Dandred Research Paper
Dandred Research Paper
INSTITUTE OF TECHNOLOGY
A RESEARCH PROPOSAL
SECOND SEMESTER
SY 2020-2021
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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.
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.
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Statement of the problem
This research aims to determine the effects of playing Mobile Legends of grade
Profile of Respondents
a. Age
b. Sex
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Significance of study
This Study will be primarily important to students for it will give them
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
This study was mainly concerned with the impacts of mobile legends among the
Theoretical Framework
view related to cause and effect. In simple terms, action produces reaction. In
to certain stimuli that, when repeated, can be evaluate, Quantified and eventually
observable and not on the mind or Cognitive processes. In sum if you cannot
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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
Watson Among the first Americans to follow Paulo work, saw it has a branch
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
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
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
how the particular variables in his study connect with each other. Thus, it
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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
thesis presents the context and the issues that caused the researcher to conduct
the study.
theoretical framework. The latter draws support from time-tested theories that
phenomenon occurs.
presented below:
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Profile of -Approval of the
Respondents conduct of the study
a.) Age -Actual survey to
b.) Gender the 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
Chapter II
Social Networking
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Social networking is the use of internet-based social media programs to
and ideas among individuals or groups that share a common interest. It may be
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
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
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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
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
harm private individuals, as when someone is bullied online. It can also have a
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
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
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
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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
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,
Mobile-Online Game
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.
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According to the mobile analytics company named App Annie (2018),
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
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
physical needs," review author Frank Paulus said in a statement. But Mark Griffiths,
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
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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
addictive source of entertainment and diversion, recent research has proved that
mobile-online gaming has numerous benefits and key among them, is the
help to indulge one's brain in constant stimulation, thus improving the brain's
performance.
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,
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
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
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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
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
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
research, individuals who play video games frequently can process these
stimulators faster than others. These stimulators ensure that the brain is
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
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
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gaming enables many players to engage in a particular game simultaneously. As
such, there is constant communication between the players which in turn results
This helps players meet new friends while also strengthening bonds with their old
friends.
Academic Performance
job placement. Due to this, many people are concerned with the ways they can
which is also prevalent worldwide has encouraged many studies about the
predictors of one’s life success and also in the aspect of academic placement in
is inevitable.
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:
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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
Related Studies
Foreign
closed and 02 open ended questions) and qualitative data through interviews
mobile phones 96.5 % (n=111). The overall findings from this study reveal that
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
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of social function of mobile games and put significant resources into developing
various faculties across the city of Mumbai was conducted after obtaining
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.
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
end, the researcher recommended that social media should be used for
new pages should be created to enhance academic activities and avoid setbacks
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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
This study of Sa’ad, Adamu, and Abdullah investigated the causes of poor
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’
mathematics in the study area. The study also found out that developing positive
the study area. Finally, the study recommended that frequent inter-school
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authorities as well as enlightenment of parents on importance of children’s
Local
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
college students. The learning process questionnaire (LPQ) has been the source
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Achieving subscale scores of the Learning Process Questionnaire (LPQ) were
ability and prior academic achievement were controlled; and (c) with some slight
scale scores and academic achievement were generally similar between male
and female Filipino students. Implications for the study of student approaches to
Synthesis
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
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
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quantitative research design that aims to show the academic excellence or
worldwide, these are the studies of Kuss& Fernandez (2016) and Goel,
Chapter III
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Methodology
This chapter includes the research design, the sample, the instruments,
the data collection procedures, and the plan for data analysis.
Research Design
while analytical research attempts to establish why it is that way or how it came
the characteristics occurred. Rather it addresses the "what" question (what are
characteristics used to describe the situation or population are usually some kind
Research Sampling
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The study population includes respondents in the Grade 12 of San Agustin
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
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
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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
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
respondents.
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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.
3 2.51-3.25 Agree
2 1.76-2.50 Disagree
the practical research Adviser, Practical research coordinator and Dr. Jose P.
Rizal Senior High School. The researchers also sent a letter to School Principal
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and organized the data into table. They sought the help of the statistician for their
treatment of data.
and direction of the relationship between profile variables and the level of
Where
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.
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Range of Value Decision
0.00 No Relationship
t = r√
t= computed t value
r= Pearson r value
n= no. of respondents
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Chapter IV
Table 1
16 4 4.4
17 38 42.2
18 35 36.6
19 12 13.3
20 4 4.4
Total 90 100
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total size of the sample are in the age group of 16 ( 4.4% ) 38 respondents are
respondents are 19 years old ( 13.3% ) 4 respondents are 20 years old ( 4.4%).
Table 2
Male 48 53.3
Female 42 46.7
Total 90 100
sample size are males (53.4%) and 42 respondents are females (46.7%) as the
total of 100%.
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Table 3 presents does playing Mobile Legends helps in study
Table 3
Yes 26 28.9%
No 64 71.1%
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
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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
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Chapter V
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
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
samples and to other related subjects area. Having more ability to think critically
and analysis.
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