CHAPTER I Di Pa Tapos

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CHAPTER I

BACKGROUND OF THE STUDY

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

the study, and the scope and delimitation.

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

connected to both torrent.

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

sporting event under international committee and as a medal sport.

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

specially on their academic performance.

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

corpus 2009;jurisevic et al . 2008

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

does the student engaged in playing mobile legends.

Statement of the Problem

This study aims to discover the relationship of academic performance of G12 students Mobile

Legends player

1. What is the status of academic performance of the mobile legends player?


2. How does grade 12 students engaged in mobile legends?

3. What is the general average (GA) of G12 student mobile legends player in the first semester

of the school year 2019-2020?

Significance of the Study

The result of this study will benefit of the following.

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

their health and how will affect their academic performance.

Students, This study will give more information about the negative and positive effects of playing

mobile games to their academic performance.

Parents, This study will give awareness to the parents of mobile legend player. This will guide

them to help their children in their study.

Future researchers, This study will serve them as a guide of conducting a new research. This will

also serve as their reference for their background of their study.

Scope and Delimitation

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

REVIEW OF LITERATURES AND STUDIES

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

According to the study of Ku C.H, Kwak M., Yurou K, Yurova Y. (2014)


CHAPTER III

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

legends in academic performance

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

Respondents of the Study

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

following category in the Likert Scale was used.

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