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This document discusses a study examining the influence of playing the online mobile game Mobile Legends: Bang Bang (MLBB) on self-regulation and adolescent well-being among senior high school students. The researchers aim to determine how much time students spend playing MLBB, their level of self-regulation, and well-being as measured by the EPOCH scale. They hypothesize that there is no significant relationship between playing MLBB and students' self-regulation and well-being. The study aims to provide benefits to students, teachers, and parents by exploring this topic.
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0% found this document useful (0 votes)
41 views20 pages

Finalpros

This document discusses a study examining the influence of playing the online mobile game Mobile Legends: Bang Bang (MLBB) on self-regulation and adolescent well-being among senior high school students. The researchers aim to determine how much time students spend playing MLBB, their level of self-regulation, and well-being as measured by the EPOCH scale. They hypothesize that there is no significant relationship between playing MLBB and students' self-regulation and well-being. The study aims to provide benefits to students, teachers, and parents by exploring this topic.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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INFLUENCE OF MOBILE LEGEND BANG BANG ON

SELF-REGULATION AND ADOLESCENT WELL BEING

RESEARCHERS

FRANCIS DOMINIC Z. OSAYAN


MARK ANTHONY GADIAN
ROCHELIO ZAGADO JR.
JEMWEL SALVANA

FEBRUARY 2023
MOBILE LEGEND BANG BANG GAMERS ON SELF-REGULATION
AND ADOLESCENT WELL BEING

___________________________________________________________

A Thesis
Presented to the
Faculty of the College of Education
Salay Community College
Salay, Misamis Oriental

___________________________________________________________

In Partial Fulfilment
Of the Requirements for the Degree
Bachelor of Technology and Livelihood Education
Major in Home Economics

__________________________________________________________________

FRANCIS DOMINIC Z. OSAYAN


MARK ANTHONY GADIAN
ROCHELIO ZAGADO JR.
JEMWEL SALVANA

NAME OF RESEARCHER

FEBRUARY 2023
CHAPTER 1

INTRODUCTION

In the development of digital technology, especially the development of new media,


there is simultaneous communication technology exposure. The emergence of the internet
makes it easy for modern society so that their life activities depend on the internet network.
The existence of the internet can easily make people communicate online. Hence, the 21st
century offers various kinds of pleasures for people to enjoy. Some of them are closely
related to the development of technology and information. One of them is online games.
Online games are played by different age groups, including children, teenagers, and adults.

According to the study of We Are Social and Hootsuite, the number of gamers in
Indonesia alone will account for 60.2% of the 88.9% of smartphones (Bayu, 2021). Mobile
Legends: Bang-Bang is an example of an online game developed from Moonton and released
on Android in China, Indonesia, Malaysia on July 11, 2016, and iOS, released on November
9, 2016. The design of the Mobile Legend genre is for smartphone users with the addition of a
virtual pad on how to play Mobile Legend, which involves two teams attacking each
other in destroying and defending bases. This game has grown in popularity around the
world, especially in Southeast Asia, and has since surpassed his 1 billion downloads and
topped his 100 million monthly players.

In the study of World Health Organizations, someone who spends more than 4 hours
playing games tends to lose interest in online games. In our preliminary survey, The number
of students who play online games exceeds the expected time by 53.8% and those who don't
by 46.3%.

Early adulthood is a fruitful time of development that includes more difficult


experiences and obligations. It was discovered that some people, in contrast to what early
adulthood should do, spent practically all of their time playing online games at internet cafés.
The purpose of this study was to examine the relationship between self-control and addiction
to online gaming in young adults.
Every generation experiences significant behavioral changes, which can cause worry
in those who work with these communities. Concerns regarding how screen-based and
increasingly web-based gaming can harm developing children and adolescents have been
highlighted in written commentaries and the popular press over the past few decades. But,
playing games has always been a part of growing up and being a kid, and playing video
games can be both good and bad.

THEORETICAL FRAMEWORK

According to Mawalia (2020) The Mobile Legend game is one type of online game that
has many enthusiasts. This game tries to introduce a MOBA base (massive online battle
arena) with two types of genres, namely Real-Time Strategy (RTS) and Role Playing Game
(RPG), where the player plays the opposite character and aims to destroy the opponent. Each
hero character in this game has a different role and must work together to win the match.

According to Zimmerman (Self-Regulated Learning: Theories, Measures, and Outcomes,


2015) Self-regulated learning refers to how students become masters of their own learning
processes. Neither a mental ability nor a performance skill, self-regulation is instead the self-
directive process through which learners transform their mental abilities into task-related
skills in diverse areas of functioning, such as academia, sports, music, and health. This article
will define self-regulated learning and describe the intellectual context in which the construct
emerged, changes in researchers’ emphasis over time as well as current emphases,
methodological issues related to the construct, and directions for future research.

High levels of mental well-being are the outcome of both feeling good and functioning
well, which is the definition of thriving mental health. More than only the absence of
disorder, thriving is thought of as the presence of mental disorder's opposite (Huppert and So,
2013). According to the World Health Organization (2001), mental illnesses are prevalent
worldwide and affect people of all ages. As a result, society must better comprehend these
conditions in order to promote flourishing (Keyes, 2002; Seligman, 2011; Huppert and So,
2013). This study examines the current state of research associating videogame play with
thriving mental health in an effort to address concerns about the wellbeing of young people
and emerging evidence of positive effects of videogames. As gaming environments shift from
primarily solitary states to multi-player situations, young people have greater access to
computers and videogames.

CONCEPTUAL FRAMEWORK

It shows the independent variables and dependent variables in the study. The
independent variable is the mobile legends bang bang gamers and self-regulation. The
dependent variables are adolescent well-being among senior high school students.

RESEARCH PARADIGM

Independent Variables Dependent Variables

TIME SPENT IN MLBB


ADOLESCENT WELL
GAMERS
BEING (EPOCH)
SELF-REGULATION
STATEMENT OF THE PROBLEM

This study is designed to determine the Mobile Legends Bang Bang gamers on self-
regulated learning and adolescent well-being in Senior High School Students. Specifically,
this study sought to answer the following questions:

1. How much time adolescent MLBB Gamers spent in gaming?

2. What is the level of self-regulation of adolescent MLBB Gamers among Senior High
School Students?

3. What is the level of well-being of adolescent MLBB Gamers among Senior High
School Students?

4. What is the best predictor of student well-being among MLBB Gamers?

HYPOTHESIS OF THE STUDY

Ho: There is no significant between playing mobile legend bang bang gamers on self-
regulation and adolescent well-being among Senior High School Students.

SIGNIFICANCE OF THE STUDY

This study examines mobile legend bang bang gamers on self-regulation and adolescent
well-being among Senior High School students to understand how cooperative learning
approaches affects and enhance an individual’s skills.

This study is important to the following:


STUDENTS

This study will help students who are engaged in playing MLBB that will help overcome their
problems in terms of academic performance.

TEACHERS

This study will be very beneficial to the teachers as they will help their students excel and do
good in their studies, especially academics.

PARENTS

The research benefits the parents of the students who are involved in playing MLBB. The
parents will be guided to help their children to do good in their academics while playing
MLBB.

SCOPE AND DELIMITATION OF THE STUDY

This study is limited to the Senior High School Students at Salay National High School
(S.Y 2022-2023). The respondent of this study will be the random mobile legends bang bang
gamers on senior high school students.
DEFINITION OF TERMS

EPOCH – Engagement, Perseverance, Optimism, Connectedness, Happiness.

E
Engagement – refers to being absorbed, interested, and involved in an activity or the world
itself. Very high levels of engagement are known as a state called “flow”, in which you are so
completely absorbed in an activity that you lose all sense time.

P
Perseverance – refers to having the tenacity to stick with things and pursue a goal, despite
any challenges that occur. You finish things that you start, even if it takes a while. When the
going gets tough get going.

O
Optimism – refers to having a sense of hope and confidence about the future. It involves
generally taking a favorable view of things. Negative events are seen as temporary and
specific to the situation believing that things will work cut in good way.

C
Connectedness – refers to feeling loved, supported, and valued by others. It’s more than
simply having people in your life, but also feeling close to others.

H
Happiness – is a general feeling of happiness, cheer, and contentment with life. You might
not feel happy all the time, but you tend to feel generally content with life.

Mobile Legends Bang Bang Game - Mobile Legends is a multiplayer online battle arena
(MOBA) for iOS and Android devices developed and published by Shanghai Moonton
Technology, a game development company based in Kuala Lumpur, Malaysia.
MLBB – Mobile Legend Bang Bang

Online Games - It is a video game that is either partially or primarily played through the
Internet or any other computer network available.

Self-Regulation - the ability to understand and manage your behaviour and your reactions to
feelings and things happening around you. It includes being able to: regulate reactions to
strong emotions like frustration, excitement, anger and embarrassment. calm down after
something exciting or upsetting.

Well-being - also known as wellness, prudential value or quality of life, refers to what is
intrinsically valuable relative to someone. So the well-being of a person is what is ultimately
good for this person, what is in the self-interest of this person.
CHAPTER II

REVIEW OF RELATED LITERATURE

Introduced in this chapter are foreign and local literatures and studies obtained from
online resources used by the researchers who were seeking this paper as a guide in order to
have more accurate studies. This Related Literature helped the researchers have a better grasp
and a wider perspective on the topic gathered.

FOREIGN LITERATURE AND STUDIES

The Mobile Legend game is one form of online game that, according to Mawalia (2020),
Numerous fans. This game attempts to establish a MOBA (massive online battle arena)
foundation. Real-Time Strategy (RTS) and Role Playing Game (RPG) are two genres where
In order to defeat the opponent, the player controls the opposing character. Each of the heroes
in to win the match, everyone in this game must play a separate role.

The protagonists in this game are more diverse and distinctive, such as Fanny, who took on
the persona of a well-known anime character. Ten players are the maximum allowed for this
game, five on each team. Among a variety of available heroes, each player may select only
one. In other words, not all heroes can be used by the gamers. One round of the game lasts
roughly ten minutes. The middle, top, and bottom lines are the three primary lines on the
map. There is a turret guard on each lane, which will automatically assault enemy units.
Additionally, there is a "barrack" building in each lane, which if destroyed by the opponent
will strengthen their creep or minion. If the adversary is successful in destroying every
"barrack," they will have a super minion, which is much more powerful than regular minions.
When a team successfully annihilates the opposing team's base, the game is over. A player
can play it whenever and wherever they want thanks to how simple it is to install on a cell
phone.
Users' social identities can be seen through chat and voice or telephone features even though
social networking sites are anonymous. These facilities undermine people's ability to
recognize and support individual members of a group by robbing them of their sense of self.
Online MOBA games can lead to addiction, promote gadget-mediated communication as a
means of escaping from problematic interpersonal interactions and poor emotion regulation,
and increase users' interest in making virtual friends to pass the time. Researchers predict that
users who play online games too much will become aggressive. They may serve as a means
of escape from problematic interpersonal interactions and emotional instability, and some
people may be more interested in making online friends to pass the time. Researchers predict
that users who play online games too much will become aggressive.

Self-Regulated Learning: Theories, Measures, and Outcomes, by Zimmerman,


Self-regulated learning is the process through which students take control of their own
education in 2015.Processes. Self-regulation is the ability to control one’s behavior, not a
mental or performance skill. Direct method by which students convert their mental capacities
into task-related abilities in various functional spheres, including education, athletics, music,
and health. This piece will outline Self-regulated learning, as well as the intellectual
environment that gave rise to the construct. The construct’s methodological problems, present
emphasizes, historical shifts in research emphasis, and suggestions for future study are all
discussed.

According to Vygotsky, three essential elements are required for children to develop
self-regulatory behaviors. In order for children to experience any higher mental function on
the inter-subjective (shared) plane before they can develop it on the intra-subjective
(individual) plane, according to Vygotsky (1978). Children must have the chance to practice
alternative forms of self-regulation if they are to engage in social and cognitive self-
regulation. In the context of interactions with peers or younger children, children may both
act as subjects of another person's regulatory behaviors (as is the case in many interactions
with adults) and as actors regulating other person's behaviors. Children's acquisition of
specific cultural tools that would eventually enable them to employ self-regulatory behaviors
independently is a second requirement for the emergence of self-regulation. One of the first of
these techniques that kids learn is "private speech" or self-talk. The same words that adults
once used to control children's behavior are now used by children themselves to self-regulate
when they speak to themselves in private. Children's self-regulatory abilities begin in social
interactions, as is true for all higher mental functions, and only later become internalized and
used independently by children (Vygotsky, 1978). This means that self-regulation is
something that is taught formally or informally within the social context rather than
something that develops naturally as the child matures. One possible context for learning self-
regulation is the classroom; other contexts for learning self-regulation include the family and
peer group. Children continue to function as "slaves to the environment," being directed by
constantly changing external stimulation and unable to take deliberate action. This is the case
when none of the social contexts support the development of self-regulatory behaviors.

LOCAL LITERATURE AND STUDIES

According to them Jessie Richie Naval de los Santos, Eduardo Edu C. Cornillez, Jr.,
Vicente D. Carillo, Jr. , Giovanni Naval de los Santos(Mobile Games and Academic
Performance of University Students ) by making a significant effort to control the students’
internet access, the performance of the pupils may be strengthened and improved. To solve
the issue, the university may set restrictions or create a policy about the students’ internet
access and usage. The involvement of students in EVSUTC’s (Eastern Visayas State
University – Tanauan Campus) health and wellness initiative for staff members in Tanauan,
Leyte, Philippines. Will also stop students from having this issue. In order for the pupils to
receive the appropriate counsel, the guardian of the students should be informed about the
impacts of internet usage, particularly when playing online mobile games. An increase in
respondents and the inclusion of additional elements not included in the study are advised for
future research that may be undertaken in a manner similar to this one in order to confirm and
verify the findings. Researchers also advise conducting case studies on the impact of online
mobile game addiction on business operators’ financial success as well as research on the
impact of game addiction on academic achievement.
CHAPTER III

METHODS

This chapter reveals the methods of research to be employed by the researcher in


conducting the study which includes the research setting, research design, population of the
study, research instrument and its development establishing its validity and reliability, data
gathering procedures, and the appropriate statistical treatment of data.

RESEARCH SETTING

The study will be conducted at Salay National High School, located at Poblacion Prk7,
Salay, Misamis Oriental.

RESEARCH DESIGN

A descriptive approach of research was used in the design of this study. This approach is
suitable for an investigation that looks at a survey questionnaire on the issue.

RESPONDENTS AND SAMPLING PROCEDURE

The Senior High School students will take part in the study. The researchers will chose
150 respondents for the survey. The respondents will be chosen via sample random sampling.
Respondents are chosen evenly for the study in order to ensure that this is a fair representative
of the group.

RESEARCH INSTRUMENTS

A adapted survey questionnaire will be used by the researcher to gather information


from the participants.
RESEARCH PROTOCOL

The researcher will break down a survey questionnaire to the students. The student
were given a time to answer completely the questionnaire. It should be have a permission
form were signed by the students before they answer the questionnaire. The researchers will
collect and settle the survey questionnaires answered by the students.

DATA GATHERING PROCEDURE

The researchers requested permission from the school administration to conduct the poll
on the school grounds by providing a letter of approval. The researchers also obtained consent
from the respondents before providing information and conducting the topic and
questionnaire content. All responses were handled with the utmost confidentiality. To ensure
the validity and reliability of the questionnaire, the researchers performed a survey after
receiving the necessary approvals. The result needs analysis and evaluation of material and
having short orientation submitted to the subject teacher for evaluation.

METHODS AND DATA ANALYSIS

In assorting the data the researchers used the Descriptive Research Survey method
especially in gathering the data of the students result from answering all questionnaires that
were given. The researcher assort the data that are gathered from the respondent’s responses.

VALIDITY AND RELIABILTY OF THE INSTRUMENTS

The researchers will conduct a study of the following survey questionnaires, the
standardized questionnaires are from the works of Margaret L. Kern, Lisbeth Benson,
Elizabeth A. Steinberg, Laurence Steinberg University of Pennsylvania and Temple
University (The EPOCH Measure of Adolescent Well-being) and a questioner from us the
researcher it will be at Salay National High School campus. After conducting the test, the data
gathered will be subjected to determine the reliability of the questionnaire.

STATISTICAL TECHNIQUES

The data collected will be analyzed using multiple regression analysis and interpreted using
the following statistical tools: percentage. These tools will be used to determine the number
of respondents in terms of gender, age status, and educational attainment. A data presentation
that indicates the number of observations for each data point or set of data points (Paul J. L.,
2008). Moreover, the questionnaire respondents' responses.
REFERENCES

Barry J. Zimmerman, in International Encyclopedia of the Social & Behavioral Sciences


(Second Edition), 2015
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The impact of the Mobile Legend game in creating virtual reality October 2020
DOI:10.20473/ijss.v12i2.22908 License CC BY-NC-ND 4.0 Khefti Al Mawalia Airlangga
University
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346703962_The_impact_of_the_Mobile_Legend_game_in_creating_virtual_reality

Self-Regulated Learning and Online Game Addiction in College Student ,Eugenius Vercelly
H. Lotar Lejap1, R. Pasifikus Ch. Wijaya2, M. K. P. Abdi Keraf3 2022
1-3
Psychology Department, Nusa Cendana University
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%2cdocx&authkey=!AAmD6vtxsg3uj2E

Mobile Games and Academic Performance of University Students Jessie Richie Naval de los
Santos, Eduardo Edu C. Cornillez, Jr., Vicente D. Carillo, Jr., Giovanni Naval de los Santos
2020
https://www.ijitee.org/wp-content/uploads/papers/v9i4/A4788119119.pdf?
fbclid=IwAR3yL4WmD5ZSpcOAqCiZmimR9DOAjY9zxXId6LHp9Qu685gs_5Uqm4snZsI

Nurdin, A. J., Rejekiningsih, T.,Sumaryati, S. (2022). The Use MobileLearning Game on


Students' Self-Regulated Learning in Vocational High School. Journal of International
Conference Proceedings, 5(7), 60-67
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Developing self-regulation: the Vygotskian view. Author: Bodrova, Elena


2006_Developingself-regulationtheVygotskianview_Academic_Exchange_Quarterly.pdf
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Skripkauskaite S, Fazel M, the OxWell Study Team


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Self-control and online game addiction in early adult gamers


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Jones CM, Scholes L, Johnson D, Katsikitis M and Carras MC (2014) Gaming well: links
between videogames and flourishing mental health. Front. Psychol. 5:260. doi:
10.3389/fpsyg.2014.00260
https://www.frontiersin.org/articles/10.3389/fpsyg.2014.00260/full
Name: __________________________
Gender: _______
Age: ___

This is a survey about you! Please read each of the following statements. Check how much
each statement describes you. Please be honest - there are no right or wrong answers!

2-4 4-6 6-8 8 or more


Time do you spent in
playing a day

10-25 30-45 50-65 70 or more


Hours you consume in
playing a week

7am - 11am 1pm – 5pm 7pm – 11pm 1am – 5am


What time of the day
do you play

Everyday 5 times a 4 times a 2-3 times a


week week week
Days you play in a week
Almost Somet Often Very Almost
When never imes Often Always
something good
happens to me,
I have people
who I like to
share the good
news with.

I finish
whatever I
begin

I am optimistic
about my future

I feel happy

When I do an
activity, I enjoy
it so much that
I lose track of
time

I have a lot of
fun

I get completely
absorbed in
what I am doing

I love life

I keep at my
schoolwork
until I am done
with it

When I have a
problem, I have
someone who
will be there for
me

I get so involved
in activities that
I forget about
everything else
When I am learning something new, I
lose track of how much time has passed

In uncertain times, I expect the best

There are people in my life who really


care about me

I think good things are going to happen


to me

I have friends that I really care about

Once I make a plan to get something


done, I stick to it

I believe that things will work out, no


matter how difficult they seem.

I am a hard worker

I am a cheerful person

Self-Efficacy for Self-Regulated Learning


Bandura (2006)

This questionnaire is designed to help us get a better understanding of the kinds of things that
are difficult for students. Please rate how certain you are that you can do each of the things
described below by writing the appropriate number. Your answers will be kept strictly
confidential and will not be identified by name.

Rate your degree of confidence by recording a number from 0 to 100 using the scale given
below:

0, 10, 20, 30 40, 50, 60 70, 80, 90, 100


Cannot do at all Moderately can do Highly certain can do

Confidence
(0-100)

Finish my homework assignments by deadlines ______

Get myself to study when there are other interesting things to do ______

Always concentrate on school subjects during class ______

Take good notes during class instruction ______

Use the library to get information for class assignments ______


Plan my schoolwork for the day ______

Organize my schoolwork ______

Remember well information presented in class and textbooks ______

Arrange a place to study without distractions ______

Get myself to do school work ______

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