occur first, followed by qualitative
data collection and analysis. This study will use this design because the researchers
think that the qualitative data gathered will explain and contextualize the quantitative
findings. Above all, combining the two types of data means you benefit from both
the detailed, contextualized insights of qualitative data and the generalizable,
externally valid insights of quantitative data. The strengths of one type of data often
mitigate the weaknesses of the other (George, 2022).
Quantitative Qualitative Data
Collection and Interpretation
Data Collection
and Analysis Analysis
Researchers often believe that they can obtain a representative sample by using a
sound judgement which will result in saving time and money. Since limited numbers
of people can serve as the primary data sources due to the nature of the research
design and aims and objectives, we chose the purpose sampling method because it
may prove to be effective in such case (Business Research Methodology, 2012).
There are sixty (60) students that are currently enrolled in the school who took part
in this study, all came from Grade 10. Using the purposive sampling, we selected
male students only that are aged 15-18 years from their respective grade levels and
various sections as long as they are currently playing Mobile Legends. The graph
shows how we use the purposive sampling on which the researchers chose male
students’ players among the population and from various group (sections).
Population Purposive Sampling
Research Instrument
There were a set of questions that the researchers made corresponding to the
aim and objectives of this study. The researchers used an online survey form in order
to gather the necessary data and information. There were two types of structures and
instruments used to organize the information; multiple choice format and Likert scale
instruments. The survey began with the basic information of the students that's
crucial in this study such as their gender and grade level. In the initial part of the
survey, the multiple choice format is used to assess the respondents, 2 questions
needed to be answered by the respondents that will also determine if they have to
proceed to the next part of the survey. It was supplied by asking if they play Mobile
Legends or not and how many hours they spend playing the app per day. It ended
with a Likert scale instrument which is an ordered scale from which respondents
choose one option that best aligns with their view. In the study, it is used to measure
respondents' attitudes by asking the extent to which they agree or disagree with a
particular question or statement. In the Likert scale, there were 20 series of
statements and it was divided into 2 parts or series. The first 10 series of statements
are the expected positive impacts of Mobile Legends on the academic performance
of students where they must rate each statement on a scale of one to five or from
strongly agree to strongly disagree. And the second 10 series of statements are the
expected negative impacts of Mobile Legends on the academic performance of
students where they must rate each statement based on how often they occur on a
scale of one to five or from all the time to never.
Data Gathering
In collecting the data, since the survey is in the form of google forms the
researchers distributed the survey to the respondents through the online platform,
Facebook. There were certain agreements between the researchers and the
respondents to utilize the Data Privacy Act or also known as RA 10173. The students
were given enough time to answer the survey, thus the researchers allot one week to
gather all the necessary data and reach the specific respondents. The questions part in
the survey or data collection were based on the previous studies published and
unpublished thesis, articles, etc. which are relevant to the present study.
Statistical Treatment
Statistical treatment of data is essential to make use of the data in the right
form. Raw data collection is only one aspect of any experiment. The organization of
data is equally important so that appropriate conclusions can be drawn (Kalla, 2009).
The researchers will be using statistical treatment specifically the one group of
treatment which is the descriptive statistics where we will summarize the data as a
graph, this will be used to obtain the objectives. Percentages will be used by the
researcher to convert the numerical data gathered from the questionnaire. Frequency
and simple percentage under the descriptive statistic will be used to obtain a)
Average time spent by the players playing Mobile Legends per day; Weighted Mean
and Likert Scale will be used to determine b) Impacts of playing Mobile Legends on
the academic performance of players. The following statistical procedures were used
to interpret the data gathered from the respondents of the study.
Where:
P = Percentage
Where:
WM = Weighted Mean
W = Assigned Weight
N = Total number of frequencies
Where:
WV = Weighted Value
F = Frequency
3. Likert Scale. Likert Scale serves as the guide for interpreting the data gathered.
4 36-45 Agree
3 26-35 Uncertain
2 16-25 Disagree
3 26-35 Often
2 16-25 Sometimes
1 10-15 Never
CHAPTER IV
This chapter presents, analyzes, and interprets the data gathered in the study to
answer the problems raised in the previous chapter. This study used the tabular and
textual modes of presentation (mixed-method). The data gathered through qualitative
and quantitative research will be utilized. The problems and hypotheses raised in
Chapter I serve as the guide for the presentation, analysis, and interpretation of data.
1. Sessions a gamer spends on playing online games
25
23
20
20
15
12
10
5
5
Frequency Percentage
The graph shows that 38.3% of the respondents play Mobile Legends for less
than an hour, on the other hand, there were 33.3% answered that they play for 2-3
hours, while there were 20% of the respondents say that they play 6 hours or more,
and lastly, there were 8.3% only responded that they play every day around 4-5
hours.
Legend:
Range (weighted mean range) Adjectival Equivalent
46-55 All the time
36-45 Very often
26-35 Often
16-25 Sometimes
10-15 Never
As a whole, the table reveals that the respondents “Sometimes” experienced the
following negative impacts of playing Mobile Legends on the academic performance
of the students surveyed as per the evidence of the total weighted mean of 16.64.
This chapter summarizes the whole research process. A brief summary of the
whole study is given. It also provides a summary of the main findings of the study, the
conclusion of the study, recommendations, and suggestions for further research.
Summary
The study was conducted to determine the impacts of Mobile Legends on Grade
10 students’ players of Cirilo Roy Montejo National High School. The purposive
Sampling Technique was used to select the respondents of the study where the
persons chosen for the investigation are themselves not expected to be the
representatives of the population, but rather they possess the necessary information
about the issue being investigated upon. Since it only focuses on the male students
who are currently inclined in Mobile Legends from different sections , a total of sixty
(60) Grade 10 students participated or served as the respondents of the study.
Researchers used questionnaires (survey) as an instrument to gather the necessary data
for this study. Frequency, Percentage, Weighted Mean, and Likert Scale were used to
analyze and interpret the data gathered in the form of qualitative and quantitative
research.
The study was conducted to determine the impacts of playing Mobile Legends
on Grade 10 male students. After the data were tabulated, analyzed, and interpreted
the following findings emerged.
2. The positive and negative impacts of playing mobile legends on the students’
academic performance
To sum up, it was revealed that the respondents are “Agree” on the positive effects
of playing online games, particularly the Mobile Legends with the total weighted
mean
of 35.69 – “formulates hand and eye coordination” as well as the “enhancement of
cooperation in a team or group” are the top two positive impacts of playing Mobile
Legends that relate to their academic performance.
On the contrary, it was revealed that the respondents have “Sometimes” experienced
the disadvantages of playing this game with a total weighted mean of 16.64 –
“receiving low marks and grades” is one of the dominant-negative impacts that these
students experienced that they’ve said they can associate with playing Mobile
Legends.
Conclusion
Recommendation
Based on the findings and conclusions, the researchers hereby present the
following recommendations.
1. To the future researchers. They should include a larger sample size not limited
to only Grade 10 students from a particular school/section. The researchers also
recommend follow-up research about the Sociological Effects of Mobile Legends on
Excessive Gaming.
2. The students. Students should establish good time management skills, they
should utilize their time during the set activities. They should know the consequences
they might get from playing excessively Mobile Legends, thus they must prioritize
first the superior things such as studying or doing household chores.
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