Department of Education Region I Division of Pangasinan Ii Senior High School

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DEPARTMENT OF EDUCATION

REGION I
DIVISION OF PANGASINAN II
MANGALDAN NATIONAL HIGH SCHOOL
SENIOR HIGH SCHOOL

EFFECT OF PLAYING MOBILE LEGEND IN ACADEMIC PERFORMANCE OF GRADE 12


GAS STUDENT
IN MANGALDAN NATIONAL HIGH SCHOOL

Submitted by:
JHON PAUL CENTINO
JENEVY GARCIA
JEZIEL CAYABYAB
JOHN LESTER MAGAT
WYNSOR BAUTISTA
JAZEN BAUTISTA
ANGEL UNGOS
PAUL JIMENEZ
ANDREW VALERIO

GAS 4
2022-2023

CHAPTER I
INTRODUCTION

This chapter presents the introduction of the research study including the Background of the
Study, statement of the problem, significance of the study, scope and delimitation, and definition
of terms.

I. RATIONALE and BACKGROUND of THE STUDY.

Since the implementations of lockdown and restriction due to the Covid-19 Pandemic, various event that

have negatively affected the lives of the masses have occurred. The learning ability of student have been

difficult because of Covid-19 pandemic so the student learning was change the provide to use technology

like cellphone,laptop and other gadget that can be used by student.

But by using gadget does not help the student to focus on learning because there is a game application

that has been invented that can get attention of student is called Mobile legend. Mobile Legend created

by shanghai moonton technology co.ltd commonly known as moonton game that can be download on

Google play store it is a game designed which only for phone.

Student can’t focus in there responsibility Beacause of that online game . They can’t focus on the’re study,

can’t eat properly and more student addicted in online game. This game can affect health also, it is

slowdown the brain growth and negatively affect of the eyesight and also resulting to insomnia.

According to Benny(2018) playing mobile games can cause loss of productivity, one may not play for

hour in a row, but probably doing it several times a day, take a couple of minutes just to check the game.

We have to maintain our use of our gadget we can avoid playing online games. When we using our

gadgets, we need to be careful about what we choose to put in our gadget. Those that are not

Since the implementations of lockdown and restriction due to the Covid-19 Pandemic, various event that

have negatively affected the lives of the masses have occurred. The learning ability of student have been

difficult because of Covid-19 pandemic so the student learning was change the provide to use technology

like cellphone,laptop and other gadget that can be used by student.


But by using gadget does not help the student to focus on learning because there is a game application

that has been invented that can get attention of student is called Mobile legend. Mobile Legend created

by shanghai moonton technology co.ltd commonly known as moonton game that can be download on

Google play store it is a game designed which only for phone.

Student can’t focus in there responsibility Beacause of that online game . They can’t focus on the’re study,

can’t eat properly and more student addicted in online game. This game can affect health also, it is

slowdown the brain growth and negatively affect of the eyesight and also resulting to insomnia.

According to Benny(2018) playing mobile games can cause loss of productivity, one may not play for

hour in a row, but probably doing it several times a day, take a couple of minutes just to check the game.

We have to maintain our use of our gadget we can avoid playing online games. When we using our

gadgets, we need to be careful about what we choose to put in our gadget. Those that are not

needed and will not help us, we can unsintall them so that we can still do what we need to do. We can

also bond with our families or hang out with our friends so that we can maintain the use of our gadgets. But

according also to Benny (2018) there are positive effect of playing Mobile games such as improving brain function.

At mangaldan national high school playing online games is strictly prohibited during class time. It is

strictly prohibited in Mangaldan National High School because they cannot focus on learning and it does

not help them especially playing Mobile Legends game commonly played by most student in Grade 12

Gas in Mangaldan National High School. Since the released of Mobile legends many of the student were

into this game, we observed that this effects their attention towards their responsibilities in home and in

school, they gave more attention on playing Mobile legends rather than responsibilities and there study.

this research want to know are the positive and negative effect of playing this game. So we can provide

posible solution or recommendation that could prevent the negative effect of playing Mobile Legends .
II. STATEMENT OF THE PROBLEM:

This study aims to know the effect of playing mobile legend to Grade12 Gas student of
Mangaldan National High School on their Academic Performance
Specifically it will answer the follwing:

1.What is the profile of the respondent of Grade 12 Gas Student?

a. Age
b. Section
c. Sex

2. What are the effect of playing Mobile Legend in Grade 12 Gas student?

3.What are the reason why they are playing Mobile Legend in Grade 12 Gas student of Mangaldan
National High School?

4.Year started of playing Mobile Legend

5.What is the general average grade of Grade 11 Gas Student


III. SIGNIFICANT OF THE STUDY

This study on the effect of playing Mobile legend focuses on the problems faced by the students
together with the solution provided that could help them overcome their problems when it comes
to playing Mobile Legend. This research beneficial to the following :

Student. It will help the student to know their limitation when it comes in playing Mobile Legend

Parents. This research will be an essential tool for them to be fully aware of their child’s excessive use of
gadgets such as playing Mobile Legends and to be informed on how to limit their child.

Teacher. This research will aid their question and curiosity on why some of their student not able to focus
in the class. And the ways they can help to inform the students about playing Mobile Legend.

School. This research will contribute to the institution for resolving situation of the student

Future Researchers. This will help future researchers to apply and deepen the knowledge of their
research.

IV: SCOPE AND DELIMITATION

This study is determined what’s the negative effect of Mobile Legends and to see if this mobile
game is helpful or distraction to the students who plays the game. The purpose of this research is
to know if Mobile Legends has very negative side to Gas students who played it. GRADE 12 Gas
conduct this research inside of Mangaldan National School

V. DEFINITION OF TERMS

COVID-19: Coronavirus disease (COVID-19) is an infectious disease caused by the SARS-CoV-


2 virus.Most people who fall sick with COVID-19 will experience mild to moderate symptoms
and recover without special treatment. However, some will become seriously ill and require
medical attention.

Academic performance: Academic performance is the measurement of student achievement


across various academic subjects. Teachers and education officials typically measure
achievement using classroom performance, graduation rates and results from standardized tests.

General average: The General Average is computed by dividing the sum of all final grades by
the total number of learning areas. Each learning area has equal weight. The Final Grade in each
learning area and the General Average are reported as whole numbers.

Online game: An online game is a video game that is either partially or primarily played through
the Internet or any other computer network available.
CHAPTER II

REVIEW OF LITERATURE

This chapter explains related articles and published and unpublished studies from different media
that served as basis in developing concrete understanding of the nature of the research
conducted.
According to Wang L. (2011) and Zhu S. (2011) to there inquire about entitled Online diversión

Enslavement Among College Under study. Where conducted in Sweden. Who are dependent in online

diversion is have losing self control and social separation. In any case they are playing online diversions

or mmog since their companions playing with same divensions like based un Greene's hyphothesis which

individuals who needs to connect in common arrange and they needed to have a place with others as well

as the a few online diversion are appealing to gamers. In any case online diversion com- pulsion was

connect in individuals who are have issue in socalizing to other individuals additionally self control

would commonly getting to be an mmog or online amusment someone who is addicted.

Acording to Dom Rique D. (2018) and Castilo,J. (2018) Online Amusement is one of the past time action

of the youthful and adult these days as well as individual playing it have reason to create fan being relax,

Socialize to other and after that to be rationally elusion from the genuine world. However they conducted

a inquire about entitled online picking up. Effect of the scholastic executin and social behavior of the

under studies in policy technic college of the Philippines reseach pacility tall school where they discover

cannot be Impact and have boundary in association to the others as well can be able to socialize

successfully. whereas in terms to scholastic execution of the respondente they this cover that they still

have sufficient great view indeed inspire of the fact that they play in terms in academic performance of

the respondent they find that they have still enough good grade even though they play mobile legends?
II. CONCEPTUAL FRAMEWORK

INPUT PROCESS OUTPUT

1. Profile of the
respondent interm of:
a. Age:
b. Gender:
2. What are the effect of
playing Mobile legend in
Grade 12 GAS student?  Descriptive
3. What are the reason Quantitative Decrease in tose who play
 Survey Mobile Legends of Grade 12
why they are playing
questionnaire GAS Student because of its
mobile legend in Grade
 Statistical effect in Mangaldan
12 GAS Student of National High School.
Mangaldan National High treatment
School
4. Year of Student of
Playing Mobile Legend
5. What is the general
average of Grade 12 GAS
STUDENT

III. THEORITICAL FRAMEWORK


EFFECT OF PLAYING MOBILE LEGEND OF THEIR ON ACADEMIC PERFORMANCE IN GAS-
12 STUDENT IN MANGALDAN NATIONAL HIGHSCHOOL
CHAPTER III

METHODOLOGY

This chapter presents the research method used, the sources of data, instruments and data
collection and the tools for the analysis of data gathered.

I. RESEARCH DESIGN

The purpose of this study was to examine if Mobile legend can help the children towards their
academic achievements. This study aimed to determine if student are actively concerned in their
education and if there are an impact on their educational achievements.

II. POPULATION

The population on that we made a research is the Gas-12 students of Mangaldan National High
School who are engaged in the effect of playing mobile legends on their academic performances
The said respondents are selected because they knowledge about Themeselve and they good at
the playing mobile legends. There 250 Grade-12 students at Mangaldan National High school
based on The number of students per section. Although due to the problems that encountered by
the researchers Only 75% or a total of 125 Gas -12 students were elaborate in the study. The
problems that will encounted by the researcher are the following. 1) it be possible having a lack
of time during the survey or interview 2) It may be difficult to find a respondents for a research.
3) It will also be difficult for the researcher because of money. problems the research is too
expensive.

III. DATA COLLECTION METHOD

The method of data collection for this research will be from primary source of data.

The total of surveys that addressed to their student of Mangaldan National High School was
planned to know the effect of playing Mobile Legends on their Academic Performance inside of
the campus by having questionnaire was represented to the student.
CHAPTER 4

SUMMARY, CONCLUSIONS AND RECOMMENDATIONS

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