INTRODUCTION-WPS Office
INTRODUCTION-WPS Office
INTRODUCTION-WPS Office
INTRODUCTION
Mobile Legend:Bang Bang referred to as a ML or MLBB, is a mobile multiplayer online
battle arena (MOBA) game developed and published by Moonton. A subsidiary of by the
dance. Released in 2016, the game grew in popularity worldwide, most prominently in
southeast Asia, and has since crossed the 1 billion downloads feat with peak monthly players
of 100 million. This game has two opposing to defend the fort so as not taken over the
opponent. Besides, mobile Legends are popular and in demand from various circles from
teenager to adults. This game is popular in Asian as many as ten million accounts are known
Mobile Legend is one of the widely used leisure by many people. Teenagers who are
playing these games said that they are playing these games just for fun, to keep away from
the heat of the sun, without knowing that these are a lot of effects of playing these games that
are more than what they think. Playing mobile legends, according to some research is
beneficial, it enables the mind of the players to be more active. It helps the player to come up
with decisions in tight situations, especially those fights that keep the players to be alert and
strategic, playing these types of games makes the player experienced different feelings
Players learn from engaging in mobile Legend. First off, it gives a sense of community.
People who play mobile Legend feel like they belong to a certain group and this helps in their
well-being. Playing mobile Legend also boosts problem-solving skills. Analyzing opponents,
their tactics, their team builds, their strengths and weaknesses, and their tendencies, among
others are all part of gaming. These are beneficial in improving one's thinking and analytical
skills. They tend to be innovative and imaginative with the resources they are dealt with in
game. Educational needs, and different sample sizes, the trend is that younger students within
the school year will face more difficulties than relatively older students. This effects is more
important the younger students, but it reverses when reaching higher education.
II. STATEMENT OF THE PROBLEM
In this study, the researchers aim to know the Effects of Mobile Legend Games To
The Behavior Of Grade 12 HUMSS Students In Salay National High School. Specifically,
this study seeks to answer.
1.what are the effects of playing mobile Legend in Grade 12 HUMSS at Salay National High
School, Salay Misamis Oriental?
This study aims to know. The Effects of Mobile Legend Games To The Behavior Of
Grade 12 HUMSS Students In Salay National High School. This study is limited only to the
players of mobile Legend game in Senior High School department. The respondents will be
Grade 12 HUMSS students of senior High School from Salay National High School.
IV. METHODOLOGY
This chapter provides a description of the methodology that was used in the study,
specifically this chapter briefly discusses the research design, research subject, Data
collection, Data analysis.
V. RESEARCH DESIGN
The study utilizes a descriptive research is, a scientific method which involves
observing and describing the behavior of the subject without influencing it in anyway. This
study uses Quantitative Research.
The research subject in this study are Salay National High School students. A total of 29
students respondents to our survey. The respondents were Grade 12 HUMSS students.
VII. DATA COLLECTION
A survey questionnaire will be the data collection tool for this study, it includes their ages
and gender. The respondents also provided checklist that was focuses on the effect of playing
mobile legends of Grade 12 HUMSS at Salay National High School.
The questionnaire was produced and was presented to the class instructor of the
respondents. The data analysis allow the researchers to examine the effect of playing mobile
legends.
This chapter provides a description of the methodology that was used in the study.
Specifically, this chapter briefly discusses the research Design, sources of data,
instrumentation and data collection, and tools for data analysis. The independent variable in
this study is the age, gender and strand. The discussion the dependent variable is the
behavioral conditions of the students. The discussion goes further to include other studies to
there variables as well as their indications.
According to Juan- Jose Navarro (2015) the policy of school organization for grouping
students in the same academic year is based on date of birth. In general, students who are
born within the same calendar year are grouped in the same course [1]. This measure seeks
for students to have the minimum possible differences among them. In Spain, for example,
students are grouped according to the calendar year from January 1 to December 31. In
Britain, England, and Wales, students born between September 1 and August 31 of the
following year are grouped in the same course. This generates differences f up to one year of
age in children with the same chronological age in addition to differences in biological age
due to different maturation rhythms of students. The differences in the experiences and
maturation of older students involve a relatively better performance in academic setting,
which is known as the relative age effect. (RAE) [2,3]. Most published studies on RAE and
study samples on academic performance come from Britain [4], Norway [5,6] Belgium [7] or
the United States [8]. Regardless of the differences between these studies, such as age of the
participants, different backgrounds, students with special
RESEARCH PAPER