The Effects of Mobile Legends On Academic Performance

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THE EFFECTS OF MOBILE LEGENDS ON ACADEMIC PERFORMANCE

OF SENIOR HIGH SCHOOL STUDENTS


IN JOEL B. ARQUIZA NATIONAL HIGH SCHOOL AY 2022-2023

A Research Proposal

Presented to:

The Faculty of the

Senior High School Department

Joel B. Arquiza National High School

By

Bacuring, Marivhic

TVL – Food Processing

Grade 11 Sunflower

Grace Barretto, Research Adviser


Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

As time passes by, technology continues to evolve. Because of technology, new

things were created, one of these things are mobile games. Mobile games are games

played on a feature phone, tablet, laptop, computer, etc. One of the most played games

these days is Mobile Legends. In the Philippines. Many Filipinos are highly engaged in

online gaming and most of them are students

Mobile Legends: Bang Bang is a popular mobile game that has gained

widespread popularity among young people. It is an online game that is popular around

the world. Everyone can download this for free, however some game items can also

purchase for real money. This game was developed and published by Shanghai

Moontoon Technology. It is a 5v5 Multiplayer Online Battle Arena (MOBA) for Ios and

Android devices that offers a variety opposing team to defend their designated base. In

the year 2020, Philippines were in Ranked No. 2 in the game highest number of

download which have a 41.2 milion or 15% of the apps total number downloads

The game has become a source of entertainment and social interaction for many

students. Some people playing mobile games in their leisure time because of the

excitement they provide. Furthermore, because of lot of schoolwork, adolescents tend

to feel stressed during school hours; therefore, playing mobile games will ease their

stress. Indeed, for some people playing mobile games has a number of reasons to be
played, for it can be a stress reliever, challenge and competition, relaxation, enjoyment,

social interaction, and even mentally escape from the real world. However, there is a

growing body of evidence that playing games can actually led to increases in academic

achievement, as wells as advances in visual-spatial skills, which are often important in

the fields of science, mathematics, technology, and engineering, among other things

(Anand, 2007; Jackson et al., 2011).

According to research, children are more prone to becoming addicted to online

games than adults. One of these online games can be characterized by excessive

playing duration so that it has a negative impact on gamers (Lemmens, Valkenburg &

Peter, 2021). Several studies (King, 2018; Rikkers et al, 2016) have found that mobile

games have negative impacts on players, such as reduced sleep time, behavioral

problems (eg. low self-esteem, anxiety, depression) not paying attention class, cutting

classes etc. In addition, the excessive use of the internet and the increase in playing

mobile games like mobile legends lead to addiction resulting in serious functional

impartment in the lives of children and adolescents if left untreated. The effect to them

may cause to break the path to their future for being addicted in playing games such as

the popular online game in the world, the Mobile Legends.

Although, technology like Mobile Legend has ended the socio-cultural side and

communication sensitivity of an individual in society. Playing mobile legends is

beneficial. It helps the player to think through the pressure. Also, it helps the player to

come up with decisions in tight situations, especially those adventure games that keeps

the players to be alert, active and strategic. Playing this type of games makes the player

experienced different feelings because it is as if the player is really the one taking the
challenges. Despite those beneficial, playing these games also bring negative effects. It

requires much of the players time, leaving school activities and home words unattended

(Robinson, 2016).

Qualitative research is a methodological approach the emphasizes the

exploration and understanding of phenomena in their natural setting. This approach is

particularly useful for investigating complex social behaviors, attitudes, and

experiences. This study will use a phenomenological approach, which will allow the

researcher to explore the lived experiences of senor high school students who play

Mobile Legends.

The study will involve in-depth interviews and focus group discussions with

senior high school students who play Mobile Legends. The participants will be selected

through purposive sampling, and the data will be analyzed using thematic analysis. The

study aims to explore the impact of Mobile Legends on the social behavior, academic

performance, and emotional well-being of senior high school students.

The findings of this study will contribute to the understanding of the impact of

playing Mobile Legends among senior high school students from a qualitative

perspective. The results of this study will be useful in developing strategies to promote

responsible mobile gaming among young people. The study will also provide insights

into the experiences of senior high school students who play Mobile Legends, which

can inform future search in this

The researcher chooses this study to know what was the effects of mobile

legends to the academic performance of a student.


Background of the Study

Nowadays, most of people are using technology. As the technology evolve, it

develops to the things get easier for the people just by simply clicking. Even the internet

is very attainable to people. Internet is the biggest medium that we are using today to

communicate around the globe. One of the things is mobile games. It is a type of indoor

games that is usually used in computers or cellphones.

Online games influence many Filipinos in many ways especially the students.

According to Jana (2022) playing online game for long hours can affect the student’s

performance in school. Studies have shown that a higher amount of time in playing

onscreen games can be associated with lower academic performance. A survey has

shown that 47% of heavy online players got poor grades, while 23% of light users

performed better than them. However, some study said it enhances student creativity

and critical thinking. The action in the online games prepares the gamers to make

smarter decision in split seconds. Furthermore, they need acute attention to cope with

unexpected changes in the game

According to Rochmayanti (2021) Mobile Legends game are so popular, not only

teenage boys enjoy playing these games, but so do many girls. Because of the mobile

gaming become extremely popular for people, especially the teenagers, since they can

easily access in the internet, some students are tend to play this game during classes

hour and they will devote their attention to playing rather than studying their lesson,

doing the assignments, and projects; and they will cutting classes just to play this game,

in the place where they have internet connection so they can play instead of attending

the classes and listening to the teacher, that may lead to have failing grades and some
are wasting their money or the allowance that their parents give to them just to buy their

favorite heroes skin in Mobile Legends.

According to Benny (2018) playing mobile games can cause loss of productivity.

Since the time mobile legend was released, many teenagers were hook in playing this

game. Indeed, the vast majority of psychological research on the effects gaming has

been focused on its negative impact the potential harm related to aggression, addiction

and depression. As the popularity of Mobile Legends continues to rise, there is growing

concern about its impact on students, particularly in terms of their academic

performance, social skills, and overall well-being. Some studies have suggested that

excessive gaming can lead to addiction, which can have negative effects on mental

health and academic performance. Instead of reading a book, busy answering their

assignments and doing projects when they have no classes or have a vacant time in

school they spending their time playing mobile games especially the boys, in their

mobile phone. Although playing mobile legends in their mobile phones is common,

students should do their duty as a student.

The study sought by Garcia (2020) found out that the students to who became

addicted to Mobile Legeds: Bang Bang may end up having a poor academic

performance. When students dedicate much time to play this, they tend to forget to do

their school activities. This will lead them to have a low grade and sometimes failing

grade. Moreover, a student can tend to suffer from worsening learning ability and

concentration problems.

According to Tumbokon (2020) academic achievement may be negatively related

to the over-all time spend playing video games. The study found out that the student
online game addicts argue a lot with teachers, fight a lot with friends, and their grade is

lower that the students who play the online game less often. Some students admitted

that used to skip their homework just to play the game.

According to Dumrique & Castillo (2019) student’s learning takes place

unexpectedly, but the inappropriate usage of playing online games also leads to some

problems such as being distracted in school. The study revealed that the human brain is

easy to destruct. Therefore, playing this game can bring a huge impact on the student

academic performance

The purpose of this study is to teach the teenagers who are addicted in mobile

games especially in Mobile Legends about the pros and cons of this mobile game to all

of us and what will affect of it to their academic performance

Statement of the Problem

The purpose of this research is to investigate the effect of mobile legends on the

academic performance of senior high school students in Joel B. Arquiza National High

School. Specifically, the study aims to answer the following questions:

1. What is the frequency of mobile legend use among senior high school students?

2. How much time do senior high school students spends playing mobile legends?

3. How does playing mobile legends affect the academic performance of senior high

school students?
4. What are the perception of senior high school students regarding the impact of

mobile legends on their academic performance?

5. Are there significant differences in academic performance between senior high

school students who frequently play mobile legends and those who do not?

By answering these questions, the study aims to provide insights into the relationship

between mobile legends and academic performance among senior school students.

Hypothesis

There is no significant relationship between the effects of mobile legends on the

academic performance of Senior High Students in Joel B. Arquiza National High School.

Significance of the Study

This research study will help the readers to understand the impact of online

gaming, and may provide solution on how to help students get rid of the addiction on

mobile legends, and prevent the negative effects of playing mobile games. This study

will benefit to the following:

To the Students: This study is important to students, it will give them information about

the effects of playing Mobile Legends. They will be more conscious on the said effect

and for them to realize that playing too much Mobile Legends is not worth for their time

and money.
To the Parents: This study is important because as a parent, they need to know what

are the commonly issues about teenagers and to know if their child is addicted or have

a status about playing mobile games so they can teach them child how to prevent being

addicted to playing online games.

To the Readers: This study will help the readers to have the understanding about the

effects of playing Mobile Legend.

To the Future Researchers: This may serve as additional information.

Scope and Delimitation

In this study, the researcher will strive to look into the Effect of Mobile Games on

the Academic Performance of Senior High School in Joel B. Arquiza National High

School. This will only include Senior High School TVL- Food (Fish) Processing students

that always playing mobile games and currently studying in Joel B. Arquiza National

High School, students in other levels and school are not included in this study. The

respondents of the study were limited to 50 senior high school students of Joel B.

Arquiza National High School.

Theoretical Framework

Conceptual Framework
REFERENCES

Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009). Development and validation of a game

addiction scale for adolescents. Media Psychology, 12(1), 77-95.

https://doi.org/10.1080/15213260802669458

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