Super Super FINAL MANUSCRIPT
Super Super FINAL MANUSCRIPT
Super Super FINAL MANUSCRIPT
Province of Rizal
Municipality of Montalban
Colegio de Montalban
Kasiglahan Village, San Jose Montalban Rizal
[email protected]
Contact# 8-296-8667
The Effect of Playing Mobile Legends on the Students’ Academic Performance in Science at
An Undergraduate Thesis
Presented to the Faculty of the Institute of Teachers Education
COLEO DE MONTALBAN Rodriquez Rizal
In Partial Fulfilment of
The Requirements of the Degree
Bachelor of Secondary Education
Major in General Science
2024
Introduction
Students nowadays live in the digital world, where technology has become trending.
The millennial generation has access to the internet with the use of different mediums, such
as electronic gadgets and appliances, that make life tasks easier compared to previous
multimedia comes up, and different media platforms exist, such as films, radio, televisions,
etc., which can be accessed with the help of computers and many more, that project visual
Mobile Legends: Bang Bang is one of the most popular online games in the country.
Everyone can download this app for free, however some game items can also purchase for
real money. This game was developed and published by Shanghai Moonton Technology. It is
a 5v5 Multiplayer Online Battle Arena (MOBA) for iOS and Android devices that offers a
variety play heroes, games modes, and with controls optimized for touchscreen devices. It
has a two opposing team to defend their designated base. In the year 2020, Philippines were
in Ranked No. 2 in the game highest number of downloads which have a 41.2 million or 15%
Mobile Legends tournaments have been held in the region, including the annual Mobile
Legends: Bang Bang Southeast Asian (MSC), and even each country has its local leagues.
Mobile Legends was confirmed as the first e-sports title to be included as a medal event at the
Mobile Legend games can be seen from, (1) Addiction, (2) Requiring refreshment to
relieve stress, (3) Environment, and (4) Their curiosity from within them. The impact on the
adolescent is procrastination, being lazy to study, School assignments, being delayed and
pilling up, not being on time to do it often neglecting assignments, and delaying worship time.
days; outdoor games or playing with toys instead, they spend their free time in their home,
internet cafes, or computer shops simply to satisfy their hunger, and that hunger is Mobile
Legends has such a profound effect on not only the young, but dramatically every age group
as well. Virtually everyone can buy load and punch through keys to get high scores, chat with
players, get the rarest items, and level up as fast as possible. There seems to be no
where currently enrolled in Kasiglahan Village National High School, S.Y. 2023-2024.
Knowledge Gap
According to Bautista (2019), Mobile Legends can help players improve various skills
applicable to real-life situations such as strategic thinking, critical thinking, and multitasking skills.
Playing Mobile Legends can contribute to the development of digital technology effectively and
responsibly. By engaging with Mobile Legends, students can enhance their understanding of digital
media, online collaboration, and navigating virtual environments. However, excessive playing of
Mobile Legends can also lead to negative impacts on student's learning motivation practices.
Excessive playing of Mobile Legends can negatively affect students' learning motivation and
The study conducted by Garcia (2022) found that students who become addicted to Mobile
Legends may end up having poor academic performance. When students dedicate too much time
to playing this, they tend to forget to do their activities. This will lead them to have a low grade and
sometimes a failing grade. Moreover, a student can tend to suffer from worsening learning ability
and concentration ability. Parents, educators, and social scientists are therefore saying that online
games are sources of social problems Long, Wang and Fang (2005). Some researchers have
focused on the addiction of students playing Mobile Legends (Agustarika and Adam, 2020),
whereas others have focused on the influence of Mobile Legends Adha, Suyadi, and Aisyah
(2022). In the present study, the researchers aim to contribute to the existing body of research by
addressing the research gap in understanding the effects of playing Mobile Legends on the
academic performance of students. While previous research has explored the impact of excessive
gaming on academic performance and addiction, this study seeks to provide a more
According to John Bryan Casiano et al, (2019) entitled ‘Auditory Edge: Improvement in
Player in a Multiplayer Online Battle Arena (MOBA) game hinges on a variety of factors, some of
which are visual and auditory features of a game. In the context of the MOBA game, gaming
experts or researchers can attest to the negligence of the use of audio that can hinder the
improvement of the player’s performance. To solve this trend, furnishing additional knowledge
must be performed to promote enlightenment and enhancement to maximize the capabilities of the
player. Consequently, this quantitative study aims to understand the connection between the
improvement of player’s performance in the multiplayer online battle arena game to audio.
According to Dewi Christa Kobis et al., (2020), entitled ‘Students’ Perceptions on Mobile
Legends: Bang Bang (MLBB) as Medium to Learn English’ This study aims to know students’
perceptions of the role of Mobile Legends: Bang Bang (MLBB) as the medium to learn English.
This study explored MLBB as a possible training center where all skills that are necessary to learn
English such as vocabulary, listening, reading, writing, and speaking had been learned through the
According to Layli Triana Nanang Martono (2021) entitled ‘The Relationship between Social
Status and Students' Consumptive Behavior’ Online games are one of the most common types of
modern games. Online games are games that can be accessed by internet-connected and are
played on computers, laptops, cellphones, and other devices. Mobile Legends: Bang Bang (MLBB)
is the most popular online game in Indonesia. Playing mobile legends online games can have an
According to Adil Dananjaya and Dyah Kusumastuti (2019), entitled ‘Students perception
on online game Mobile Legends for Vocabulary Development’ this study got a positive result with
74%, therefore can be categorized as positive perception based on Likert’s scale. Moreover, it was
supported by the interview result where the interviewees agreed that their vocabulary knowledge is
expanding when playing Mobile Legends. Most of questionnaire and interview respondents were
claiming that through playing games, Mobile Legends as one of them could increase their
vocabulary knowledge, related to the spelling of new words they found from the game, the
pronunciation, the use and obviously the meaning in Indonesian. The reasons of that claiming
were first from the game itself, where as an online multiplayer game it obviously makes the player,
especially from Indonesia, to interact with foreign player and with it be exposed with foreign
players’ mother language, where it is most an English speaker, and the second reason from their
personal thought that drove them to understand English more in order to understand the game’s
system and to communicate well with other player from overseas to achieve victory since the
According to Khefti AI Mawalia (2020) entitled ‘The Impact of the Mobile Legend game in
creating virtual reality’ This study aims to explore technological developments that are interested
in, namely the phenomenon of the emergence of the online games Mobile Legend. Mobile Legend
has succeeded in making Indonesians interested because of its avatar, message feature, and
buying and selling of online characters in one application. The evolution of online games from PC
to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently,
they can spend up to 6 hours a day looking for internet network access.
Allan Molina Panomora (MI O Lm; Stories of Mobile Legend Gamers in Accomplishing
their Learning Modules Amidst Covid-19 Pandemic) Hence, the students who got involved and
soon got addicted into playing mobile games whether these are pre-installed, offline, or online
have also increased significantly. This addiction may be associated to learners’ academic
performance especially in the implementation of the new learning modality in the school year
As stated by Gwen katrice A. Emano from the article ‘‘is Mobile Legends good?’’ mobile
legends have positive and negative effects: improving brain function and educating children.
Negative effects: distraction while performing another important activity, affecting social interaction,
sleep problems and loss of productivity. The negative effects can be avoided by the child, parents
should guide them well and make a schedule for their games. Parents can set up a time for their
mobile games and family outdoors. Through that activity, the interaction of the child to their mobile
Game Online Application at Negeri 4 MAKASSAR) Based on the results of data analysis, the
researcher concluded that the use of Mobile Legend Game online application can increase
students’ vocabulary mastery, it’s proved by the mean score of the students in pre-test and post-
test. The result of the research shows that Mobile Legends Game online application was
significantly increased students’ vocabulary mastery. The mean score in pre-test was 52.83, while
in post-test was 81.83. It indicates that the hypothesis (HI) was accepted and the null hypothesis
(HO) was rejected. It means that the Mobile Legends Game online application could increase the
student’s vocabulary mastery in learning English at SMA Negeri 4 Makassar, Rachman K. (2022).
Playing online games is always associated with poor academic performance. Research by
Fang-Ling et al. (2013) concludes that students spending too much time on online games every
week tend to suffer from worsened learning ability, concentration problems, poor academic
In the Philippines, electronic sports (eSports) have increased in popularity because of the
streamers or content creators who became the inspiration of many children and teens starting in
the year 2017. Pro players are competing team versus team opposed to each other in tournaments
for a cash prize or to achieve the best and top 1 ranking in their game. There are a few approved
games on Philippine eSports that the Pro Players focused on including Counter-Strike, Dota 2,
League of Legends, Crossfire, and Mobile Legends Bang Bang, among others. One of the
country’s most popular Multiplayer Online Battle Arena (MOBA) games is Mobile Legends, Ruling
the gaming sector with 2.65 million daily users in April 2019 from 2017. The Republic of the
Philippines has formally acknowledged eSports as a legal sport in the Philippines in 2017 under
the Philippine games and Amusement Board (GAB) and the office of the President. This
authorized professional eSports players to secure the permits and authorization and give them
support and more freedom to take part and represent the Philippine country in international
The study by Oraa and guion (2020) aimed to investigate the relationship between playing
Mobile Legends Bang Bang, a popular mobile game, and the academic performance and social life
of senior high school students in the Philippines. The study utilized a survey questionnaire as the
main research instrument, which was distributed to 260 senior high school students who play
Mobile Legends. The survey questionnaire was composed of items that measure the students’
frequency of playing the game, their academic performance, and their social life. the results of the
study showed that most of the senior high school students who play Mobile Legends spend an
average of 1-3 hours per day playing the game. The findings also revealed that there is a
significant negative correlation between playing Mobile Legends and academic performance.
Moreover, the study found that playing Mobile Legends had a significant negative impact on the
social life of the students, as it decreased the amount of time they spent with their family and
friends. The study concludes that playing Mobile Legends harms the academic performance and
social life of senior high school students in the Philippines. The study recommends that parents
and educators should closely monitor the amount of time students spend playing Mobile Legends
and should encourage them to engage in other activities that promote academic and social
environments.
Mobile Legends was the most downloaded game in the Philippines in 2019, with over 7.5
million downloads. The game’s popularity in the country has led to the emergence of a vibrant
eSports scene, with various tournaments and competitions held regularly. One factor that has
contributed to the game’s widespread appeal in the Philippines is its accessibility. The game can
be played on most mobile devices and has a low barrier to entry, with easy-to-understand
gameplay mechanics and intuitive controls. Additionally, the social aspect of the game, where
players can team up with friends and communicate in real life, has helped create a strong sense of
community among Filipino Mobile Legends players. Despite its popularity, however Mobile
Legends has also faced some criticism in the Philippines. Some parents and educators have
expressed concern about the game’s potential negative impact on students’ academic
According to Girandola and Manriquez (2020) examines the relationship between mobile
gaming and academic performance among secondary school students. The study aims to
investigate the potential impact of mobile legends on academic performance by analyzing the data
collected from a sample of 358 secondary school students aged between 13 and 17 years. The
students’ mobile gaming habits and academic performance. The survey collected information on
the frequency and duration of mobile gaming types of games played, and performance measures
such as GPA, attendance, and exam scores. The study findings suggest that there is a negative
correlation between mobile gaming and academic performance. The research indicates that
students who spend more time playing mobile legends are more likely to have lower GPAs, miss
more classes, and perform poorly on exams. The study also revealed that certain types of games,
such as action and strategy games, were more likely to have a negative impact on academic
performance compared to other game genres. Overall, the study highlights the need for parents,
educators, and policymakers to recognize the potential impact of mobile gaming on academic
According to Li, Li, and Lu (2019), mobile game addiction is characterized by an intense
preoccupation with mobile games, a loss of control over the amount of time spent playing, and a
neglect of other important aspects of life such as schoolwork, relationships, and daily
responsibilities. Mobile game addiction has become a growing concern, especially among
adolescents who are more vulnerable to developing addictive behaviors due to their still-
developing brain and high availability of mobile devices. Mobile legends are designed to be
engaging and addictive, often incorporating elements such as rewards, levels, and social
interaction to keep players coming back for more. The negative consequences of mobile game
addiction can include a decline in academic performance, social isolation, sleep disturbances,
anxiety, and depression. It can also lead to physical health problems such as headaches, back
pain, and eye strain due to prolonged screen time. Prevention and treatment of mobile game.
Student who are immersed in online gaming tend to neglect their academic preparation
and homework. Some students play mobile games purely for enjoyment without realizing that they
could develop an addiction, claim Kamal & Wok (2020). This can result in low grades and study
distractions, anxiety, and loneliness. According to a study by Rooji et al. (2010), playing online
games can help people escape reality and alter their sense of value. It helps people feel better
because it lets you play and socialize with other people. Playing online games can enhance mental
Many students become addicted to online games because of their amazing features. Online
games are becoming more and more popular because they are so accessible; they can save you
from boredom and stress. It develops into an obsessive hobby on students’ academic
performance.
According to a study by Valdez et al. (2020), students who play online games report feeling
less stressed, having better teamwork skills, and playing attention in class. But playing video
games too much can become addicted. According to research conducted by Rodica & Talinia
(2019), playing online games had a negative impact on students’ academic performance and
overall health. Pupils struggle to concentrate in class, complete assignments and homework at
home, and receive poor grades as a result of their inability to strike a balance between study and
Game addiction-rather than intention-is the ultimate goal, according to a prior study by
Kuss & Fernandez (2016) that sought to maximize interest. This means that appealing products
will encourage users to play mobile games regularly and possibly develop a devoted following.
Given that the study affirmed the critical role that perceived visibility plays in the development of
addiction, game developers ought to acknowledge the social function that mobile games play and
This research aims to determine the Effect of Playing Mobile Legends on the Students’
2. What are the significant differences between the effect of playing mobile legends and the
Hypothesis
Mobile gaming is one of the things that affects students' academic performance, according
to Destyando et al. (2017). A lack of self-control on the part of some young people leads to social
activities and studies on its detrimental effects. using a mobile device to play games. additionally
fosters students' cognitive development, preparing them to tackle challenges of any complexity.
Incontrast (2019): That seemed excessively mobile and bothersome to me. One of the effects of
indisputable proof that students who play mobile games receive lower grades.
According to attitude formation theories, people tend to do things that benefit them, which is
where the functionalist theory comes in. Daniel Katz, a theorist who focuses on functionality,
suggests that our attitudes are shaped by how well a person or thing meets our needs. In other
words, if something offers us personal benefits, it's likely to shape our attitudes towards it.
(Study.com, 2016).
People develop their attitudes towards online gaming because playing those games fulfills
their needs. It can also support their self-image or align with their existing values. On the other
hand, according to the learning theory, the past experiences teach how to behave. Ivan Pavlov, a
famous learning theorist, explained that our attitudes are formed through conditioning. In this case,
as a person grows older, they might start favoring classical music. This is known as classical
conditioning is called operant conditioning, which occurs when a stimulus provokes a response.
(Study.com, 2016) Applying this to our study, online gaming attitudes are formed through repeated
exposure to the same stimuli. Since gamers frequently play online games these days, they
continuously experience this conditioning. Learning theories suggest that attitudes are shaped by
past experiences that continue to influence us in the present. We hope this combination of system
and user prompts helps the assistant refine the text into a more natural and relatable version, while
Conceptual Framework
Figure 1 depicts the paradigms of independent, dependent, and interview research regarding
the Effects of Playing Mobile Legends on the academic Performance of grade 9 students in
science in Kasiglahan Village National High School.
Profile of students
- Age
- Gender
Figure 1. The paradigm of independent factors, which are the Effects of Playing Mobile Legends of
Grade 9 students in Science in Kasiglahan Village National High School and dependent variables,
which are academic Performance as measured by weighted average of 3rd quarter, are presented.
To determine how interviewing characteristics such as the students' age, and gender contributed to
In this section, the researchers felt the value of the research study and this is where the
significant contribution and the results was enumerated. This research study will benefit to the
following:
Students- This study is primarily important to the students because it will give the information
about the effects of playing mobile legends on their academic performance in science that they will
realize that playing mobile Legends too much is not worth their time.
Future Researchers- the results of the study will serve as a guide of other researchers who would
Parents - This study will help the parents to have enough knowledge about the effects of Playing
Teacher - This study will help the teacher to explore and experience the different studies about
research.
School administration - This study will help school administration as their reference about this
METHODOLOGY
The respondents of this study are High school students from Kasiglahan Village National
High School Barangay San Jose Rodriguez Rizal. These respondents are random grade 9
students of the said local, and who will play mobile legends, thus making it more helpful to gather
The critical consideration requires accountability, trust, mutual respect, and fairness among all
the parties. Some of the ethical consideration of this study ensure for the respondents were as
follows; (1) Informed content is requested from the respondents to ensure that they fully
understand the content of the study. (2) Ensure that the information that they give in the survey
confidentiality. (3) The information provided is identifiable only by the researcher. (4) Ensure that
all the survey forms are correct. (5) All the respondents were treated with great respect; Thus, this
study will be conducted to identify and describe the effects of Playing Mobile Legends on the
School.
Research Design
This research conducted this study to determine the Effects of Mobile Legends on the
Academic Performance of Student in Science in Kasiglahan Village National High School towards
the participation in science subject. This study will help the student have an insight on the Effects
of Mobile Legends towards the Student Performance. The researcher will use the quantitative
research method. Using this method as the main tool to gather the required data for the study,
survey questionnaire will help the researcher to gather data to know the Effects of Mobile Legends
Research Instrument
group of individuals. The survey questionnaire uses statistical analysis to collect data, and the
According to the data that was gathered by the researchers, there are 30 students in section
students in Kasiglahan Village National High School. This study will use a
The researchers will write a formal letter, officially acknowledged by their research adviser,
requesting permission from the principal of the school to conduct the study using questionnaires
with the respondents. The respondents will be given a second letter, this one acknowledged by
their practical research 1 adviser, asking for their permission to perform the study. The survey
were analyzed, tabulated, and interpreted carefully. After that, the researchers will make a
conclusion based on the findings and recommendations to propose a basis for a proposed
extension program.
The researcher collected the needed information and data using a survey questionnaire of the
respondents. To facilitate the presentation and interpretation of the results in terms of reliability the
data were coded, tallied, tabulated and tabled. The researcher used the mathematical and
statistical approaches and tools that help to interpret and summarize the data as a graph.
The following statistical tools were used and needed for the interpretation of the
Formula:
P (%) = F/N × 100
Where:
% - Percentage
F – Frequency
The computed percentage will be used to find the weighted mean formula.
2. Weighted Mean
scores assigned test. Likewise, it measured the extent how which the
Formula:
X = Σfx / N
Where:
X – mean
x – individual score
Σ – summation
N – total score/data
3. Standard Deviation
The square root of the variance is used to calculate the standard deviation, a
statistic that expresses how widely distributed a dataset is in relation to its mean.
Formula:
Where:
σ – population standard deviation
4. Verbal Interpretation
singly, but also the discovery of the meaning of words in groups; that is, it
Disagree 2 1.81-2.60
Neutra/Uncertain 3 2.61-3.40
Agree 4 3.41-420
RESULTS
This chapter presents and discusses the results of the study’s statement of the problem.
Table 1 shows the respondents' demographic profile regarding age and sex. The frequency
Table 1
demographic profile of the respondents, highlighting their sex and age distribution. The majority of
the respondents are female, with 40 out of 50, accounting for 80.0% of the total, while the
remaining 10 respondents are male, making up 20.0%. In terms of age, 11 respondents are below
14 years old, representing 22.0% of the total, whereas the majority, 39 respondents, fall within the
15-17 age range, constituting 78.0%. This demographic data indicates that the respondent pool is
Table 2 shows the respondents' academic performance in science based on their Third
Table 2
87 1 2.0 % 2.0 %
88 3 6.0 % 8.0 %
89 1 2.0 % 10.0 %
90 6 12.0 % 22.0 %
91 2 4.0 % 26.0 %
92 2 4.0 % 30.0 %
93 9 18.0 % 48.0 %
94 11 22.0 % 70.0 %
95 8 16.0 % 86.0 %
96 4 8.0 % 94.0 %
97 1 2.0 % 96.0 %
98 2 4.0 % 100.0 %
Table 2 presents the performance of respondents in science, presenting their grades along
with the corresponding counts and percentages. The distribution of science grades among the
respondents is varied, with a single respondent (2.0%) scoring 87, and three respondents (6.0%)
scoring 88, leading to a cumulative percentage of 8.0%. One respondent (2.0%) scored 89,
Grades in the 90s are more frequent, with six respondents (12.0%) scoring 90, and two
respondents each (4.0%) scoring 91 and 92, making the cumulative percentage 30.0%. The most
common grades are 93 and 94, with nine respondents (18.0%) and eleven respondents (22.0%)
respectively, raising the cumulative percentage to 70.0%. Eight respondents (16.0%) scored 95,
followed by four respondents (8.0%) with a grade of 96, bringing the cumulative total to 94.0%.
Finally, one respondent each (2.0%) scored 97, and two respondents (4.0%) scored 98, resulting
This distribution indicates that the majority of the respondents performed well in science,
Table 3 shows the effect of mobile legend on the respondents' performance in science.
Table 3
Effect of Mobile Legend on Respondents’ Performance
3. I spend 1-3 hours to play Mobile games in a day 1.92 1.18 Disagree
4. I often play Mobile games during school days 2.52 1.31 Disagree
between playing mobile games and studying for 2.70 1.23 Neutral
science subjects.
mobile gaming habits can help students maintain a 4.24 0.85 Strongly Agree
Table 3 details the perceived effects of playing Mobile Legends on respondents’ academic
scores, standard deviations (SD), and interpretations. Overall, the mean score of 3.26 (SD = 0.69)
for science (mean = 3.66, SD = 1.26) and whether it harms their science performance (mean =
3.18, SD = 1.19). They disagree with spending 1-3 hours daily on mobile games (mean = 1.92, SD
= 1.18) and with frequently playing games during school days (mean = 2.52, SD = 1.31). The
challenge of balancing gaming and studying is also viewed neutrally (mean = 2.70, SD = 1.23), as
is the impact of late-night gaming on sleep and subsequent Science performance (mean = 3.30,
SD = 1.37).
Conversely, there is strong agreement that setting time limits for gaming can improve
academic performance in science (mean = 4.56, SD = 0.61) and that parental involvement in
regulating gaming habits is beneficial (mean = 4.24, SD = 0.85). These findings highlight that while
students generally do not see mobile gaming as significantly detrimental or beneficial to their
science performance, they believe structured gaming time and parental oversight can positively
Significant Difference Between the Effect of Playing Mobile Legends and Performance in
Science
Table 4 presents the analysis between the effect of playing mobile legends and the
respondents’ academic performance in science. The statistical measures use the T-test.
Table 4
Significant Difference Between the Effect of Playing Mobile Legends and Performance in Science
df 48
p-value 0.26
df 48
p-value 0.347
Table 4 presents the analysis of the relationship between playing Mobile Legends and
academic performance in science, using both Pearson's r and Spearman's rho correlation
coefficients. Pearson's r value is -0.162 with a degree of freedom (df) of 48 and a p-value of 0.26.
This indicates a weak negative correlation between playing Mobile Legends and Science
performance, suggesting that as time spent playing Mobile Legends increases, Science
performance tends to slightly decrease. However, the p-value of 0.26 indicates that this correlation
relationship.
Similarly, the Spearman's rho value is -0.136, with the same df of 48 and a p-value of 0.347.
This also indicates a weak negative correlation, implying a slight inverse relationship between
gaming and Science performance. However, like Pearson's r, the correlation is not statistically
Overall, the results from both correlation analyses suggest that there is no significant
relationship between playing Mobile Legends and students' performance in science. The weak
negative correlations observed are not strong enough to infer any meaningful impact of gaming on
DISCUSSION
This demographic in Table 1 suggests that the sample is predominantly composed of older
female students. Recent studies have explored the impact of video games on academic
performance, highlighting various dimensions. For instance, Przybylski and Weinstein (2019)
found that moderate video gameplay did not correlate with negative academic outcomes. However,
excessive gaming was linked to poorer school performance. Similarly, a study by Adelantado-
Renau et al. (2019) suggested that high screen time, including video games, is associated with
lower academic achievement among adolescents. In the context of gender differences, research
by Haagsma et al. (2018) noted that boys are generally more engaged in gaming than girls, which
might explain the smaller number of male respondents in the current study.
Moreover, a study by Gaudreau et al. (2020) examined the specific impact of mobile gaming on
academic performance and found that while gaming could provide cognitive benefits, it often led to
reduced study time and focus, thereby negatively affecting academic results. These findings align
with the hypothesis that the intensity and context of gaming are critical factors influencing
academic outcomes. In conclusion, the demographic profile in the current research at Kasiglahan
Village National High School highlights a significant female majority and older age group among
the respondents. This aligns with recent literature indicating varied impacts of gaming on academic
Table 2 presents the distribution of science grades among the respondents, indicating that most
students achieve relatively high grades in science. Several recent studies have explored the
relationship between video game play and academic performance, providing insights that support
the results observed in this study. A study conducted by Jackson et al. (2019) examined the impact
of digital gameplay on academic outcomes and found that moderate gaming could enhance
However, they also noted that excessive gaming often resulted in poorer academic outcomes
due to reduced study time and increased distraction. Further, a study by Ventura, Shute, and Zhao
(2018) explored how playing action video games, such as Mobile Legends, could positively
influence cognitive skills, including problem-solving and strategic thinking, which are essential in
subjects like science. This finding suggests that the cognitive benefits of gaming might contribute
to higher academic performance among students who balance gaming with their studies.
Research by Chiu et al. (2020) focused on the effect of mobile gaming on academic
performance among secondary school students. They discovered that while gaming could
enhance certain cognitive abilities, it often led to procrastination and decreased study time,
negatively impacting academic outcomes. This aligns with the hypothesis that while gaming might
offer cognitive benefits, excessive or poorly managed gaming time could detract from academic
success.
Additionally, a study by Ming et al. (2019) on the relationship between screen time and
academic performance found that students who spent excessive time on screens, including
gaming, tended to have lower grades. The researchers emphasized the importance of balancing
screen time with academic responsibilities to maintain high academic performance. In conclusion,
the high grades observed among the students at Kasiglahan Village National High School suggest
that a balanced approach to gaming and academics might mitigate potential negative impacts. The
cognitive benefits derived from gaming, as supported by recent studies, could contribute positively
Table 3 shows that the overall mean score is 3.26 with a standard deviation (SD) of 0.69,
indicating a generally neutral perception among students regarding the impact of Mobile Legends
on their academic performance in science. This suggests that, on average, students do not
performance. The moderate variation in responses, as reflected by the SD, shows some diversity
in students' opinions. Focusing on individual items, the highest mean score is for the statement
"Setting a time limit for playing mobile games can help to improve my academic performance,
especially in Science subjects," with a mean of 4.56 and an SD of 0.61. This strong agreement
highlights that students believe regulated gaming time can positively influence their academic
Similarly, the statement "Involving parents in monitoring and regulating mobile gaming habits
can help students maintain a healthy balance between gaming and academics" received a high
mean score of 4.24 with an SD of 0.85, suggesting strong agreement on the positive role of
parental involvement, although with slightly more variation in responses. Conversely, students are
neutral about the impact of mobile gaming on their study time and sleep, with mean scores of 3.66
(SD = 1.26) and 3.30 (SD = 1.37), respectively. These higher SDs indicate considerable variability
in individual experiences. Additionally, the statement "Playing mobile games harms my science
performance" yielded a neutral mean of 3.18 (SD = 1.19), reflecting diverse perceptions among
students. Students generally disagree with the statements about the frequency and duration of
their gaming habits. The mean scores for "I often play Mobile games during school days" and "I
spend 1-3 hours playing mobile games in a day" are 2.52 (SD = 1.31) and 1.92 (SD = 1.18),
respectively, indicating that most students spend less time on gaming. The higher SDs for these
Overall, the findings indicate that while students do not strongly perceive Mobile Legends as
significantly affecting their academic performance in science, they recognize the potential benefits
of time regulation and parental monitoring. This nuanced understanding aligns with studies by
Jackson et al. (2019) and Chiu et al. (2020), which emphasize the importance of balancing gaming
with academic responsibilities. The generally neutral stance highlights the subjectivity of gaming's
impact, which varies among individuals based on their management of time and support systems.
Science
Table 4 presents the correlation analysis between the effect of playing Mobile Legends
and performance in science, revealing no significant relationship. Pearson's r value is -0.162 with a
p-value of 0.26, and Spearman's rho value is -0.136 with a p-value of 0.347, both indicating a lack
Recent studies have explored similar relationships between gaming and academic
performance, providing insights that align with these findings. A study by Tang and Koh (2021)
investigated the impact of online gaming on adolescents' academic performance and found no
significant negative correlation. They concluded that the amount of time spent on gaming did not
necessarily predict academic outcomes, supporting the current study's findings of a non-significant
relationship.
Similarly, a study by Wei et al. (2020) examined the effect of digital gaming on students'
academic performance and cognitive skills. Their results indicated that while excessive gaming
could lead to negative academic outcomes, moderate gaming did not have a significant impact.
This study reinforces the idea that the relationship between gaming and academic performance is
complex and influenced by various factors, including the context and amount of gaming.
Furthermore, a study by Kim and Kim (2022) focused on mobile gaming and its impact on
academic performance among high school students. Their findings suggested that while mobile
gaming might be perceived as a distraction, it did not significantly correlate with lower academic
performance, echoing the neutral to weak negative correlations found in the present study.
Another relevant study by Griffiths et al. (2021) explored the psychological and academic
effects of gaming during the COVID-19 pandemic. They discovered that while gaming was a
popular activity, its impact on academic performance varied widely among individuals, depending
on personal habits and time management skills. This study highlights the importance of
considering individual differences when assessing the impact of gaming on academic outcomes.
In conclusion, the correlation analysis in the current study indicates no significant relationship
between playing Mobile Legends and academic performance in science, which is consistent with
recent research suggesting that the impact of gaming on academics is not straightforward and
RECOMMENDATION
Performance
performance, several perceived actions emerge from the study's findings and discussion.
First, establishing clear time limits for gaming emerges as a crucial strategy, supported by
students' strong agreement that regulated gaming time can enhance academic performance.
acknowledging the positive impact of parental monitoring and regulation of gaming habits.
Third, promoting balanced time management skills among students can help them prioritize
gaming on their academic success can encourage more mindful gaming habits. Implementing
school policies to limit mobile device usage during school hours can create an environment
conducive to learning.
Fifth, offering alternative recreational activities that provide physical, social, and cognitive
Sixth, regular monitoring of students' academic performance and gaming habits, along with
peer support groups, can provide valuable feedback and encouragement for adopting healthier
gaming habits.
environment that enables students to enjoy gaming while maintaining their academic
achievements.
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