Gas 11 Erfe Group 1

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 64

“THE RELATIONSHIP BETWEEN PLAYING MOBILE LEGENDS

AND ACADEMIC PERFORMANCE OF GRADE 7

STUDENTS OF ESCUELA SAN GABRIEL DE

ARCANGEL FOUNDATION INC.

A.Y.2020-2021”

A Research Paper

in Fulfillment of the requirements for

PRACTICAL RESEARCH

Submitted to:

Ms. Ria Villacastin

Teacher

Submitted by:

Dela pena , Dairo jhon

Dumencel, Andrei

Erfe, Czarina S.

Elmido, Abegail

Maloloy-on, Maylen

Priel, Samariel R.

GAS-11
TABLE OF CONTENTS

TABLE OF CONTENTS.

……………………………………………………………………………..…i.

CHAPTER I: ABSTRACT

Abstract of the

Study…………………………………………………………………………ii.

CHAPTER II: INTRODUCTION

Introduction.

……………………………………………………………………………………..1

Background of the Study.

……………………………………………………………………3

Theoretical Framework …..

………………………………………………………………… 5

Statement of the Problem

……………………………………………………………..7

Scope and Limitation…….

…………………………………………………………………...9

Significance of the Study .

…………………………………………………………………10
Literature

Review……………………………………………………………………………..12

CHAPTER III: METHODOLOGY

Research

Design………………………………………………………………………………22

Population and Sampling

Technique…………………………………………………..23

Instrument………………………………………………………………………………

………24

Data Gathering

Procedures……………………………………………………………….24

Data Processing and Statistical

Treatment………………………………………….25

Frequency and Percentage

Distribution……………………………………………..26

CHAPTER I V: RESULTS AND ANALYSIS

Pie Graph

1.1…………………………………………………………………………………28
Pie Graph

1.2………………………………………………………………………………...29

Pie Graph 1.3

…………………………………………………………………….………….30

Pie Graph 2………………………..

………………………………………………………….31

Column

3……………………………………………………………………………………….32

Bar Graph

4…………………………………………………………………………………..33

Pie Graph 5……………………………………..

…………………………………………….33

CHAPTER V : DISCUSSION, CONCLUSION AND

RECOMMENDATIONS

Discussion………………………………………………………………………………

……..35

Conclusion………………………………………………………………………………

…….37
Recommendations……………………………………………………………………

…….39

CHAPTER VI: BIBLIOGRAPHY

APPENDIX

A…………………………………………………………………………………………

43

APPENDIX

B…………………………………………………………………………………………

50

APPENDIX

C…………………………………………………………………………………………

52

ABSTRACT

One of most popular MOBA Mobile Legends. There are 49.98 million

users out of 170 million active Mobile Legends Players Coming from
Indonesia (Alfarizi&Mahbub, 2019). Wherever we go, we will be able

to see individuals or groups of people who are playing Mobile Legends

Together for a long time. The teenager who are playing mobile legends

may end up having effects like receiving low grade in school and also

they do not passed the school activities on time that given by their

teachers. It also affects their health because they do not eat on the

right time and also in their sleeping time. Playing Mobile Legends often

can increase the aggression of a person and affect their

communication to others. The mobile legends is one of the most

trending online games to teenagers nowadays. This game serves as

their pastime for enjoyment and it is the reason why they like to play

that game. We can observe that there are a lot of people who play

mobile legends because of the influence of other players. This game is

that it is easy to play and can build teamwork for every player that can

help them to win the game. A Mobile Legends often has a huge effect

especially in academic performance of a student. Mobile Legends

considered as one of the time consuming game around the globe, they

do not know the time passed when they play mobile legends. There

are many reasons why mobile legends can affect the academic

performance of a student and why some


teenagers play mobile legends very often. The researchers choose to

study playing Mobile Legends and Academic Performance of Students

because there are many students in this modern society who are

playing mobile legends.

The study uses correlational design because the study involves the

relationship between the mobile legends and academic performance of

the students. Correlational research design measures a relationship

between two variables without the researcher controlling the other of

them. It aims to find out whether it is positive correlation, negative

correlation and zero correlational. This research design helped the

researchers to collect and analyze the responses of the respondents to

the checklist designed by the researchers and to obtain view, opinion

and perception.

The researchers find out that most of the grade 7 in Escuela San

Gabriel De Arcangel are play Mobile Legends, and we find out also that

the Mobile Legends and academic performance are having relationship

base on the gather data to our respondents.


Based on the revealed study, it is concluded that playing mobile

legends has positive relationship with academic performance of the

students. The poor performance of the students in their academics was

linked to playing online mobile games. Based on our findings that most

of the grade 7 in Escuela San Gabriel De Arcangel play mobile legends.

According to our respondents, playing mobile legends affects the

academic performance of students because our students able to play

Mobile legends. Most of our respondents are having an impact on

playing mobile legends on their academic performance and it say that

mobile legends and academic performance having a positive

relationship to each other. It is only base on the data that we collect on

our respondents.
CHAPTER 1

INTRODUCTION

In recent years, many people using online game as their amusement.

They can access online games from their mobile phone whenever

they have time or stress about their life. Online game has become

an important issue in Indonesia, Internet World Stats (2017) shows

that Indonesia is in the fifth position with the most internet users in

the world. Surveys about online game player show that 54.13% users

are children to adults, which most users are 10 to 18 years old,

and the second rank are 19 to 34 years old (Asosiasi Jasa

Penyelenggara Internet Indonesia, 2017). One of the most popular

online game is Multiplayer Online Battle Arena(MOBA), which is about

two teams that get into battle. Each team has five members with

different avatars and skills. All teamshavea mission to control

and destroy the enemy’s base to finish the game (Tyack, Wyeth, &

Johnson, 2016). Many people tend to play this game because it has a

high level of challenge (Johnson, Nacke, & Wyeth, 2015) and high
competition where players want to gain strength, wealth and

quickly experience changes in the game, which then triggers

intense competition and does not want to be defeated by co-star (Yee,

2006). In this

1
game users can collaborate virtually, improve cognitive abilities

and critical thinking, learn to control emotions, practice foresight

and do not easily give up (Mahyuddin, 2018). One of most popular

MOBA Mobile Legends. There are 49.98 million users out of 170 million

active Mobile Legends Players Coming from Indonesia

(Alfarizi&Mahbub, 2019). Wherever we go, we will be able to see

individuals or groups of people who are playing Mobile Legends Together

for a long time. The teenager who are playing Mobile Legends may end

up having effects like receiving low grade in school and also they do not

passed the school activities on time that given by their teachers. It also

affects their health because they do not eat on the right time and also in

their sleeping time. Playing Mobile Legends often can increase the

aggression of a person and affect their academic performance. This

game is that it is easy to play and can build teamwork for every player

that can help them to win the game. A Mobile Legends often has a huge
effect especially in academic performance of a student. Mobile Legends

considered as one of the time consuming game around the globe, they

do not know the time passed when they play mobile legends. The

researchers choose to study playing Mobile Legends and Academic

Performance of Students because there are many students in this

modern society who are playing mobile legends.

BACKGROUND OF THE STUDY 2

Mobile Legends: Bang Bang is a multiplayer online battle arena (MOBA)

game designed for mobile phones. The two opposing teams fight to

reach and destroy the enemy's base while defending their own base for

control of a path, the three "lanes" known as "top", "middle", and

"bottom", which connects the bases. Weaker computer-controlled

characters, called "minions", spawn at team bases and follow the three

lanes to the opposite team's base, fighting enemies and turrets. There

are five players who each control a character in each team, known as a

"hero" using analog/joystick controls. Heroes can be grouped into 6

different roles, Marksman, Assassin, Mage, Support, Fighter, and Tank.


Additionally, Mobile Legends: Bang Bang has many game modes with

different game play mechanics. Mobile Legends initially had 10 heroes

upon its release in 2016. It later grew to 70 by November 2018 and as of

December 2020, 103 heroes are in the live server. Moonton regularly

collaborates with Southeast Asian countries to create new characters

from their respective histories or folklore to further increase the game's

appeal, introducing characters such as Lapu Lapu (Philippines),

Minsitthar (based on Kyansittha; Myanmar), Kadita (based on Nyai Roro

Kidul; Indonesia), and Badang (Malaysia).

In November 2020, Moonton announced Filipino professional boxer 3

Manny Pacquiao as the brand ambassador for Mobile Legends: Bang

Bang in the Philippines. To commemorate the partnership, Moonton also

launched a character based on Pacquiao in the game known as Paquito.

In June 2017, Moonton approached Is Yuniarto, an Indonesian comic book

artist that best known for Garudayana, a Javanese action fantasy comic

series from Indonesia. The Garudayana comic series was published by

numerous comic publishers in Indonesia such as Koloni (Original imprint

version), Curhat Anak Bangsa (Garudayana Saga), Webtoon (Digital

comic), and CIAYO Comics (Web comic).


On 11 August 2015, Is Yuniarto stated on his Facebook page that he has

officially cooperated to release the comic which is now in its fifth saga

with one of the most famous online comic publishers in Japan, Digital

Catapult, in which Garudayana comic originally only available in

indonesian language, now also available for English and Japanese

language for audiences outside Indonesia. Moonton also later included

Kadita, an Indonesian goddess of the sea from Sundanese and Javanese

beliefs as playable character in Mobile Legends: Bang Bang to further

appeal Indonesian player base.

THEORETICAL FRAMEWORK 4

Mobile Legends: Bang Bang is a Multiplayer online battle arena Mobile

games developed and publish by Shanghai Moonton technology. The

game has become popular in Southeast Asia and will be. Event at

the 2019 Southeast Asia Games. Is arguably one of the most popular

Mobile games currently being

played. Mobile Legends was Indonesias highest ranked Mobile Legendsga

mes for both downloads and gaming in January 2018. In Spain Mobile
Legends is grossing well too, Also dropping out of the top 200 only three

time. In the Philippines Mobile Legends is also the most grossing free

online games to download and recognized that the Mobile Legends is

popular among Filipinos and that we are one of the top countries to play

the game, Manila-Philippines is

where the most venue are being held of the Mobile Legends: Bang Bang

professional League or MPL that is inviting teams to play like the teams

Aether Main, Bren Esports, EVOS PH, EXECRATION, Cignal Ultra,

ArchAngel,Etc. Most of the students are playing Mobile Legends to reduc

e the level of stress or Anxiety level due to activities in daily living but

some of them is getting addicted to the game and that has a big factor in

their studies. Teacher and Parents should train the students to set limits

on playing Mobile Legends and accepts the responsibilities within the

study not within the game.

This theory about Mobile Legends is a multiplayer online battle arena a

Mobile game developed and published by Shanghai Moonton technology.

The Indonesia's was the highest ranked Mobile Legends game for both

downloads and gaming in January 2018. In Spain Mobile Legends is

grossing well too, Also dropping out of the top 200 only three times. In

the Philippines Mobile Legends is also the most grossing free online
games to download and recognized that the Mobile Legends is popular

among Filipinos and that we are one of the top countries to play the

game, Manila-Philippines is where the most venue are being held of the

Mobile Legends: Bang Bang professional League or MPL that is inviting

teams to play.

STATEMENT OF THE PROBLEM:


6

The study aimed to know the relationship between playing mobile

legends and academic performance and for the parents and teacher to

know what kind of action, and solution would they do.


Specifically, this study sought to answer the following questions:

1. What is the demographic profile of the respondents in terms of:

1.1 Age

1.2 Gender

1.3 Family Income

2. Is there a relationship between academic performance and not

attending classes?

H0 - There is no positive relationship between academic

performance of the students and not attending classes.

3. Is there a significant correlation between academic performance

and the people that influence them to play?

H0 - There is no positive significant correlation between

academic performance and the people that influence them to play.


4. Is there a relationship between academic performance and the

time that they spend in playing games?

H0 - There is no positive relationship between academic

performance and the time that they spend in playing games.

5. What is the relationship between playing mobile legends and

study habit of students?

H0 - There is no positive relationship between playing

mobile legends and study habit of students.

8
SCOPE AND DELIMITATION OF THE STUDY

The scope of our study is for finding the relationship of playing mobile

legends and to the academic performance of the students. This study will
also be limited to selected grade 7 students of Escuela San Gabriel De

Arcangel. The main purpose of our study is to know the relationship

between academic performance and aims are determining whether

playing mobile legends hinders their accomplishment of their

homework’s and projects. The study only focuses on the relationship of

playing mobile legends and its relation to the academic performance of

the selected students.

SIGNIFICANCE OF THE STUDY


9

The purpose of this study is to help readers to understand about the

relationship between playing mobile legends and to academic


performance. This study also provides the strategy on how to control and

manage the use of mobile legends. Future researchers may serve as a

basis for future research that they will conduct. The result and finding of

this study will be beneficial to the following entities:

To Students - The said provides the students to have broad ideas and

understanding in controlling of using mobile games. The study can give

different perception to create a better plan and decision making to

diminish or prevent using mobile games like mobile legends.

To Parents - The study well serve as a grade and reference to the

parents/future parents to know the relationship between playing mobile

legends and to academic performance. This study will provide them to

generate new ideas and to have a comprehensive understanding on how

they can help their children in controlling the use of mobile legends.

To Teacher - This study can be beneficial to the teachers and future 10

teachers it may help them to have better understanding in controlling

the use of mobile games especially mobile legends and they will teach
the student to know the impact of using mobile legends in their

academic performance.

11
RELATIONSHIP OF ACADEMIC PERFORMANCE AND MOBILE GAMES
This study was conducted to assess and find out the impact of mobile

gaming on the academic performance and social behavior of the

students in the Polytechnic University of the Philippines-Laboratory High

School. Furthermore, this study sought answers on the significant

relationship between playing online games and academic performance

and to social behavior of the students. The study revealed that boys are

more of a player compared to girls who often play games that require

three or more players like League of Legends, Clash of Clans, Crossfire

and many more to mention. Playing online games do not affect their

grades badly for they know how to limit themselves. They know that they

need to control themselves in order to function well in their class that is

why they only play games during vacation and weekends with a lot of

time compared when they have classes. Even though they play mobile

games; they know how to socialize well and they can perform very well

when it comes to academic performance. However, it is inevitable not to

play even for half an hour especially when they are accustomed to it.

Therefore, it is just a matter of discipline.( Dumrique & Castillo , (n.d.).

Impact of mobile games on the academic performance.

http://dx.doi.org/10.18502/kss.v3i6.2447

12
The study revealed that boys are more of a player compared to girls who

often play games that require three or more players like League of

Legends, Clash of Clans, Crossfire and many more to mention. They

know that they need to control themselves in order to function well in

their class that is why they only play games during vacation and

weekends with a lot of time compared when they have classes.

MOBILE LEARNING GAMES AS A TOOL FOR LEARNING AND

TEACHING

Within the past decade, a growing number of educational scientists have

started to recognize the multifaceted potential that mobile learning

games have as a tool for learning and teaching. This paper presents a

review of current research on the topic to better understand game

mechanisms with regard to learning outcomes. The purpose of this paper

is twofold. First, we introduce a framework of analysis which is based on

previous work on game design patterns for mobile games and on

learning outcomes. The framework focuses on two aspects, motivation

and knowledge gain. Second, we present a set of patterns which we

identified in the literature and that positively influence these two

aspects. Our results support the general assumption that mobile learning
games have potential to enhance motivation. It reveals that game

mechanisms such as Collaborative Actions or Augmented Reality provide

incentive to get engaged with learning and/or a certain

topic. With regard to knowledge gain, results are less comprehensive.

( Schmitz & Klemke & Specht, 2012 , p. 345). Effects mobile gaming

patterns on learning outcomes.

https://doi.org/10.1504/IJTEL.2012.051817

This study analyze which based on previous work on game design

patterns for mobile games and the learning outcomes of the students will

be motivated or will gain knowledge. This paper presents a review of

current research on the topic to better understand game mechanisms

with regard to learning outcomes.

ROLE OF MOBILE GAMES IN SUPPORTING CHILDREN’S LEARNING

Mobile games are today an important part of most children’s leisure lives

and increasingly an important part of our culture as a whole. We often,

as adults, watch in amazement as children dedicate hours to acting as

football coaches, designers of empires, controllers of robots, wizards and


emperors. In the past, games have been dismissed as a distraction from

more ‘worthy’ activities, such as homework or playing outside. Today,

however, researchers, teachers and designers of learning resources are

beginning to ask how this powerful new medium might be used to

support children’s learning. Rather than shutting the door of the school

against the

14
mobile game, there is now increasing interest in asking whether

computer games might be offering a powerful new resource to support

learning in the information age. This review is intended as a timely

introduction to current thinking about the role of mobile games in

supporting children’s learning inside and out of school. It highlights the

key areas of research in the field, in particular the increasing interest in

pleasurable learning, learning through doing and learning through

collaboration, that games seem to offer. At the same time, the review

takes a measured tone in acknowledging some of the obstacles and

challenges to using games within our current education system and

within our current models of learning. It goes on to propose some ways in

which designers,...(Raikarasu , 2012 , p. 62 ). Literature review in Games


and Learning. https://www.papercamp.com/57021/Literature-Review-In-

Games-And-Learning

This study is intended as a timely introduction to current thinking about

the role of mobile games in the performance of students learning inside

and out of school. It highlights the key areas of research in the field, in

particular the increasing interest in pleasurable learning, learning

through doing and learning through collaboration, that games seem to

offer.

15
MOBILE GAMES IN BOTH FORMAL AND FORMAL LEARNING

Our purpose in this paper is to review studies that explored the impact of

the use of mobile games in both formal and informal learning

environments. Through a review of studies on learning that have been

published between 2000 and 2013, we aim to identify the ways in which

researchers used of mobile games in a variety of learning environments,

and to synthesize current literature about the impact of the use of mobile

games on student achievement and attitudes towards and learning. We


first provide definitions of the constructs “ technologies, “mobile games,”

and “informal learning environments.” Following that, we present the

outcomes of our analysis by describing the purpose, the contexts, and

the findings of each of the studies we reviewed. We then offer general

conclusions that came out of our analysis and we offer some

recommendations for future research. (Kourtromanos & Avraamidou ,

2014 , p. 49 ). Use of mobile games in formal and informal learning

environments. https://doi.org/10.1080/09523987.2014.889409

This study is to explore the effects of the use of mobile games the

purpose of it is to review the studies in both informal and formal

learning. Identifying the ways in which researchers used of mobile games

in a variety of learning environments, and

to synthesize current literature about the impact of the use of mobile 16

games on student achievement and attitudes towards and learning.

DETERMINE WHETHER MOBILE GAMES AND ACADEMIC

PERFORMANCE ARE CAUSAL FACTOR TO A POORER ACADEMIC

PERFORMANCE OF STUDENTS
Mobile gaming is a growing concern that increases the user's risk for

physical and psychological health problems. Video game addiction is part

of the so-called Internet Gaming Disorder (IGD) and is often associated

with Gambling Addiction. In general, IGD has been linked to a poorer

academic performance of students in educational institutions. However,

a study conducted by Samaha and Hawi (2016) revealed that there is no

relationship between smart phone addiction risk and academic

performance. This denotes a disparity on the result of academic

performance between IGD and mobile phone addiction. Cyber-bullying,

on the other hand, is also an ethical concern that has affected several

young adolescents and adults. Previous studies on traditional bullying

and cyber bullying revealed that both can greatly impact school

performance of students among others. As far as the present study is

concerned, no studies have been conducted which determines whether

mobile game addiction and cyber bullying are causal factors for the 17

academic performance of students. It is now the objective of the present

study to determine whether both can negatively affect the academic

performance of students. This study employed a quantitative approach

to determine a possible correlation between mobile game addiction and


cyber bullying with student academic performance. A total of eighty-five

(85) respondents from National University - Philippines answered two

questionnaires through Google Forms, namely, the Game Addiction

Questionnaire and Cyber bullying Questionnaire. Convenience Sampling

was used to gather the respondents of the two surveys. Both cyber

bullying and mobile game addiction (constructs) were neglected as

causal factors for the students' academic performance. identify the ways

in which researchers used of mobile games in a variety of learning

environments, and to synthesize current literature about the impact of

the use of mobile games on student achievement and attitudes towards

and learning. However, it can be concluded that those who have been a

victim of cyber bullying are most likely to perpetrate or initiate cyber

bullying. Other results are further discussed in the paper. ( Rodriguez ,

(n.d.). Exploring Mobile Game Addiction and its Effects on Academic

Performance.https://www.researchgate.net/deref/http%3A%2F

%2Fdx.doi.org%2F10.1109%2F

This study is employed a quantitative approach to determine a possible


18
correlation between mobile game addiction and cyber bullying with

student academic performance. Both cyber bullying and mobile game

addiction was causal factors for the students' academic performance.


Identifying the ways in which researchers used of mobile games in a

variety of learning environments, and to synthesize current literature

about the impact of the use of mobile games on student achievement

and attitudes towards and learning.

MOBILE GAMING PREFERENCE OF THE STUDENTS

This study describes mobile gaming preferences of the University of

Baguio college students. The respondents were students enrolled during

the summer of 2010. The descriptive-survey method was used to answer

the problems of the study. Results show that Farmville is the favorite.

Majority of the respondents prefer role-playing online games.

Respondents resort to online gaming in order to be happy, to have fun,

to relax, and to relieve stress. Respondents from the Schools of Human

Sciences and Information Technology have an above average and

significant above average levels of online games addiction, respectively,

while respondents from the Schools of Teacher Education and Law

Enforcement Administration were found to have low and very low levels

of addiction, respectively. Both male and female college students play

online games. A treatment plan was proposed for students to achieve 19

academic excellence. ( Sannadan & Psych , 2011 , p. 35 ).Online gaming


preferences of the University of Baguio College Students.

https://www.ubaguio.edu/online-gaming-preferences-of-the-university-of-

baguio-college-students/

This study answer on the significant relationship between playing mobile

games and academic performance of the students and of the social

behavior. Majority of the respondents prefer role-playing online games.

Respondents resort to online gaming in order to be happy, to have fun,

to relax, and to relieve stress. Both male and female college students

play online games.

ONLINE MOBILE LEGENDS BASED ON DEPOK PLAYERS

Online game phenomena occur in almost all parts of the world. This

phenomenon is experienced by some major cities in Indonesia, including

Depok. As a result of this phenomenon, various kinds of online game

lovers community emerged, one of them is the Mobile Legends online

game community. With the formation of the community, each Gamers

will have experience and views on their preferences to play Mobile

Legends, both before and after becoming a player of Mobile Legends.

This qualitative research uses a type of phenomenological approach with

20
the constructivism paradigm. Then using symbolic interaction theory and

self-concept.

Data collection techniques carried out were interviews and non-

participant observations. Analysis techniques that are carried out using

verification. The results obtained were due to playing Mobile Legends

Online Games, the five informants no longer considered Mobile Legends

to be just a game, in their opinion the game was as a source of income,

learning media, half-life, and as a mandatory activity that must be done

every day. The conclusion obtained from the results of this study is that

the five informants became addicted to the Mobile Legends Game and

had a lot of self-changes since starting and continuing to play and joining

the community of Mobile Legends Depok. There are four things that

support informants to become addicted, namely the attractiveness of the

game itself, the benefits gained by playing, lifestyle and friendship and

environment factors of the informant.

This study is all about five informants becoming addicted to the Mobile

Legends Game. They considered the five informants that this isn't just a

game, it says that the game was as a source of income, learning media,
half-life, and as a mandatory activity that must be done every day life of

the depok player.

21
CHAPTER II

METHODOLOGY

This chapter provides a correlational of the methodology that was used

in the study. Specifically, this chapter briefly discusses the research

design, sources of data, instrumentation and data collection, and tools

for data analysis.

RESEARCH DESIGN

The study uses correlational design because the study involves the

relationship between the mobile legends and academic performance of

the students. Correlational research design measures a relationship

between two variables without the researcher controlling the other of


them. It aims to find out whether it is positive correlation, negative

correlation and zero correlation. This research design helped the

researchers to collect and analyze the responses of the respondents to

the checklist designed by the researchers and to obtain view, opinion

and perception.

In correlational research, the researcher passively observes the

phenomena and measures whatever relationship that occurs between

them and also the researcher


22

is not interested in cause and effect as it applies; rather, he or she

identifies recurring statistical patterns connecting the variables in

research.

POPULATION AND SAMPLING TECHNIQUE

Sample size

Confidence interval = 7 and 50% percent

43 %(7-50) and 57%(7+50)

Confidence level: 95%

Population: 82

Slovin's Formula
n=N/(1+Ne2)

n= 100/(1+100,72)

n= 58

Sample size needed is = 58

The respondents of this came from grade 7 students and our sampling

technique is simple random sampling because this is the best probability

sampling and we can select our respondents randomly. Everyone in a

group have a chance to be select to be our sample. And It won't be a

hassle on selecting or waiting for responses because we don't have a

huge population. We choose Simple Random Sampling


23

with our research because it can be useful, it allows all the grade 7

students to have an equal chance of being selected. We must preferred

the simple random sampling to be chosen randomly and to be unbiased

when we present the research because it's not right to be biased to our

respondents.

INSTRUMENT
We used Questionnaire to be our instrument in collecting data because it

is easy to use, it is also similar to the test papers. Including the name,

age, sex and other information from the respondents. They can choose

their answer on the Google form and we can gather all the data if they

finish to answer. The survey questionnaire contained questions that

related to our topic.

DATA GATHERING PROCEDURE

The procedure we used to gather data is survey, it is easier to use than

other procedures because of the current situation that is happening at

the moment. We surveyed using gadgets by passing the link of the

survey. We will pass the survey link to the teacher who has students that

we need to be our respondents to facilitate the gathering of data.

24
DATA PROCESSING AND STATISTICAL TREATMENT OF DATA

Responses to the questionnaire by grade 7 students were statistically

analyzed with the data requirements of the study. In this part, we used

pie graph, bar graph and column to determine the frequency and

percentage of each answer. We computed the percentage using the


formula below. This way, we can see which answer is the majority in

each question and which answer most of the respondents choose.

25
FREQUENCY AND PERCENTAGE DISTRIBUTION

Frequency distribution is the itemized summary of responses for each

question on the basis of categories established in the study or based on

the set of replies pre-established in the questionnaire.


Where:

P=Percentage

F=Frequency

N=Number of respondents

Written as:

P=FX (100)/N

26
CHAPTER III

RESULT AND ANALYSIS


This chapter presents the analysis and interpretation of gathered

numerical data via statistical, mathematical or computational

techniques, in order to draw out the significant points about the

relationship between Mobile Legends and academic performance of the

students. The numerical data were presented in an organized manner

following the sequence of questions in the statement of the problem

found in chapter I.

27
PIE GRAPH 1.1 Age of Respondents
Age 13-14
33%

Age 11-12
67%

The pie graph 1 show the age of the respondents 67.3% of the

respondents are in 11-12 in age while 32.7% of them are 13-14 in age.

The researchers conclude that most of respondents are 11-12 in age.

PIE GRAPH 1.2 GENDER OF RESPONDENTS 28


Female
43%

Male
57%

The pie graph show the gender of the respondents. Out of 20

respondents, there are 33 students that are male which are 56.8%

while 25 of the respondents are female which is 43.2 of the population

of this research. The researchers conclude that most of the

respondents are male.

PIE GRAPH 1.3 FAMILY INCOME


29
10,001 -
15,000
40%

10,000 be-
low
60%

The pie graph 3 show the family income of each respondent’s

frequencies that ten thousand below have the greatest number of

percentage having 60.4% while the ten thousand to fifteen thousand

having a 39.6% in percentage. The researchers conclude that most

family income of the respondents having ten thousand below.

30
PIE GRAPH 2. RELATIONSHIP OF MOBILE LEGENDS AND NOT

ATTENDING THE CLASSES

No
16%

Yes
84%

The tables show that most of the respondents choose Yes having

84.5% while the rest choose No that had 15.5%. The researchers

conclude that most of respondents choose Yes.

31
COLUMN 3. RELATIONSHIP OF ACADEMIC PERFORMANCE AND

THE PEOPLE INFLUENCE THEM TO PLAY

40

35

30

25

20 Frequency
Percentage
15

10

0
Siblings Friend Classmate

The column show most of the respondents choose their Friends having

65.6% while the other choose the Classmate having 20.6% and the

lowest frequency is Siblings got only 13.8 %. The researchers conclude

that the greatest percentage that respondents choose are their

Friends.

32
BAR GRAPH 4. RELATIONSHIP BETWEEN ACADEMIC

PERFORMANCE AND THE TIME THEY SPEND IN PLAYING MOBILE

LEGENDS

5-6 hours
Percentage
Frequency
3-4 hours

1-2 hours

0 5 10 15 20 25 30 35 40

The bar graph show that the 1-2 hours got the highest percentage

having 58.6% and the second to the highest percentage is 3-4 hours

having 25.8%. The lowest percentage is 5-6 hours having 15.5%. The

researchers conclude that most of the respondents choose 1-2 hours

than the other choices.


PIE GRAPH 5. RELATIONSHIP OF PLAYING MOBILE LEGENDS 33

AND STUDY HABIT OF STUDENTS

No
19%

Yes
81%

The pie graph show that most of the respondents choose Yes having

81.1% while the rest choose the No that had 18.9%. The researchers

conclude that most of the respondents choose Yes and have the highest

percentage.
34
CHAPTER V

DISCUSSION, CONCLUSION, AND RECOMMENDATION

This chapter presents the discussion, conclusion and

recommendation for each corresponding question of the research. It

provides the summary of the main findings and where applicable, links

the literature to the research outcomes.

DISCUSSION

The discussion of the study are as following:

1.Profile of the respondents as to:

Most of the respondents were ages 11-12 with the percentage 67.3%.

Majority of the respondents were male. Most of the respondents

income is ten thousand below having 60.4% while the ten thousand to

fifteen thousand having a 39.6% in percentage.

2. Is there a relationship between academic performance and

not attending classes?


Most of the respondents choose Yes having 84.5% while the rest

choose No that had 15.5%.

35

3. Is there a significant correlation between academic

performance and the people that influence them to play?

Most of the respondents answered letter B which their Friends having

65.6%.

4. Is there a relationship between academic performance and

the time that they spend in playing games?

Most of the respondents answered the 1-2 hours having 58.6% and the

second to the highest percentage is 3-4 hours having 25.8%. The

lowest percentage is 5-6 hours having 15.5%.

5. What is the relationship between playing Mobile Legends

and study habit of students?

Most of the respondents choose Yes having 81.1% while the rest

choose the No that had 18.9%.


36

CONCLUSION

1. Based on the revealed study findings, it is concluded that most

of the respondents were ages 11-12 and most of them are male

who more likely to play Mobile Legends.

2. Based on the revealed study findings, it is concluded that most

of the grade 7 in Escuela San Gabriel De Arcangel play Mobile

Legends and base on we gather data that most of them

procrastinate their school works and other activity that need to

finish on time when they are playing Mobile Legends.

3. Based on the revealed study findings, it is concluded that their

Friends are influence them to play Mobile Legends and they

may have difficulty in concentrating to lessons because of their

friends trying to convince them to play Mobile Legends.

4. Based on the revealed study findings , it is concluded that most

of the respondent were spend the time is 1-2 hours to playing


Mobile legends. They can spend time playing mobile legends

but they can do also their school works than playing Mobile

Legends. They must need to do first the school works and other

activity that teacher’s gave to them rather

than nonsense thing that will not help them to their academic 37

performance.

5. Based on the revealed study findings, it is concluded that most

of the respondent were spend the time is 1-2 hours to playing

Mobile legends. They can spend time playing mobile legends

but they can do also their school works than playing Mobile

Legends. They must need to do first the school works and other

activity that teacher’s gave to them rather than nonsense thing

that will not help them to their academic performance.


38
RECOMMENDATION

This study revealed the relationship of Mobile Legends and academic

performance of the grade 7 students in Escuela San Gabriel De

Arcangel, Inc. Thus the following recommendation are hereby

presented:

To Students, the researchers recommend that playing mobile legends

be an inspiration and motivation to study. Make playing mobile legend

a hobby and make it a pastime just to avoid declining academic

performance. The students playing of Mobile Legends should be under

moderation and they must be responsible.

To Teacher, the researchers recommend that playing Mobile legend in

free time be a school activity for students to be active in learning.


Make it a game for students so that students can show their skill.

Playing mobile legend make a competition for students such as sport

fests to further encourage students to improve their academic

performance.

To Parents, the researchers recommend supporting their children in

everything they want to do. Support and guide their children. Give

support especially in

39

learning to be good and be active in their academic performance. The

parents must be aware of the possible effects to their children, so they

can give limitation to the responsible usage.

To Future Researcher, the researchers recommend that it can be used

as a guide for future researches. Use it as an idea and guide in getting

data related to the next topic that future researchers will do. Expand

and become a smart researcher. Researchers should replicate this

study in different setting, more samples and to other related subjects

area. Having more ability to think critically and analysis.


CHAPTER VI 40

BIBLIOGRAPHY

1. Alfarizi, M. K., & Mahbub, A. (2019, Januari 18). Tekno Tempo.

Retrieved April 5, 2019, from Tempo.co:

https://tekno.tempo.co/read/1166277/pemain-mobile-legends-

indonesiaterbanyak-di-dunia

2. Wikipedia contributors. (2021, April 9). Mobile Legends: Bang

Bang. In Wikipedia, The Free Encyclopedia. Retrieved 11:49, April

17, 2021, from https://en.wikipedia.org/w/index.php?

title=Mobile_Legends:_Bang_Bang&oldid=1016862813
3. (Anonymous, (n.d.). The-Effects-of-Mobile-Legends-on-Academic-

Grades-of-Selected-CSS12-Students?

fbclid=IwAR28gekjO5IS4KpLZqxPW2Rjxhs-

99mKRFDJHrDkLGQay8vqd1ZFSlylXkY

4. ( Dumrique & Castillo , (n.d.). Impact of mobile games on the

academic performance. http://dx.doi.org/10.18502/kss.v3i6.2447

5. ( Schmitz & Klemke & Specht, 2012 , p. 345). Effects mobile

gaming patterns on learning outcomes.

https://doi.org/10.1504/IJTEL.2012.051817

41

6. Raikarasu , 2012 , p. 62 ). Literature review in Games and

Learning. https://www.papercamp.com/57021/Literature-Review-

In-Games-And-Learning

7. (Kourtromanos & Avraamidou , 2014 , p. 49 ). Use of mobile

games in formal and informal learning environments.

https://doi.org/10.1080/09523987.2014.889409

8. ( Rodriguez , (n.d.). Exploring Mobile Game Addiction and its

Effects on Academic
Performance.https://www.researchgate.net/deref/http%3A%2F

%2Fdx.doi.org%2F10.1109%2F

9. ( Sannadan & Psych , 2011 , p. 35 ).Online gaming preferences of

the University of Baguio College Students.

https://www.ubaguio.edu/rdc/online-gaming-preferences-of-the-

university-of-baguio-college-students

10. ( Sunarto& Wulandari,& Hartanto, (n.d.). Online Mobile

Legends Based on Depok Players Realities.

https://scholar.google.com/scholar?

cites=15239056286974287001&as_sdt=2005&sciodt=0,5&hl=en

42
APPENDICES

APPENDIX A

(LETTER OF APPROVAL)

MARCH 24, 2021

MS. GENEVIEVE R. BANICO

GS / JHS Acting Principal


Dear Ms. Banico,

Greetings of Peace and Joy!

The primary purpose of educational research is to expand the existing

body of knowledge by providing solutions to different problems in

pedagogy while improving teaching and learning practices. We are

currently conducting a research entitled “THE RELATIONSHIP OF

MOBILE LEGENDS AND ACADEMIC PERFORMANCE OF GRADE 7

STUDENTS OF ESCUELA SAN GABRIEL DE ARCANGEL” as a

requirement for the subject Practical Research 2.

In line with this, the researchers hope that you will allow us to recruit43

some selected GRADE 7 to become our respondent in the said target

research to determine the RELATIONSHIP OF MOBILE LEGENDS

AND ACADEMIC PERFORMANCE.

Your approval to conduct this study will be greatly appreciated. Thank

you and God bless.

Respectfully yours,
CZARINA S. ERFE

Research Leader Noted by:

RIA D. VILLACASTIN JEANETTE CASTELO

Research Adviser GS / JHS Discipline

Coordinator

Approved by:

Ms. GENEVIEVE R. BANICO

GS / JHS Acting Principal

44
APPENDIX B

(SURVEY QUESTIONNAIRE)

Name:( Optional )____________________ Section:_______________

Age:_______________ Gender:_____________

1. What is your family income per month?


a. 10,000 below b.10,001-15,000

2. Are you familiar with mobile games just like Mobile Legends?

a.Yes b. No

2.1. Do you experience to play Mobile Legends?

a.Yes b. No

2.3 Do you prioritize playing mobile legends over doing assignments,

activities and projects?

a.Yes b. No

3. Who influence you to play Mobile Legends?

a. Siblings b. Friends c. Classmate

45
3.1 Is Mobile Legends will affect your academic performance as a

students?
1
a. Yes b.No

4. How many hours do you spend in a day playing Mobile Legends?

a. 1-2 hours b. 3-4 hours c. 5-6 hours


4.1 Did you know that playing Mobile Legends makes you tend to

procrastinate your study? a.Yes b.No

5. Does playing Mobile Legends have an effect on lowering your

grades?

a.Yes b.No

5.1 Do you think that Mobile legends and academic performance have

a relationship to each other?

a.Yes b.No

APPENDIX C

(CURRICULUM VITAE)

46

DAIRO JHON DELAPENA


PHASE 4C PACKAGE 6 BLOCK 41 LOT
EXCESS
BAGONG SILANG, CALOOCAN CITY
___________________________________________________
BIRTHDATE: JULY 23, 2003
BIRTHPLACE: POTOTAN ILOILO
GENDER:
CITIZENSHIP: FILIPINO
RELIGION: CATHOLIC
GMAIL:[email protected]
____________________________________________________________
EDUCATIONAL BACKGROUND
SECONDARY SCHOOL: ESCUELA SAN GABRIEL DE ARCANGEL
PRIMARY SCHOOL: STO. NINO ELEMENTARY SCHOOL

47

ANDREI A. DUMENCEL
PHASE 10 PACKAGE 5 BLOCK 46 LOT 1
BAGONG SILANG, CALOOCAN CITY
___________________________________________________
BIRTHDATE: NOVEMBER 29, 2003
BIRTHPLACE: CHINESE GENERAL HOSPITAL
GENDER: MALE
CITIZENSHIP: FILIPINO
RELIGION: CATHOLIC
GMAIL:[email protected]
____________________________________________________________
EDUCATIONAL BACKGROUND
SECONDARY SCHOOL: ESCUELA SAN GABRIEL DE ARCANGEL
PRIMARY SCHOOL: KALAYAAN ELEMENTARY SCHOOL

48

CZARINA S. ERFE
PHASE 10 B PACKAGE 5 BLOCK 43 LOT 18
BAGONG SILANG, CALOOCAN CITY
___________________________________________________
BIRTHDATE: NOVEMBER 27, 2003
BIRTHPLACE: POLANGUI, ALBAY
GENDER: FEMALE
CITIZENSHIP: FILIPINO
RELIGION: ISLAM
GMAIL:[email protected]
____________________________________________________________
EDUCATIONAL BACKGROUND
SECONDARY SCHOOL: ESCUELA SAN GABRIEL DE ARCANGEL
PRIMARY SCHOOL: KALAYAAN ELEMENTARY SCHOOL

49

ABEGAIL C. ELMIDO
SAINT THERESA DECA HOMES
MARILAO BULACAN
___________________________________________________
BIRTHDATE: JULY 26, 2003
BIRTHPLACE: QUEZON CITY
GENDER: FEMALE
CITIZENSHIP: FILIPINO
RELIGION: CATHOLIC
GMAIL:[email protected]
____________________________________________________________
EDUCATIONAL BACKGROUND
SECONDARY SCHOOL: FIRST PROGRESSIVE ACADEMY
PRIMARY SCHOOL: FIRST PROGRESSIVE ACADEMY

50

MAYLEN G. MALOLOY-ON
PHASE 10 B PACKAGE 6 BLOCK 13 LOT 2
BAGONG SILANG, CALOOCAN CITY
___________________________________________________
BIRTHDATE: SEPTEMBER 9, 2003
BIRTHPLACE: CALOOCAN CITY
GENDER: FEMALE
CITIZENSHIP: FILIPINO
RELIGION: CATHOLIC
GMAIL: MALOLOYONMAYLEN09 @GMAIL.COM
____________________________________________________________
EDUCATIONAL BACKGROUND
SECONDARY SCHOOL: KALAYAAN NATIONAL HIGHSCHOOL
PRIMARY SCHOOL: KALAYAAN ELEMENTARY SCHOOL

51

SAMARIEL R. PRIEL
PHASE 4 C PACKAGE 7 BLOCK 64 LOT
BAGONG SILANG, CALOOCAN CITY

___________________________________________________
BIRTHDATE: AUGUST 7, 2003
BIRTHPLACE: CALOOCAN CITY
GENDER: MALE
CITIZENSHIP: FILIPINO
RELIGION: CATHOLIC
GMAIL:[email protected]
____________________________________________________________
EDUCATIONAL BACKGROUND
SECONDARY SCHOOL:KALAYAAN NATIONAL SCHOOL
PRIMARY SCHOOL: BAGONG SILANG ELEMENTARY SCHOOL

52

You might also like