CHAPTER I Di Pa Tapos
CHAPTER I Di Pa Tapos
CHAPTER I Di Pa Tapos
Introduction
This study introduces the study on Mobile Legend and Academic Performance: Grade 12
Context. This chapter includes background of the study, statement of the problem, significance of
Mobile Legend: bang bang us a multi-player online battle arena (MOBA) mobile games it
is developed and published by Shanghai Moonton Technology the initial released of Mobile
Legend is on 11th day of July 2016. The Mobile Legend is famous online games in all Asia, almost
10 billion downloaded this game in google play store. Besides, mobile legend played at
smartphone it also played in the PC's. This game has two teams fighting to defend and control to
the castle and there are three parts or lane the "upper", "middle", and "lower" lines that are
Nowadays Mobile Legend is rampant in our society, it is the one of the leisure time
activities of many students. According to Fox Sport Philippines Mobile legend: bang bang was
confirmed to be the first esport title to be included in the 2019 Southeast Asian (SEA) Games that
held in the Philippines. Mobile legend: bang bang is the first esport that will be part of regional
Some people said that playing Mobile Legend helps them in some various, they felt relaxed
and challenged, they forgot their problems and they are enjoying while playing. Most of the players
are teenagers, boy students including girls. This is their way to relax and have fun, according to
Kruss and Griffethes teens that play online games are just having fun. They are just playing to
relieve their stress in life especially to those students who are bombarded of paper works that tends
for them to play online games to relieve their selves from stress.
Some studies said, spending a lot of time in mobile games has bad effects. There are various
of things that affect the relationship of the player, like their social behavior, health and most
The academic performance and cognitive consequences of playing online games have been
an ongoing debate in both the educational environment and public. while its arguable whether
playing online games actually affects student academic performance recent studies of many
educators have considered online games as an educational tool to foster students learning interests
and motivation (choi et al .2013; jennifer henderlong corpus 2009; van eck 2006) and deliver
different levels of knowledge more effectively. Studies have shown that motivation is a crucial
catalyst for learning success and correlated with academic performance (jennifer henderlong
The researchers will conduct a study about the relationship of mobile legend: bang bang to
the academic performance of the students or its player. The researchers want to discover on how
This study aims to discover the relationship of academic performance of G12 students Mobile
Legends player
3. What is the general average (GA) of G12 student mobile legends player in the first semester
Teachers, This study will serve them as a guide to discipline their students who are engaged to
mobile games (ML) and also, it may help the students to prevent being addicted to mobile games
(ML).
Mobile legend players, The result of this study will benefit them to know how dangerous it is to
Students, This study will give more information about the negative and positive effects of playing
Parents, This study will give awareness to the parents of mobile legend player. This will guide
Future researchers, This study will serve them as a guide of conducting a new research. This will
This study entitled Mobile Legends & Academic performance: a grade 12 context will
be conducted at Leyte Integrated Senior High School. The Researchers objective is to discover on
how does the student engaged in playing Mobile Legends and also its effects to their academic
performance. This study only focuses on Mobile Legends player among other online games player.
This respondent of this study is the grade 12 senior high school student who plays Mobile Legends.
The academic strand, age, and the gender of the student will be disregarded. The result of this
study will only reflect and applicable for the academic year 2019-2020
CHAPTER II
This chapter contains the related literature and related studies of this studies that adds a relevant
information from previous ones. This chapter only includes that conceptual framework, research
hypothesis and the definition of terms in their operational and conceptual use
Related Literature
Related Studies
METHODOLOGY
Research Design
In this study the researcher will use a Descriptive -Correlational. This study aims to describe and
know the relationship of mobile legends: Bang Bang to academic performance. Mainly, the
purpose of this study is to know if there is a significant relationship or impact of playing mobile
Research Locale
The location for data collection were in Tacloban City, Leyte Specifically in the Leyte National
High School Which is Located at the Lino Gonzaga Avenue, Downtown, Tacloban City
The respondents of this study are both Male and female G12 Senior High School Students.
The researchers choose a Selected Senior High Students whose playing Mobile legend since our
study is in titled ML& Academic performance: a grade 12 context. Through this respondents it
will give us a better view about students who play mobile legend In choosing the respondents of
the study, the researchers will use simple random sampling using the Snowball method. According
to Oregon state university (“Snowball Sampling”, 2010) that Snowball sampling is a recruitment
technique in which research participants are asked to assist researchers in identifying other
potential subjects. This technique will objectively determine who will be the respondents among
the students that play mobile legends: bang-bang. The researchers will have a step-by step
procedure in choosing the respondents. First, we will list down the name of the student who are
playing mobile legend ( ml). Next, we will determine among the sample respondent who are
qualified for our study, the qualification the respondent should be playing more than a month
Lastly, the researchers will go to their respective classroom to be our respondent and to answer
some question using the survey questionnaire. The study will be conducted for the year of 2019-
2020
Research Instrument
The researcher will use survey questionnaires as an instrument for data gathering.
According to Garcia (1956), in this part, the researcher explains the details and methods used in
data gathering which is needed and used in order to solve the problem stated in the study. Its
content must fit to the kind of research that used in the study. The first part of the research
instrument is the identity or profile of the respondent, the second part is where the question will
be asked and the third part is where the respondents can say the recommendations.
Part I. It covers the respondents profile name (optional), age, gender, and designated or
strand.
Part II. In this part. It covers about the Effects of ML to Academic Performance: A G12
context.
Method of Scoring
Part II:
To determine the level of knowledge of the respondents regarding the Mobile Legend , the