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The Extent of Exposure in Mobile Legend Gaming Among

Grade 12 Humanities and Social Sciences Students

(HUMSS) of Siay National High School

Diana Mari Vargas

Glaiza Mae Balde

Jay Digdigan

Jellebel Kling

Jerwin Tipo

Juvert Guinanao

John Michael Masas

Kristal Dawn Dagalea

Landia Lihao

Lucio Devila Marquez Chu

Tresea Gomera

Viviaen Cawanan

Vladimyre Paster

Research Adviser
Iraine N. Gomera

January, 2023
Introduction

Mobile gaming is one of the advancements that technology has created. Mobile games are those that are played
on a feature phone, a smart phone, a tablet, and portable media player. Some of the games that is played the
most today is Mobile Legends. Mobile Legends: Bang Bang is a Multiplayer Online Battle Arena
(MOBA) game developed and published by Moonton. This is a game designed especially for mobile
devices. In this game, two opposing teams must hold the fort and prevent the other team from capturing it.
Benny (2018) claims that playing mobile games can reduce productivity. While one may not play for hours on
end, they are likely playing several times per day, taking a few minutes just to check the game or do a quick
task instead of focusing on what they are doing.

Learners who are addicted to mobile games may experience bad effects like having poor grades in school and
failing to complete the required schoolwork on time with their teachers, as reported by Garcia (2019). And they
don't eat at the proper time and don't get enough sleep, that also affects their health.

According to Tambukon (2020), Playing the Mobile Legends game, one of the most popular online games for
teenagers right now, can make a person more aggressive and have an impact on how they communicate with
others. We can see that a majority of people play Mobile Legends because of the influence of other players, and
that they do this because they enjoy playing it as a hobby.

Due to this dynamic, students consistently finish their assignments late and immediately begin working
on several tasks that have been purposefully stacked up throughout the course of the day. Procrastination
is a common occurrence in both daily life and the academic setting. According to Burka and Yuen (2008)
Procrastination, also known as academic procrastination, is when students take steps to put off important
work and frequently choose to do more enjoyable things, like playing online games, rather than choose to
complete assignments. This results in external problems such as delaying assignments, being unable to
complete assignments properly, and receiving teacher warnings, as well as internal problems such as
feeling guilty or regretful.

Online gaming is very widespread in Siay Senior High school, with the majority of students there playing
Mobile Legends on a regular basis. Many students have been playing Mobile Legends since it was released, and
we have noticed that this has affected their attention toward their responsibilities at home and at school. They
focused more on playing Mobile Legends than fulfilling their obligations. Therefore, the purpose of this study
was to determine both the advantages and disadvantages of playing this game. So that we can offer suggestions
or potential remedies to stop the negative consequences of playing Mobile Legends in a relation to their
academic performance.
Objectives:

- To determine the extent of exposure in mobile legend gaming among grade 12 HUMSS students.

- To know the Advantage and Disadvantage of mobile legend gaming.

- To determine the relationship of the extent of exposure in mobile legend gaming among Grade 12 HUMSS
students.

Significance of the study

This study will be beneficial to the following individual:

Gamer- They are the individuals who will benefit the most from this study. Since, they will be aware of the
effects of playing Mobile Legends.

Future Researcher - will gain from this research. They can learn verified facts regarding this study.

Parent- With the aid of this study, parents will become more qualified to understand how internet gaming
impacts their children.

Readers- The results of this research will help readers in understanding the effects of online gaming.

Theoretical Framework

This story supported by the theory of Cultivation theory by George Gerbner 1960s, where people who are
regularly expose to media a long period of time are more likely to perceive to world social realities as they are
presented by the media they consume, which in turn affects their attitudes and behaviors.

INPUT PROCESS OUTPUT


What is the demographic profile of  Conduct survey
the respondent in terms of:  Surveying and giving The Extent of Exposure in
1.1 Age handouts to the selected Mobile Legend Gaming Among
HUMSS Student. Grade 12 Humanities and Social
1.2 Gender Sciences Students
(HUMSS) of Siay National High
School
1.3Hours of Playing

1. What reason does the respondent


in playing mobile legend?

1.1 For entertainment


1.2 To free mind
1.3 To popularity

1. What affects do the respondent


get playing mobile legend?

1.1Lack of Attention

1.2 Lack of Focus in study


1.3Helth problem

1.4Procrastinating

1.5Lack of emotional control

Statement of the Problem

This study aims to know the extent of exposure in mobile legend gaming among Grade 12 Humanities and
Social Sciences Students of Siay, National High School.

Specifically, this will answer to the following questions:

1.) What are the extent of exposure in mobile legend gaming among Grade 12 Humanities and Social Sciences
Students (HUMSS) students?

2.) What are the advantages of mobile legend gaming?

What are the disadvantages of mobile legend gaming?

3.) What is the level of extent of exposure in playing mobile legend among Grade 12 Humanities and Social
Sciences (HUMSS) in terms of:

a.) Number of hours

b.) Academic Performance

c.) Number of hours sleeping

d.) Physical Health

e.) Mental Health

Definition of Terms

The following terms with be define operationally:

Gamer- is a person who engages in long-term play by Interactive games particularly video games, tabletop role
playing and skill-based card games.

Mobile Legend - is undoubtedly one of the most played mobile game nowadays.

Students- Grade 12 Humanities and Social Sciences Students.

The Cultivation Theory is a sociological and communication framework to examine the lasting effect of media
primarily television. It suggests that people who are regularly exposed to media for long periods of time are
more likely to perceive the world's social realities as they are presented by the media they consume, which in
turn affects their attitude and behaviors.

Author: George Gerbner

Scope and Delimitation

The main goal of this study is to understand how mobile Legends affect Grade 12 senior High School students
Academic Achievement.

(Variables of the study)

The researcher used the number of hours per day of using Mobile Legend and the Activities usually performed
on the platform to assess the Grade 12 Humanities and Social Sciences students, extent of Exposure in Playing
Mobile Legends.

(Subject of the study)

The Sample of three (3) section Grade 12 Humanities and Social Sciences student of Siay Senior High School
serves as the study's respondents.

(Timeframe and location)

This study was conducted during first semester of School year 2021-2022 on the premises of Siay National
High School in Balucanan, Siay, Zamboanga Sibugay.

(Methodology)

The Grade 12 Humanities and Social Sciences are selected by performing using online formula or raosoft
calculator there will be 124 respondents from Grade 12 Humanities and Social Sciences students. The
researchers administered a 13 items questionnaire to assess the extent of Exposure in playing mobile legend
selected respondent.

Review of Related Literature

This chapter highlights some relevant publications of connected literature. It includes various information that
the researcher acquired from books, journals, and magazines. Internet and other digital resources.

According to Koueider,A.(2013), this can be downloaded in Google Play Store and popular in Apple App store
that is also hot seat as an entertainment in Android. This game is said to be a free mobile MMO strategy video
game which developed and published by moontoon.Through this game, the players are planning on how to
destroy the enemies tower and on how they can defeat the enemy. This is also a strategically game because it
includes battle with the opponent online player.

It implies that this app is available for free download on your phone and is a popular choice for enjoyment on
Android. In this strategic game, the players must consider how to best use their resources to attack, defend, and
prepare against the opposing team.

Based on Rimington, Elzabi,and etc.(2016),Mobile Legend is the largest online game inthe world, but is under-
represented in video game studies. Its community is large and multi-sited,but known for competitive and toxic
behaviors.

It states that this app is a well-known game in which online players compete with one another to improve in
rank and excel in battles.

Lorie, Loeb (2013), state that mobile Legend is a Evs mobo a showdown against real time human opponents
from all over the world You will be able to choose from an increasing amount of heroes in this games In a
team, you should be able to build your heroes and strategies alongside with your # comrades to win the game.

This means that there have 5 players in each team to showdown against each other. When you going play this
game you will be able to choose a heroes or build your heroes and strategies or skills with your 4 comrades to
win.

Based on / Funk, 2013). Legend one type of MOBA (Massive Daline Battle Avenal is a type of online that
combines two types of games. namely RTS (Real Time (strategy) and RPC (Role playing Game) where players
run one character from two teams opposite to the goal to destroy the opponents headquarters. Fach character
which is played has a role with strength and weakness each other so prosecuted for cooperate with team to win
the group.

Methodology

This chapter presents the discussion on the research methodology of the study, the research approach and
design used, sampling technique, research instrument, and procedure of data gathering that will be used for
accurate data analysis and interpretation.
This study examines the drawbacks of the Mobile Legends (ML). It also examines how these drawbacks affect
students. Nearly all of the male pupils are addicted to the game Mobile Legends.

Research Design

It is appropriate to use a mixed approach with a phenomenological design for data collection in order to explain
the lived experience or structures of experience as they reveal themselves to consciousness from outside and
opinions were uncovered that may help probe deeper into the matter.

Research Sampling Techniques

Purposive sampling will be used in this research study, in which participants are chosen based on pre-
determined criteria related to the research question, as it is necessary for participants to have extensive subject
knowledge and expertise to ensure the validity and reliability of the study.

Research Instrument

In order for the data acquired to be utilized to validate the research, the instrument we employed was a set of
questionnaires with a structured and unstructured design that researchers can use to collect data from
participants. The researcher's readings, earlier research, professional literature, and published and unpublished
dissertations linked to the subject were used to develop the first draft of the questionnaires. The requirements
for creating a good data gathering instrument were taken into consideration when creating the instrument. For
instance, to account for the respondents' level of knowledge readiness, statements detailing the circumstances or
issues in question were toned down.

Procedure of Data Gathering

The researchers put a lot of time, effort, and teamwork into constructing their questionnaire in order to best
serve their target respondents. Prior to gathering information from the chosen respondents using a survey
questionnaire that asks about their age, gender, and year level status, the researchers informed them of the
study's objectives. The survey was developed utilizing pertinent questions that were modified from related
research and new questions that the researcher had created. The issues that the respondents experienced would
be ascertained using the survey questionnaire that was given to them following the review, tally, interpretation,
and analysis of the taken papers from the respondents.

Data Analysis

The information gathered were tabulated and processed manually and with the aid of computer to determine the
precise interpretation of the results. Matrix tables were made to organize, summarize, and analyze the data
gathered for easy determination of its difference from each other. Data were collated, tabulated, and analyzed.
The following statistical tools were used in the analysis of data: frequency, percentage and rank.

.
Frequency-A systematic arrangement of numeric values in unsynchronized, together with a count (or
percentage) of the number of times each value was obtained.

Percentage-To describe the profile of the respondents, the percentage will be computed. The measure of
dominant quantity was utilized to determine the most probable scenario.

Formula: P = F/N x 100

where: P = Percentage (%)

F = Frequency

N = Total Number of Population

Rank

Consists of arranging number of decreasing or increasing order of size.The highest occurrences of behavior or
the class with the greater number was given the highest rank is used by collecting and organizing data points in
a population to count the frequency of each result. The result with the highest number of occurrences is the
mode of the set.

IV. RESULTS AND DISCUSSIONS

This chapter presents the presentation, analysis and interpretation gathered by the researchers. This study aims
to determine the positive and negative effects of The Extent of Exposure in Mobile Legend Gaming. The
presentation, analysis and interpretation is based on the result of the questionnaire.

.Table 1. Average time span playing Mobile Legend per day


Options
Frequency Percentage
2-3 Hours 53 43%
Less than 1 hour 30 23%

6 or more Hours 24 19%

4-5Hours 17 14%
R-124 T-100%
(43%+23%=66%÷2=33)

Table 1 Shows a total number of 124 respondents from 4 options. The majority (43%) of the respondents that
they play Mobile Legends 2-3 hours per day, the data also showed that the respondents (23%) play mobile
legends Less than 1 hour per day, some of the student's player-responder admitted that the average period they
play mobile legends per day and it was proven with the 14% result of the survey that was conducted
recently.14% population of the respondents also said that the average period playing Mobile Legend per day
was 4-5 hours.

Table 2. Does Mobile Legends affects your overall academic performance?

Options Frequency Percentage


Sometimes 24 19%

Never 17 14%

Always 53 43%

Often 30 24%

r-124 T-100%

(43% + 24% = 67÷2 = 33.5%)

Table 2 Shows a total number of 124 respondents from 4 options. The table revealed that only 19% of students
player always affects their overall academic performance , the data also showed that around 14% of the sample
population often affected ,most of students player-responder admitted that they sometimes affects their overall
academic performance and it was proven with the 43% result of the survey that was conducted recently. 24%
population of the respondents also said that it never affect their overall academic performance.

Table 3. Does Mobile Legends helps you to enlighten your mood after doing loads of works?

Options Frequency Percentage


Sometimes 55 44%
Often 27 22%

Never 24 14%

Always 18 15%

R-124 T-100%
(44% + 22% = 66 ÷ 2 = 33%)

Table 3 Shows a total number of 124 respondents from 4 options. The table revealed that only 15% of students
player always help them to enlighten their mood after doing loads of works, the data also showed that around
22% of the sample population often helped them to enlighten their mood ,most of students player-responder
admitted that it sometimes help them to enlighten their mood after doing loads of works and it was proven
with the 44% result of the survey that was conducted recently. 19% population of the respondents also said that
it never help to enlighten their mood after doing loads of works.

Table 4. Does Mobile Legend helps you to develop your multitasking skill problem solving skill and eye
hand coordination skill?

Options Frequency Percentage


Never 42 34%

Sometimes 40 32%

Often 21 17%

Always 21 17%
R-124 T-100%

(34% + 32% = 66% ÷2 = 33%)

Table 4 Shows a total number of 124 respondents from 4 options. The table revealed that only 17% of students
player always have helps them to develop their multitasking skill problem solving skill and eye hand
coordination skill, the data also showed that around 17% of the sample population often had always have helps
them to develop their multitasking skill problem, solving skill and eye hand coordination skill, 32% population
of the respondents also said that it sometimes had always helps them to develop their multitasking skill
problem solving skill and eye hand coordination skill. Most of students player-responder admitted that it never
had helps them to develop their multitasking skill problem solving skill and eye hand coordination skill and it
was proven with the 34% result of the survey that was conducted recently.

Table 5. Does Mobile Legend distract you from doing your homework?

Options Frequency Percentage


Always 45 36.19%
Sometimes 33 26.61%

Never 26 20.97%

Often 20 16.13%

R-124 T-100%

( 36.19% + 26.61% = 62.8% ÷ 2 = 31.4%)

Table 5. Shows a total number of 124 respondents from 4 options. Most of students player-responder admitted
that it always had distract them from doing their homework and it was proven with the 36.19 % result of the
survey that was conducted recently. The table revealed that only 16.13% of students player often had distract
them from doing their homework, the data also showed that around 26.61% of the sample population
sometimes had distract them from doing their homework. 20.97% population of the respondents also said that it
never had distract them from doing their homework.

Table 6. Does Mobile Legend leads you to have grade or failing grade?

Options Frequency Percentage


Never 47 37.9%

Sometimes 38 30.65%

Often 23 18.55%

Always 16 12.9%

r-124 T-100%

(37.9% + 30.65% = 68.55% ÷ 2 = 34.275%)

Table 6 Shows a total number of 124 respondents from 4 options. The table revealed that only 12.9%
of students player always leads you to have grade or failing grade, the data also showed that around
18.55% of the sample population often leads them to have grade or failing grade , 30.65% population
of the respondents also said that it sometimes leads you to have grade or failing grade. Most of
students player-responder admitted that it never leads you to have grade or failing grade and it was
proven with the 37.9% result of the survey that was conducted recently.

Table 7. Does playing mobile legend is a way of escaping from problems or of relieving a dysphoric mood
(eg. feelings of helplessness guilt , anxiety and depression )?

Options Frequency Percentage


Sometimes 44 35%

Never 33 27%

Often 25 20%

Always 22 18%

R-124 T-100
( 35%+27%=62 ÷2=31%)

Table 7 Shows a total number of 124 respondents from 4 options. The table revealed that only 18% of students
player always used as a way of escaping from problems or of relieving a dysphoric mood (eg. feelings of
helplessness guilt , anxiety and depression ), the data also showed that around 20% of the sample population
often used as a way of escaping from problems or of relieving a dysphoric mood (eg. feelings of helplessness
guilt , anxiety and depression ),most of students player-responder admitted that it sometimes used as a way of
escaping from problems or of relieving a dysphoric mood (eg. feelings of helplessness guilt , anxiety and
depression ), and it was proven with the 35% result of the survey that was conducted recently. 27% population
of the respondents also said that it never used as a way of escaping from problems or of relieving a dysphoric
mood (eg. feelings of helplessness guilt , anxiety and depression ).

Table 8. Do you feel your diet habit has changed after you playing mobile legends?

Options Frequency Percentage


Never 43 35%

Sometimes 34 27%

Always 26 21%

Often 21 17%

R-124 T-100%
(35%+ 27%=62%÷2=31%)

Table 8 Shows a total number of 124 respondents from 4 options. The table revealed that only 21% of students
player always felt their diet habit had changed after playing mobile legends, the data also showed that around
17% of the sample population often had felt their diet habit had changed after playing mobile legends, 27%
population of the respondents also said that it sometimes had felt their diet habit had changed after playing
mobile legend. Most of students player-responder admitted that it never had felt their diet habit had changed
after playing mobile legends and it was proven with the 35% result of the survey that was conducted recently.

Table 9. Do you have any problems with sleep voice since you started playing mobile legend?

Options frequency percentage


Never 43 34.7%

Sometimes 40 32.3%
Often 23 18.5%

Always 18 14.5%

R-124 T-100%

(34.7% + 32.3% =67÷2=33.5)

Table 9 Shows a total number of 124 respondents from 4 options.The table revealed that only 14.5% of students
player always have any problems with sleep voice since they started playing mobile legends, the data also
showed that around 18.5% of the sample population often had problems with sleep voice since they started
playing mobile legends, 32.3% population of the respondents also said that it sometimes had problems with
sleep voice since they started playing mobile legends. Most of students player-responder admitted that it never
had problems with sleep voice since they started playing mobile legends and it was proven with the 34.7%
result of the survey that was conducted recently.

Table 10. Do you tend to stay up late due to playing mobile legends?

Options Frequency Percentage

Sometimes 40 32.26%

Never 39 31.45%

Always 26 20.97%

Often 19 15.32%
R-124 T-100%

(32.26%+ 31.45%= 63.71% ÷ 2= 31.855%)

Table 10 Shows a total number of 124 respondents from 4 options. The table revealed that only 20.97% of
students player always had tend to stay up late due to playing mobile legends, the data also showed that around
15.32% of the sample population often had tend to stay up late due to playing mobile legends, most of students
player-responder admitted that it sometimes had tend to stay up late due to playing mobile legends and it was
proven with the 32.26% result of the survey that was conducted recently. 31.45% population of the respondents
also said that it never had tend to stay up late due to playing mobile legends.

Table 11. Do you feel restless, moody, depressed or irritable when attempting to cut down or

stop playing mobile legend?

Options Frequency Percentage


Sometimes 44 35.484%

Never 40 32.258%
Often 27 21.774%
Always 13 10.484%
R-124 T-100%

(35.484%+32.258% =67.742 ÷2 = 33.871%)

Table 11 Shows a total number of 124 respondents from 4 options. The table revealed that only 10.484% of
students player always felt restless, moody, depressed or irritable when attempting to cut down or stop playing
mobile legend, the data also showed that around 21.774% of the sample population often helped them to
enlighten their mood, most of students player-responder admitted that it sometimes felt restless, moody,
depressed or irritable when attempting to cut down or stop playing mobile legend and it was proven with the
35.484% result of the survey that was conducted recently. 32.258% population of the respondents also said that
it never felt them restless, moody, depressed or irritable when attempting to cut down or stop playing mobile
legend.

Table 12. Do you feel your grades are suffering due to playing mobile legends?

Options fREQUENCY Percentage

Never 44 35%

Sometimes 38 31%
Often 22 18%

Always 20 16%

R-124 T-100%

( 35%+31% =66% ÷2 = 33% )

Table 12 Shows a total number of 124 respondents from 4 options. The table revealed that only 16% of
students player always feel their grades are suffering due to playing mobile legends, the data also
showed that around 18% of the sample population often suffered, 31% population of the respondents
also said that they sometimes had felt their grade suffered due to playing mobile legends ,most of
students player-responder admitted that they never had felt their grade suffered due to playing mobile
legends and it was proven with the 35% result of the survey that was conducted recently.

Table 13. Do you think the time you spend on studies has changed since you spent so many hours
of playing mobile legends?
Options Frequency Percentage
Sometimes 37 30%

Never 35 28%

Often 26 21%

Always 26 21%

R-124 T-100%
(30%+28%)=58%÷2=29%)

Table 13 Shows a total number of 124 respondents from 4 options. The table revealed that only 21% of
students player always changed since they spent so many hours of playing mobile legends, the data also
showed that around 21% of the sample population often changed, most of students player-responder
admitted that sometimes had changed their time spend on studies since they spent so many hours on
playing mobile legends and it was proven with the 30% result of the survey that was conducted recently.
28% population of the respondents also said that they will never changed their time spend on studies
since they spent less than hour of playing mobile legends.

Chapter V. Summary of Findings Conclusion and Recommendation

Summary

This study was done to find out how The Extent of Exposure of Mobile Legends affected Siay National High
School pupils in Grade 12. Since the study mainly focuses on students who have an interest in Mobile Legends,
a total of One hundred twenty-four (124) Grade 12 students were chosen as respondents using the purposeful
sampling technique. To gather the data required for this investigation, researchers employed questionnaires as a
tool. The data was analyzed and explained using frequency, percentage, and rank.
Conclusion

Based on the data presented and analyze , the following conclusion is hereby formed:

 The average time span of playing mobile legends per day were 2-3hours with an average of 33.5%.
 Playing mobile legends often affect their overall academic performance with an average of 33.5%.
 Playing mobile legends often helps them to enlighten their mood after doing loads of works with an
average of 33%.
 Playing mobile legends often helps them to develop their multitasking skill problem solving skill and
eye hand coordination skill with an average of 33%.
 Playing mobile legends often distract them from doing their homework with an average of 31.4%.
 Playing mobile legends often leads you to have grade or failing grade with an average of 34.275%.
 Playing mobile legends often used as a way of escaping from problems or of relieving a dysphoric mood
(eg. feelings of helplessness guilt , anxiety and depression ) with an average 31%.
 Playing mobile legends often felt that their diet habit changed after you playing mobile legends with an
average of 31%.
 Playing mobile legends often had any problems with sleep voice since they started playing mobile
legend with an average of 33.5%.
 Playing mobile legends often had tend to stay up late due to playing mobile legends shows with an
average of 31.855%.
 Playing mobile legends often felt restless, moody, depressed or irritable when attempting to cut down or
stop playing mobile legend with an average of 33.871%.
 Playing mobile legends often felt their grades were suffering due to playing mobile legends with an
average of 33%.
 Playing mobile legends sometimes think that the time they spend on studies had changed since they
spent so many hours of playing mobile legend with average of 29%.

Recommendation

Based on the conclusion of the study, the following recommendation were drawn:

1. In order to avoid becoming addicted and to concentrate on their academic work, students should play
Mobile Legends: Bang Bang in their free time.
2. The School must inform the parents of their child's academic performances. Based on the study's
findings, some children may receive low or failing grades as a result of playing Mobile Legends: Bang
Bang.
3. It is suggested that additional research be done encompassing a larger population in order to improve the
study. It will be possible to confirm the study's accuracy in this way.

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