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Dandred Research Paper

This document discusses a research proposal on the positive and negative effects of playing Mobile Legends among selected senior high school students in San Agustin Institute of Technology. The study aims to determine the profile of respondents and how Mobile Legends affects their academic performance. It provides context on the popularity of Mobile Legends and discusses the theoretical framework of behaviorism. The conceptual framework maps out how the study will assess the relationship between time spent playing Mobile Legends and students' grades.

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0% found this document useful (0 votes)
130 views31 pages

Dandred Research Paper

This document discusses a research proposal on the positive and negative effects of playing Mobile Legends among selected senior high school students in San Agustin Institute of Technology. The study aims to determine the profile of respondents and how Mobile Legends affects their academic performance. It provides context on the popularity of Mobile Legends and discusses the theoretical framework of behaviorism. The conceptual framework maps out how the study will assess the relationship between time spent playing Mobile Legends and students' grades.

Uploaded by

Dindo Hioco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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THE POSITIVE AND NEGATIVE EFFECTS OF MOBILE LEGENDS OF

SELECTED SENIOR HIGH SCHOOL STUDENTS OF SAN AGUSTIN

INSTITUTE OF TECHNOLOGY

A RESEARCH PROPOSAL

PRESENTED TO THE FACULTY OF THE SENIOR HIGH SCHOOL DEPARTMENT, IN PARTIAL


FULFILMENT OF THE REQUIREMENTS FOR THE SUBJECT PRACTICAL RESEARCH 2

DANDRED ZANORIA IMBANG

SECOND SEMESTER
SY 2020-2021

1
Chapter I

Introduction

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

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 Legends

games 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 Anther

Main, Bren Sports, EVOS PH, EXECRATION, Signal Ultra, Archangel, Etc.

Most of the students are playing Mobile Legends to reduce 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.

2
Statement of the problem

This research aims to determine the effects of playing Mobile Legends of grade

12 Students of San Agustin Institute of technology Valencia city..

Profile of Respondents

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

a. Age

b. Sex

c. Year started of playing Mobile Legends

d. Average hours spent in playing Mobile Legends in a day

2. How does Mobile Legends affect the respondents ‘academic grades?

3. Based on the result, what intervention program can be implemented

The objective of this study is to know or determine the effects of playing

Mobile Legends of grade 12 students in San Agustin Institute of technology.

3
Significance of study

 This Study will be primarily important to students for it will give them

information on how playing Mobile Legends can affect their academic

performance.

This study will be valuable and significant to parents and students of San Agustin

Institute of technology.

 This study will help the parents of grade 12 students to have about the

effective of playing mobile legends.

Scope and Delimitation

This study was mainly concerned with the impacts of mobile legends among the

students ages 17-18 of San Agustin Institute of technology.

Theoretical Framework

Behaviorism it focuses on how people behave. It evolves from a positivist world

view related to cause and effect. In simple terms, action produces reaction. In

reaction. In Education, behaviorism focuses on observing how students respond

to certain stimuli that, when repeated, can be evaluate, Quantified and eventually

controlled for each individual. The emphasis in behaviorism is on that which is

observable and not on the mind or Cognitive processes. In sum if you cannot

4
observe if it cannot be studied the development of behaviorism is frequently

associated with Ivan Paulo famous for his experiment with dog food audible

stimuli, such as a bell. In his experiment in the early 1990s and they were

replicated by many others researches throughout the 20 th Century. John B.

Watson Among the first Americans to follow Paulo work, saw it has a branch

natural science. Watson became a mayor proponents of Paulo and is generally

credited with coining the term behaviorism. He urged that mind and

consciousness are unimportant in the learning process and that everything can

be studied in terms of stimuli and response. In our study if the student engaging

in playing Mobile Legends therefore if playing mobile legends their behavior

change they became lazier and focuses more on playing Mobile Legends and

their most of time affecting their academic performance and their grade is failing.

Conceptual Framework

A conceptual framework represents the researcher’s synthesis of literature

on how to explain a phenomenon. It maps out the actions required in the course

of the study given his previous knowledge of other researchers’ point of view and

his observations on the subject of research.

In other words, the conceptual framework is the researcher’s understanding of

how the particular variables in his study connect with each other. Thus, it

identifies the variables required in the research investigation. It is the

researcher’s “map” in pursuing the investigation.

5
As McGaghie et al. (2001) put it: The conceptual framework “sets the stage” for

the presentation of the particular research question that drives the investigation

being reported based on the problem statement. The problem statement of a

thesis presents the context and the issues that caused the researcher to conduct

the study.

The conceptual framework lies within a much broader framework called

theoretical framework. The latter draws support from time-tested theories that

embody the findings of many researchers on why and how a particular

phenomenon occurs.

There are three elements that comprises the research paradigm as

presented below:

Input Process Output

6
Profile of -Approval of the
Respondents conduct of the study
a.) Age -Actual survey to
b.) Gender the respondents

c.) Year started of -Retrieval of


playing Mobile questionnaires The effects of
Legends playing Mobile
-Get feedbacks and
Legends of grade
d.) Average hours answers of the
12 students
spent in playing perspective of the
students
Mobile Legends respondents from
the survey

Figure 1. Research Paradigm


The input box contains two parts: Part-I consists of the profile of respondents:

age, gender, year started of playing mobile legends, average hours spent in

playing mobile legends. In the output represents the process on how are we

conduct survey questionnaire on our research, In the effects of playing Mobile

Legends of grade 12 students.

Chapter II

Review of Related Literature and Studies

Social Networking

7
Social networking is the use of internet-based social media programs to

make connections with friends, family, classmates, customers and clients.

Social networking can occur for social purposes, business purposes or both

through sites such as Facebook, Gmail, Google, and Messenger applications.

Social networking is also a significant target area for marketers seeking to

engage users. Networking is a process that fosters the exchange of information

and ideas among individuals or groups that share a common interest. It may be

for social or business purposes (Investopedia& LLC, 2018).

Social networking sites are social network services that focus on building

online communities of people who share interest or activities. Many years had

passed, social networking is very popular today. The term “Social Networking

Sites” from the word “Networking” refers to relationship. A practice of a public

discourse or looking to meet new people through communicating online (Banquil,

Chua& Rivero, 2009).

Social networks have the power to open the world up to you, making it a smaller

place than it has ever been before. Social networking sites can help you

make and keep friends. Social networking sites can act as a kind of group

therapy session. Social networking sites allow you to live a life unhindered

by small talk. Social networking sites can help foster friendships and

perhaps more besides. Social networking sites make fitting in easier, as

long as you open up a little.

8
Social media can be very influential on society in both positive and negative

ways. It gives people a way to stay in touch with people who live far away. It lets

people share fun, interesting and informative content. It gives businesses a way

to engage with customers.

One of the problems, however, is that anybody can share anything, including

material that may not be accurate. In some cases, real harm is done when

people spread inflammatory, unverified or outright false information. This can

harm private individuals, as when someone is bullied online. It can also have a

harmful impact on society as a whole. 

Social media has made it very easy to spread information quickly. Because

Facebook and Twitter timelines move so quickly, viewers don’t often verify what

they’ve seen. A great deal of content is also spread through images and memes,

which may or may not be based on valid information. Of course, many memes

are created to be funny, cute or outrageous. Others, however, are intended to

influence our thinking. Even links to real articles can be misleading. It’s safe to

say that most people who see a headline and link never read the whole article.

Social Media is useful but there is an evident that it gives negative impacts to

students who are not aware of the proper use of social networking sites.

Students can help to access basic information like they are gaining knowledge to

become a competitive individual. The problem is that instead of students would

do their homework’s, they give more priority in checking their social media

account and busy chatting with their friends. The most important things in the

9
student’s life is studying, learning good habits and gaining knowledge to become

a better individual. But look what happened in this days, students are observed

entrapped by the schemes of using social networking sites (Jimenez, 2018).

In March 2014, the UK's Daily Mirror published the story of Danny Bowman, a

teenage "selfie addict" who allegedly spent up to 10 hours a day taking 200

selfies, dropped out of school, and tried to kill himself when he was unable take

the perfect photo of himself. Taking selfies has become a very popular activity,

particularly among teenagers and young adults. From a psychological

perspective, the taking of selfies is a self-oriented action which allows users to

establish their individuality and self-importance and is also associated

with personality traits such as narcissism.

Mobile-Online Game

According to techopedia (2018), mobile-online games is a kind of video

game played on Mobile phones, Smart phones, Tablet, and computer.

Nowadays, with the emergence of android phones many game applications are

developed for it and some existing applications are migrated into it. Many games

are developing for mobile phones most specifically for android. With the high

technology equipped with these mobile phones, mobile games become robust

and attract many people to buy or have this phone for them to experience what’s

inside it which makes it a trend for the new generation of mobile phones.

10
According to the mobile analytics company named App Annie (2018),

Chinese mobile game publishers saw a significant rise of over 40 percent on

year-on-year on overseas revenues from Apple Incorporation iOS App Store and

Google Play store during the first half of this year, hitting $2.6 billion. Gaming app

publishers reported 1.5 billion downloads via Google Play and iOS App Store in

the first half of 2018, compared with 1.1 billion in the same period last year,

according to App Annie’s data. The report said China saw a slowdown the first-

half domestic mobile game revenues, proving overseas markets such as Japan,

South Korea and Germany, and expansion is a necessity for Chinese publishers.

By the end of June, more than 200 Chinese mobile games apps had been

downloaded more than one million times around the world, each earning $1

million globally (Shania, 2018).

The concept that gaming could become an addiction first gained traction in

2013 when the disorder was included in the "Diagnostic and Statistical Manual of

Mental Disorders" (DSM). At the time, the disorder was only listed as a "condition for

further study." "Excessive gaming may lead to avoiding negative moods and

neglecting 'normal' relationships, school or work-related duties, and even basic

physical needs," review author Frank Paulus said in a statement. But Mark Griffiths,

a professor of behavioral addiction at Nottingham Trent University in England

concurred that most child gamers do not suffer from addiction. It is because it's not

about the amount of time a child spends in front of a video game," Griffiths

explained. "It's about the content and context in which that screen time figures into

11
his or her life. “If your kid is not suffering educationally, and has got a wide network

of friends, is doing his chores and engaging in physical education, then what they're

doing with their spare leisure time is not negatively impacting their life and cannot be

called an addiction -- even if the parent thinks it's excessive," he said.

Contrary to the traditional belief that mobile-online gaming is merely an

addictive source of entertainment and diversion, recent research has proved that

mobile-online gaming has numerous benefits and key among them, is the

development of cognitive skills in both children and adults. Just as physical

exercise helps in improving and strengthening your muscles, cognitive games

help to indulge one's brain in constant stimulation, thus improving the brain's

performance.

The following are some of the cognitive benefits of playing mobile-online

games according to Sheila Eugenio: (1) Improves coordination. When an adult or

child is playing a mobile-online game, he or she is not only staring at the

computer inactively. The activities and actions on the screen provide a lot of

mental stimulation. For one to play, he or she will need to coordinate their visual,

audial and physical movement. (2) Improves problem-solving skills. Mobile-online

games involve certain rules. This means that the player has to think carefully

before making any move to ensure that they stay within the required rules of that

particular game. (3) Enhances memory. Playing your favorite mobile-online

game may require both visual and audial memory. The player is required to read

or listen to the instructions which might only be provided at the beginning of the

12
game, thus the need to remember them throughout the entire game. Mastery of

the keys on your keyboard helps you easily move your characters in the game.

This helps improve your memory, whether short- term or long-term. (4) Improves

attention and concentration. Mobile-online games especially action games, have

proven to be able to capture the player's attention for the entire period of the

game. This is brought about by the player's need to achieve certain objectives

within the game, and be able to progress to the next level. (5) It is a great source

of learning. Mobile-online gaming is not only beneficial to adults and teenagers,

but to children as well. Many modern education institutions incorporate mobile-

online games as a teaching methodology. This helps these children improve their

academic skills by providing games that are specifically aimed at enhancing their

cognitive and creative skills. (6) Improves the brain's speed. While gaming, the

brain receives multiple stimulations, both visual and audial. According to

research, individuals who play video games frequently can process these

stimulators faster than others. These stimulators ensure that the brain is

continuously working to interpret them. (7) Enhances multitasking skills. An

action game, for example, may require you to be very observant. It requires you

to be able to move your joystick or keys while looking at the various features on

your screen such as energy levels, oncoming adversaries, ammunitions left,

available time among other factors, all which are vital to winning. This ensures

that the player can observe and react accordingly to all requirements of that

particular game. (8) Mobile-online games improve social skills. Mobile-online

13
gaming enables many players to engage in a particular game simultaneously. As

such, there is constant communication between the players which in turn results

in the development of meaningful as well as casual relationships among them.

This helps players meet new friends while also strengthening bonds with their old

friends.

Academic Performance

Kyoshaba (2009) stated that academic excellence or achievement plays

an important role in an individual placement, be it in the academic institutions or

job placement. Due to this, many people are concerned with the ways they can

enhance their academic achievement. The emphasis on academic excellence

which is also prevalent worldwide has encouraged many studies about the

conditions promoting it. The role of academic achievement as one of the

predictors of one’s life success and also in the aspect of academic placement in

schools to higher institutions as well as the level of employability in one’s career

is inevitable.

Likewise, academic performance refers to the ability to study and

remember facts, being able to study effectively and see how facts fit together and

form larger patterns of knowledge, and being able to think for self in relation to

facts and being able to communicate your knowledge verbally or down on paper.

There are several factors affecting student’s academic performance. Some are

home, school, teacher, and student factors. Most of the factors are home related:

14
family size, financial burden, work at home, parental attitude through education

and parenting style. The academic performance of the learners must therefore be

viewed on the four mentioned factors and may this article provide some ideas for

some corrective and tangible measure that would lead to the understanding of

the issue (Garcia, 2012).

Related Studies

Foreign

A thesis made by Ravichandran (2009) in New Zealand, aimed to gain an

overall understanding of teenagers’ mobile-phone usage (positive purposes and

negative impacts). A mixed methods approach was employed to explore the

research problem. Quantitative data was collected through questionnaires (18

closed and 02 open ended questions) and qualitative data through interviews

(approximately 21 questions). The results show that Teenagers’ possessing

mobile phones 96.5 % (n=111). The overall findings from this study reveal that

parents (caregivers’ perceptions of teenagers’ mobile phone usage are not

satisfactory. Although a mixed opinion, they lean towards negative impacts.

According to previous study of Kuss & Fernandez (2016) that aimed to

maximize the interest, game addiction is the ultimate goal rather than intention,

which means attractive products will enable users to play games frequently and

even become loyal user. Since the study confirmed the vital role of perceived

visibility in forming addiction, game developers should have realized the vital role

15
of social function of mobile games and put significant resources into developing

and delivering social mobile games.

Another study from Goel, Subramanyan, Kamath (2015), the prevalence

of internet addiction and its association with psychopathology in Indian

adolescents. A cross-sectional study sample comprising of 987 students of

various faculties across the city of Mumbai was conducted after obtaining

Institutional Ethics Committee approval and permission from the concerned

college. There has been an excessive use not only in India but also worldwide in

the last decade. There is a growing concern about whether this is excessive use

and if so, whether it amounts to an addiction. The results indicated those with

excessive use internet had high scores on anxiety, depression and anxiety

depression.

The study of Peter (2015) shows a direct relationship exists between

social media usage and the academic performance of students in universities. To

achieve this, the descriptive survey research design was adopted. The study

focused on University of Lagos hence, population consists of all the 24,661 full-

time undergraduate students. The simple random sampling technique was used

to select a sample of 378 students.  Research findings showed that a great

number of students in University of Lagos, are addicted to social media. To this

end, the researcher recommended that social media should be used for

educational purposes as well; Social Networking Sites should be expanded and

new pages should be created to enhance academic activities and avoid setbacks

16
in the students’ academic performance; and Students should be monitored by

teachers and parents on how they use these sites This is to create a balance

between social media and academic activities of students to avoid setbacks in

the academic performance of the students.

This study of Sa’ad, Adamu, and Abdullah investigated the causes of poor

performance in mathematics among public senior secondary school’s students in

Azare metropolis of Bauchi state, Nigeria. The study sample was 361 in which

300 were students and 61 teachers which were selected from the population of

5,545. The descriptive survey design was used and questionnaire was used in

the collection of data. Frequency and simple percentage were used in the

analysis of the data. The findings of the study led to the conclusion that students’

negative attitude toward mathematics, anxiety and fear of mathematics,

inadequate qualified teachers, poor teaching methods, inadequate teaching

materials, overcrowded classes were some of the causes of poor performance in

mathematics in the study area. The study also found out that developing positive

attitude, motivation and proper guidance toward mathematics, using proper

methods of teaching the subject, provision of relevant teaching materials,

additional classrooms and furniture, provision of libraries and mathematical

laboratories were some of the ways of improving performance in mathematics in

the study area. Finally, the study recommended that frequent inter-school

competition in mathematics, frequent supervision and inspection by proper

17
authorities as well as enlightenment of parents on importance of children’s

education should be adopted.

Local

Amabao (2011) conducted a study to explore the use of social networking

sites and how it affects the communication aspects of every individual. It shows

the reason why they use social network sites as a way of communication and

building relationship with the other person, and also would like to present the

possible problem that a user might encounter using social networking sites. This

study used a descriptive- survey method involved the use of questionnaires.

Social networkers in the Philippines also showed the highest level of

engagement on social networking sites averaged of 5.5 hours per visitor in

February, which visitors frequenting the social networking category an average of

26 times during the month.

A qualitative study of Bernardo (2010), research has shown that a critical

variable in determining academic achievement in different cultures and

educational systems is approaches to learning. In this study, the author sought to

determine whether this variable influences academic achievement among Filipino

college students. The learning process questionnaire (LPQ) has been the source

of intensive cross-cultural study. The results indicated that: (a) the Learning

Process Questionnaire (LPQ) was a valid instrument to assess the learning

approaches of non-low-achieving Filipino college students; (b) the Deep and

18
Achieving subscale scores of the Learning Process Questionnaire (LPQ) were

positively related to academic achievement even when the effects of school

ability and prior academic achievement were controlled; and (c) with some slight

exceptions, the relationship between the Learning Process Questionnaire (LPQ)

scale scores and academic achievement were generally similar between male

and female Filipino students. Implications for the study of student approaches to

learning in different cultures and educational systems are discussed.

Synthesis

The review of related studies and literature is summarized as follows:

The research cited 4 foreign related literatures and 3 local related literatures, 4

foreign related studies and 2 local related studies. Three related study and

related literature are similar to the present study which says that social

networking or the use of social media can affect the student’s academic

performances. These are the studies of Banquil, Chua & Rivero (2009), Peter

(2015) and Jimenez (2018). There is a significant relationship between the use of

social networking sites and student’s academic performances (Peter, 2015) and

Banquil, Chua & Rivero (2009). Most of the studies cited are quantitative and a

correlation research design, are similar to the present study to conduct

information to the chosen topic. There are three quantitative studies used to

know the percentages of the respondents such as: Ravichandran (2009), Garcia

(2012), and Peter (2015).While Bernardo (2010) and Kyoshaba (2009) are

19
quantitative research design that aims to show the academic excellence or

achievement plays an important role in an individual placement, be it in the

academic institutions or job placement. A quantitative research design of Sa’ad,

Adamu, and Abdullah investigated the causes of poor performance in

mathematics An exploratory quantitative study shows results that there is a

prevalence of internet addiction and game addiction

worldwide, these are the studies of Kuss& Fernandez (2016) and Goel,

Subramanyam & Kamath (2015).

Chapter III

20
Methodology

This chapter includes the research design, the sample, the instruments,

the data collection procedures, and the plan for data analysis.

Research Design

The researches will use a descriptive quantitative research design can be

explained as a statement of affairs as they are at present with the researcher

having no control over variable. Moreover, “descriptive studies may be

characterised as simply the attempt to determine, describe or identify what is,

while analytical research attempts to establish why it is that way or how it came

to be” (Ethridge, D.E. 2004)

Descriptive research is used to describe characteristics of a population or

phenomenon being studied. It does not answer questions about how/when/why

the characteristics occurred. Rather it addresses the "what" question (what are

the characteristics of the population or situation being studied?) The

characteristics used to describe the situation or population are usually some kind

of categorical scheme also known as descriptive categories. (Wikipedia 2019).

Research Sampling

21
The study population includes respondents in the Grade 12 of San Agustin

Institute of technology of the academic year 2020-2021. The sample size is

selected by multiple steps of convenience sampling method. The total number of

samples is computed based on Slovin’s Formula.

A convenience sample is one of the main types of non-probability sampling

method. A convenience sample is made up of people who are easy to reach.

Consider the following example. A pollster interviews shoppers at a local mall. If

the mall was chosen because it was a convenient site from which to solicit survey

participants and/or because it was close to the pollster's home or business, this

would be a convenience sample. (StatTrek 2019).

It shows that the sample size (n), there are 60 total number of

respondents who answered the survey questionnaire in the study. The table 1

shows the respondents distribution into 3 sections of Grade 12 CSS Strand, the

total population (N) is 121 students, and the total number of respondents in each

section (n). The study used multiple steps stratified sampling method to get the

sample size (n) on each section and total number of respondents based on the

computed Slovin’s Formula.

22
Table1. The Number of Respondents in the study.
Section N n

CSS12 A 47 30

CSS12 B 27 30

CSS12 C 38 30

Total 119 90

Population of the Study

The respondents of the study are the following students in Dr. Jose P.

Rizal Senior High School Dasmariñas City, Cavite regardless of their age and

educational background , with a total population of 121 students use as the

respondents.

23
Evaluation and Scoring

A numerical scoring was used in the study with the highest and 1 is the

lowest

The numerical scoring in the questionnaire is as follows: (3) Always, (2) Sometimes, (1) Never.

Interpretation of data Numerical Score Verbal Interpretation

4 3.26-4.00 Strongly Agree

3 2.51-3.25 Agree

2 1.76-2.50 Disagree

1 1.00-1.75 Strongly Disagree

Data Gathering Procedure

Before the researchers conducted this study an approval letter signed by

the practical research Adviser, Practical research coordinator and Dr. Jose P.

Rizal Senior High School. The researchers also sent a letter to School Principal

of DJPRSHS Dasmariñas, Cavite to ask permission to conduct the study and

gain access to all pertinent data of DJPRSHS Dasmariñas, Cavite. The

questionnaire was admitted to the respondents the researchers tallied, analyzed

24
and organized the data into table. They sought the help of the statistician for their

treatment of data.

Statistical Treatment of Data

1. Percentage, used to describes the profile of the respondents.

2. Weighted Mean, used to determine the level of awareness of the

respondents on newborn screening

3. Pearson Product Moment Correlation, used to determine the magnitude

and direction of the relationship between profile variables and the level of

awareness of the respondents on newborn screening.

The formula for Pearson r is:

Where

r= degree of relationship between x and y

x= the observed data for the independent variable

y= the observed data for the dependent variable

n= sample size

The degree of linear relationship can be interpreted through the use of range of values

(Bermundo 2005) for the Pearson Product Moment Correlation coefficient as shown below.

25
Range of Value Decision

1.0 Perfect Relationship

0.80 to 0.99 Very Strong Relationship

0.60 to 0.79 Strong Relationship

0.40 to 0.59 Moderate Relationship

0.20 to 0.39 Weak Relationship

0.01 to 0.19 Very Weak Relationship

0.00 No Relationship

4. t-test for the significance for the Pearson r.

The formula is:

t = r√

t= computed t value

r= Pearson r value

n= no. of respondents

26
Chapter IV

Presentation, Analysis and Interpretation of Data

This chapter represents the presentation, analysis and interpretation of data.

Profile of the Respondents

Table 1 presents the profile of the respondents according to age.

Table 1

Profile of the Respondents According to Age

Age Frequency Percentage

16 4 4.4

17 38 42.2

18 35 36.6

19 12 13.3

20 4 4.4

Total 90 100

As shown in Table 1, represents frequency distribution of respondents according

to he age with corresponding percentage. Out of 90 respondents 4 out of the

27
total size of the sample are in the age group of 16 ( 4.4% ) 38 respondents are

17 years old ( 42.2% ) 35 respondents are 18 years old ( 36.7% ) 12

respondents are 19 years old ( 13.3% ) 4 respondents are 20 years old ( 4.4%).

Table 2 presents the profile of the respondents according to gender.

Table 2

Profile of the Respondents According to Gender

Gender Frequency Percentage

Male 48 53.3

Female 42 46.7

Total 90 100

As shown in Table 2, shows that out of 90 respondents, 48 out of the total

sample size are males (53.4%) and 42 respondents are females (46.7%) as the

total of 100%.

28
Table 3 presents does playing Mobile Legends helps in study

Table 3

Yes/No Frequency Percentage

Yes 26 28.9%

No 64 71.1%

As shown in Table 3, shows that out of 90 respondents, 26 out of the total

sample size are Yes (28.9%) and 64 respondents are No (71.1%) as the total of

100%.

Table 4 presents the positive and negative effects on playing Mobile Legends

Positive Effect Frequency Percentage

Stress Reliever 16 17.8%

Communicate w/ others 13 14.4%

Negative Effect Frequency Percentage

Difficulty Concentrating 41 45.6%

Lack of Sleep 20 22.2%

29
As shown in Table 4, shows that out of 90 respondents, 29 out of the total

sample size (answered Yes) are Positive Effects (32.2%) and 61 respondents

(answered No) are Negative Effects (67.8%) as the total of 100%.

30
Chapter V

Summary,Cnclusion and Recommendation

Summary

1. Most of the respondents were male with 53.3% are 17 years of age.

2. Most of the respondents says that Mobile Legends distracts in their studies.

3. Some of the respondents says that playing Mobile Legends has a positive

effects, they say that ML can relieve their stress and help them to communicate

with others.

Conclusion

1. The positive effects of playing Mobile Legends are relieving their stress and

they can communicate to others.

2. The negative effects of playing Mobile Legends, they have a diffucuty

concentrating and having a lack of sleep.

Recommendation

1. The students playing of Mobile Legends should be under moderation and they

must be responsibe.

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

can give limitation to the responsible usage.

3 . Other researchers shoud replicate this study in different setting, more

samples and to other related subjects area. Having more ability to think critically

and analysis.

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