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THE IMPACT OF MOBILE LEGENDS TO THE ACADEMIC PERFORMANCE OF

GRADE 11 STUDENTS

A Research Proposal in

PRACTICAL RESEARCH 2

Presented to the Faculty of Senior High School Department

Paril National High School, Cebu City, Philippines 6000

In Partial Fulfilment

of the Requirements for the Academic Track

GENERAL ACADEMIC STRAND

by

Coronado, Kevin L.

Gomez, Colyn

Gomez, Jelou P.

Naquines, Charise M.

Naquines, Nicole

DECEMBER 2023
CHAPTER I

INTRODUCTION

Mobile Legends: Bang Bang is a popular multiplayer online battle arena (MOBA)
game that has gained immense popularity amongst teenagers, including grade 11
students. As with any form of technology, Mobile Legends has both positive and
negative impacts on these students. With its captivating gameplay and multiplayer
features, it has become somewhat of a phenomenon among students. However the
impact of this game the academic performance of grade 11 students has been a topic of
concerned among educators and parents.
The prevalence of mobile gaming has significantly increased, resulting in
concerns about its potential impact on the academic performance of students grade 11
is a critical stage where students are expected to focus more on their studies and
engage in extracurricular activities that enhance their educational development. While
Mobile Legends can be an enjoyable and entertaining experience, its impact on the
academic performance of grade 11 students should not be overlooked. The distraction it
poses along with the potential consequences of disrupted sleep patterns, social
isolation, reduce productivity and poor time management, can all contribute to subpar
academic performance. It is essential for students, parents, educator, to find a balance
between leisure activities and academic responsibilities to ensure the students their
studies while still enjoying recreational pursuit.
It is important to acknowledge that not all grade 11 students will be affected in
the same way. Factors such as individual self- discipline, time management skills, and
overall priorities can influence the specific of Mobile Legends on academic
performance. By exploring this topic, we can gained insights into how to ensure a
healthy balance between gaming and academic success for grade 11 students.
The study will explore factors such as the amount of time spent playing the game,
the frequency of game play, and the balance between academic responsibilities and
gaming habits. By understanding this factors, we can shed light on how Mobile Legends
may affect the academic performance of students. This research lies and recognizing
the potential consequences of excessive Mobile Gaming. Grade 11 is a crucial year for
students as they work towards their final years of high school and prepare for college or
future carrier paths. Therefore, understanding the impact of Mobile Legends on their
academic performance is essential for parents, teachers and educational institution to
develop strategies that promote a healthy balance between academic pursuits and
recreational activities. This research aims to raise awareness of the possible
consequences of spending excessive time of Mobile Legends. By identifying the
potential impact on academic performance, we can encourage students to engage in
responsible gaming habits and prioritize their academic responsibilities. Time
Management excessive gaming can lead to poor time management, as students might
prioritize playing the game over their academic responsibilities. This can result in a lack
of focus, missed assignments and reduce study time.
Theoretical Background

Social Learning Theory

Info about social learning theory

This study conducted by Abaid (2018) found that excessive playing of Mobile Legends
was associated with a significant decrease in the grade point average of grade 11
students. Gonzales and Calina (2019) reported that spending more time playing Mobile
Legends was negatively correlated with academic performance, as indicated by lower
test scores and grades among grade 11 students. In research by Lim (2017), it was
revealed that student frequently played Mobile Legends experience difficulty in
managing their time effectively, resulting in less time devoted to studying and ultimately
lower academic performance in grade 11. According to a cross- sectional study
conducted by Hernandez (2020) grade 11 students who were highly addicted to Mobile
Legends showed decline in their overall academic achievement, including lower scores
in subjects such as Mathematics, Science, and English. A study by Santos et al. (2019)
found that excessive use of Mobile Legends by grade 11 students to poor attendance,
lower motivation, and decreased engagement in school activities, which in turn
negatively impacted their academic performance. In a study conducted by Rossini
(2018), it was observed that grade 11 students who played Mobile Legends for several
hours a day had difficulty focusing in class, demonstrating a declined in attention and
cognitive abilities affecting their academic performance. A research conducted by
Tanaka (2017) revealed that grade 11 students who spent more time playing Mobile
Legends exhibited higher levels of psychological distress, such as anxiety and
depression, which consequently hindered their academic performance. Chua (2019)
investigated the impact of Mobile Legends on the academic performance on grade 11
students and found that increased gaming time was associated with poor time
management skills and limited study hours, leading to lower grades.
Statement of the Problem

This study will be conducted to see the impact of Mobile Legends to the
academic performance of Grade 11 Students

This study aims to answer the following research question:

1. What is the Academic Performance of grade 11 students before they played


Mobile Legends?
2. What is the impact of Mobile Legends to the Academic Performance of grade
11 students?
3. Based on the gathered data how does the Mobile Legends affect the
learners?
Significance of the Study

The present study will be beneficial to the following:

Learners: This research aims to determine how grade 11 students changed


before, and after they played Mobile Legends. As a result, they can determine the
changes shown in their Academic Performance.

Parents: This study will be beneficial for parents by letting them know about the
changes in the Academic Performance of their children. In this way, they will be able to
provide support and guidance for their children.

Future Researchers: This study will be beneficial to future researchers by


guiding them on how we today, the present researchers made our case. This study
intends to acquire new pieces of information regarding the impact of Mobile Legends to
the academic performance of grade 11 students, which may be useful to future
research.

EDUCATORS: This study will help the to determine the change in Academic
Performance of Grade 11 students throughout the year and guide the through their
changes. With the use of this study, they should be able to help address the problem.
Scope and Delimitations

This study will primarily examine the Impact of Mobile Legends to Academic
Performance of grade 11 students, now that we are going back to school. This study’s
findings will come from Grade 11 Students from Paril National High School, in the
school year 2023-2024.

This study is limited to the respondents who are Grade 11 GAS senior high
school students and enrolled in Paril National High School, for 2023-2024. A total of 58
respondents for the study will be determined using probability sampling.

The survey questionnaire utilized in this study covered the respondents’


demographic characteristics, the different types of Mobile Games used by the students.
Definition of Terms

The researchers define these words following their use to provide a deeper
comprehension of the study’s contents.

MOBILE LEGENDS. Is a Multiplayer Online Battle Arena(MOBA) game design for


mobile phone. This game is an online role playing video game that played by a very
large number of people.

ACADEMIC PERFORMANCE. Is the measurement of student achievement across


various academic subjects.

DESTRUCTION AND REDUCED FOCUS. Mobile Legends, being a highly engaging


and addictive game, can serve as a major distraction for students.

TIME MANAGEMENT. Playing Mobile Legends requires a significant time commitment,


often leading students to prioritize gaming over studying or completing school tasks.

DECREASE STUDY TIME. Engaging in lengthy gaming sessions can directly impact
the amount of time students spend studying or preparing for their exams.

LACK OF PROPER SLEEP. Addiction to Mobile Legends can lead to late night gaming
sessions, causing students to have insufficient sleep.

STRAINED RELATIONSHOPS AND SOCIAL INTERACTION. Mobile Legends can


lead to a decrease in face to face social interactions.

CHAPTER II
REVIEW OF RELATED LITERATURE

In the study titled “THE IMPACT OF MOBILE LEGENDS TO THE ACADEMIC


PERFORMANCE OF GRADE 11 STUDENTS” (Rochmayanti et al., 2021), as stated by
them, Mobile Legends have run into contrasting levels of addiction according to the
vigor of playing time. According to this study, the category of time intensity from time to
time as total playing time of less than one hour, with the impact of having decrease in
learning motivation. A child who is addicted to Mobile Legends will affect his motivation
for learning, and if his learning motivation is disturbed, it will also affect his learning
performance. Someone who is addicted to online games requires special handling.
Their study confirms that spending to much time playing Mobile Legends have a
negative impact on students’ learning motivation and to their academic performance.

In journal by Mubarak et al., (2022) titled “THE IMPACT OF MOBILE LEGENDS


TO THE ACADEMIC PERFORMANCE OF GRADE 11 STUDENTS” a vowed that the
higher the intensity of playing mobile legends the higher the level of student academic
procrastination that may lead to unsatisfactory grades. As will as if students have a low
intensity of playing Mobile Legends game, the lower the academic procrastination and
leading their grades excellent.

The amount of time spent on playing Mobile games specifically at home and the
commonly played online mobile game at school can affect their academic “(De Los
Santos et al., 2020) titled “THE IMPACT OF MOBILE LEGENDS TO THE ACADEMIC
PERFORMANCE OF GRADE 11 STUDENT’’. According to them, by giving serious
intervention students may improved/strengthen their academic performance and also to
address the problem. Furthermore, by informing the guardian of the students about the
affects of playing mobile games for them to have proper guidance.

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 intertainment in Andriod. This
game is said to be a free mobile MMO strategy video game which developed and
published by moonton. 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 means that this App can be downloaded free on your mobile phone also it is a
hot seat as an entertainment an Android. This is strategically game where the players
will think on what is the best utilize on their facilities to plan, to defends and to destroy
the opponent team.

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

It says that this app is one of popular game that the degree of opponent online
player complete against each other to gain higher rank to win the battle.

According to Marcal Mora-Cantallops and Miguel-Angel Sicilia (2018, 2) This


article aims to perform a literature review of the available research that focuses strictly
on MOBA (multiplayer online battle arena) games. First, a review identifying the relevant
papers published since 2011 is conducted, exploring them systematically to extract
similarities, gaps and main findings. Result show how League of Legends is the most
explored game, with player experience and toxic behavior as popular topics for
research.

Mobile Legend influence many Filipino students in many ways. According to kana
(2020) playing Mobile Legend for long hours can affect the student performance in
school. Studies have shown that the higher amount of time spent in playing Mobile
Legend can be associated with lower academic performance. As survey shown that
47% of heavy online players got poor grade, while 23% of light user performed better
than them. However, some study said it enhance the student creativity and critical
thinking.

The action in the Mobile Legend prepare the gamers to make smart decision in
split second. Furthermore, they need acute attention to cope with unexpected change in
the game.
Nowadays, Mobile Legend: Bang Bang has become popular for young
generation. Some studies assume that it has positive impact on academic performance
and even overall education. According to Bautista (2019) Mobile Legends can actually
help good plan design using the ideas in your head can really be a good help to achieve
it.

According to Domrique & Castillo (2019) students’ learning takes place


unexpectedly, but the inappropriate usage of playing online games also leads to some
problems such as being distracted in school. The studies revealed that the human brain
is easy to destruct. Therefore, playing this game can bring a huge impact on the student
academic performance.

This game that can its features that can be addictive. Rayo (2012) first explain
that Filipino are lovers for games that are into action than board games. Its “game play”
is unlike any other because it can be players between two teams (5v5). The role is that
there are two groups fighting to reach and destroy the enemy’s castle while defending
their own castle. To defend the castle, they have to control the path they pass through.
There are three lines: “upper”, “lower”, and “middle”. Those line connect the road to the
castle. This game is video game that can be played via internet or online.
CHAPTER III

RESEARCH METHODOLOGY

This chapter discusses the study’s research methodology, the research


approach, and design, the sampling technique, the research instrument, and the data
collection procedure that will be used for accurate data analysis and interpretation.

Research Design

Since this study aims to the effects of playing Mobile Legends(ML) on academic
performance, it is appropriate to use design in collecting data to describe the lived
experiences, as they present themselves to consciousness without opinions, were
unraveled that would help dig deeper into the problem. This study is based on where
data are used to examine the perceived effects of Mobile Legends on the respondents.

Research Environment

This study will be conducted in Paril National High School. It is located in


Barangay Paril, Cebu City. The student of the said school are coming from Barangay
Paril and its neighboring Barangays. Paril is divided into sitios which include Proper,
Baogo, Gaang, Tag-ube 2, Lower Cantisang, Upper Cantisang, Busay, and Tubli

The researchers choose all Grade 11 Students as the respondents because


most of them are identified to play Mobile Legends.

Research Subject

The study’s subjects were the grade 11 students from Paril National High School,
with a total population of 58. In which the study looked at The Impact of Mobile Legends
To The Academic Performance Of Grade 11 Students. Based on particular traits or
attributes considered relevant, these learners helped address the problem identified by
this research study.
Research Instrument

The researcher would conduct a survey through questionnaire regarding The


Impact of Mobile Legends To The Academic Performance Of Grade 11 Students in Paril
National High School. In which the study looked at the “The Impact of Mobile Legends
To The Academic Performance Of Grade 11 Students”. Based on particular traits or
attributes considered relevant, these learners helped address the problem identified by
this research study.

Research Procedure

The researchers first sent a transmittal letter to the respective advisers of the
Grade 11 learners. Then sent a consent form for the learners and their parents to sign,
asking for permission if the learner were willing to participate in the researchers’ study.
Then a series of questions from the three-part questionnaire were handed all to the
learners via google forms or printed questionnaires. After that the data from the
respondents answers were used to analyze effectiveness of Multimedia Learning tools
to the Academic Performance of Grade 11 learners.

Gathering Data

For data gathering the researchers first sent a transmittal letter to the Grade 11
learners, respective advisers. After that, consent letter were handed out by the advisers
to their choosen learner’s asking for permission from their parents and from the learners
themselves. The google forms link for the survey questionnaire was also sent to the
advisers so they can disseminate it to the learners, while some learners were given
printed questionnaire in school. After all 56 learners and answered the survey, there
responses were used as data that have been analyzed by the researchers on the The
Impact of Mobile Legends To The Academic Performance Of Grade 11 Students.

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