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Group 1 Final Research

This document presents a research study that investigated the relationship between playing the mobile game Mobile Legends and the academic performance of Grade 11 HUMSS students in Agusan National High School - Senior High School. The study employed a descriptive-correlational research design with 289 students selected as respondents through stratified random sampling. The results found that playing Mobile Legends had a low level of effect on students' grades, with an average of 85-89 indicating strong subject mastery over time. However, statistical analysis revealed no significant relationship between time spent playing Mobile Legends and academic performance. The study aims to provide useful insights for educators on developing strategies to enhance students' academic performance.

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Jeff Maturan
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0% found this document useful (0 votes)
342 views62 pages

Group 1 Final Research

This document presents a research study that investigated the relationship between playing the mobile game Mobile Legends and the academic performance of Grade 11 HUMSS students in Agusan National High School - Senior High School. The study employed a descriptive-correlational research design with 289 students selected as respondents through stratified random sampling. The results found that playing Mobile Legends had a low level of effect on students' grades, with an average of 85-89 indicating strong subject mastery over time. However, statistical analysis revealed no significant relationship between time spent playing Mobile Legends and academic performance. The study aims to provide useful insights for educators on developing strategies to enhance students' academic performance.

Uploaded by

Jeff Maturan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 62

THE LEVEL OF EFFECTS OF MOBILE LEGENDS TOWARDS THE ACADEMIC

PERFORMANCE OF GRADE 11 HUMSS STUDENTS


IN AGUSAN NATIONAL HIGH SCHOOL

A
Research Paper
Presented to the Faculty of
Agusan National High School- Senior High School
Butuan City

In Partial Fulfillment of the Requirements in


Practical Research 2
(Quantitative Research)

CRISTENE M. ALCAIDE
JANE A. AMPER
RUEANSTAR R. ANUNCIADO
ROMER JAMES B. ARBOLADURA
MARC JOSEPH T. CABACTULAN
RUBENSON GALINDO
EJAY C. TOLO

JUNE 2023
ii

APPROVAL SHEET

This Practical Research 2 Paper with the title “THE LEVEL OF


EFFECTS OF MOBILE LEGENDS TOWARDS THE ACADEMIC PERFORMANCE OF
GRADE 11 HUMSS STUDENTS IN AGUSAN NATIONAL HIGH SCHOOL” prepared
and submitted by Cristene Alcaide, Jane Amper, Rueanstar R.
Anunciado, Romer James B. Arboladura, Marc Moseph T. Cabactulan,
Rubenson Galindo, Ejay C. Tolo in partial fulfillment of the
requirements for the course of PRACTICAL RESARCH 2, has been
examined and recommended for acceptance and approval for Oral
Examination.

Jessieriel Abastillas
Adviser

PANEL OF EXAMINERS

Approved in partial fulfillment of the requirements for the


course Practical Research 2 by the Oral Defense Committee on
November 17, 2022 with a grade of PASSED.

Jenny Flores
Content Expert
Panel Member
Leavien Chelluh F. Escrin Femy Ann Cimacio
Statistician/Mathematics Expert Grammarian/Language Expert
Panel Member Panel Member

Accepted and approved in partial fulfillment of the


requirements for the course Practical Research 2.

JENNY LYN T. NALUPA, PhD, EdD


Subject Group Head, Practical Research

GEWARESEL T. CARLOS, PhD


Principal III, SHS- Assistant Principal

DENNIS R. ROA, DPA


Principal IV
iii

ACKNOWLEDGEMENT

The researchers would like to express their heartfelt


gratitude to the following persons who, in one way or another,
have shared their time, knowledge, skills, and support for this
research study.

First, the researchers would like to thank the


Almighty God, for the spiritual guidance, knowledge, strength and
protection throughout our research work to complete the research
successfully.

Second, to their parents, for the moral and financial


support given to the researchers. The researchers are grateful
for their understanding, encouragement, and prayers throughout
the study.
Third, to their research adviser, Mrs. Jessieriel P.
Abastillas, for her valuable and constructive suggestions during
the planning and development of this research work. Her
willingness to give her time so generously has been very much
appreciated.

Lastly, the researchers really appreciate the support


provided to their research study by the respondents and other
people that helped to complete this project.
iv

DEDICATION

The researchers dedicate this research study to their


parents, who provide financial support, and to their friends, who
give them moral support. Furthermore, they dedicate this to their
adviser, all the respondents, and other individuals who helped
make this study possible. Especially, the researchers dedicate
this to Almighty God, who provided them with wisdom and helped
them in accomplishing this research.
v

ABSTRACT

This study aimed to investigate the relationship between


playing Mobile Legends and academic performance among Grade-11
HUMSS students in Agusan National High School – Senior High
School. The study employed a descriptive-correlational research
design, and 289 respondents were selected using stratified random
sampling. The overall mean level of effects score was 2.27
indicating that the respondents had a low level of grades.
However, the study found that playing Mobile Legends
significantly influences students’ academic performance. The
student’s academic performance was generally very satisfactory,
with an average of 85-89, indicating that they had a strong grasp
of the subject matter and had maintained their academic
performance over time. Statistical analysis revealed that there
is no significant relationship between playing Mobile Legends and
academic performance, as the p-value. Therefore, failed to reject
the null hypothesis, which stated that there is no relationship
between playing Mobile Legends and academic performance. These
results highlight the importance of considering other factors
that may influence academic performance. The study’s findings may
be useful for educators and school administrators in developing
effective strategies to enhance students’ academic performance.
The study’s limitation is that it only examined the relationship
between playing Mobile Legends and academic performance among
Grade-11 HUMSS students in one school, which may limit the
generalizability of the results. Future research should explore
the relationship between playing Mobile Legends and academic
performance among other student populations and in different
educational settings.

Keywords: Playing Mobile Legends, Grade-11 HUMSS students,


Academic performance.
vi

TABLE OF CONTENTS

TITLE PAGE i

APPROVAL SHEET ii

ACKNOWLEDGEMENT iii

DEDICATION iv

ABSTRACT v

TABLE OF CONTENTS vi

LIST OF TABLES viii

LIST OF FIGURES ix

Chapter Page

1 THE PROBLEM 1

Introduction 1

Theoretical and Conceptual Framework 4

Statement of the Problem 6

Significance of the Study 7

Definition of Terms 9

2 REVIEW OF RELATED LITERATURE AND STUDIES 11


vii

3 RESEARCH METHODOLOGY 16

Research Design 16

Research Environment 16

Research Respondents 18

Research Instruments 21

Data Gathering Procedures 24

Statistical Treatment 25

Ethical Considerations 26

4 PRESENTATION, ANALYSIS, AND 29

INTERPRETATION OF DATA 29

5 SUMMARY OF FINDINGS, CONCLUSIONS 35

AND RECOMMENDATIONS

Summary of Findings 35

Conclusions 37

Recommendations 38

REFERENCES 39

APPENDICES 41
viii

CURRICULUM VITAE 46

LIST OF TABLES

Table Title Page


1 Distribution of the Respondents 20
2.1 Scaling on the level of student’s 21
Academic Performance

2.2 Scale Range Interpretation 22

2.3 Verbal Description 22

2.4 Pearson’s R 23
3 Number of hours spent playing Mobile 29
Legends by Grade 11 HUMSS students
in Agusan National High School -
Senior High School.

4 Academic Performance – Table and 31


Interpretation

5 Mean distribution of survey 32


questionnaires about the Level of
Effects of Mobile Legends on the
Academic Performance of the Grade 11
HUMSS students in Agusan National
High School - Senior High School.

6 Interpretation of Hypothesis 33
ix

LIST OF FIGURES

Table Title Page


1 Conceptual Framework 5
2 Research Locale 17
CHAPTER I

THE PROBLEM

This chapter presents the introduction as an overview

of what the study is all about to show its importance, the

theoretical framework, the statement of the problem, the

statement of hypothesis, significance of the study and

definition of terms.

Introduction

One of the most popular online games is Multiplayer

Online Battle Arena (MOBA), which is about two teams that

get into battle. Each team has five members with different

avatars and skills. All teams have a mission to control and

destroy the enemy’s base to finish the game (Tyack, Wyeth, &

Johnson, 2016). Many people play this game because it has a

high level of challenge (Johnson, Nacke, & Wyeth, 2015) and

high competition, with players wanting to gain strength,

wealth, and quickly experience changes in the game, which

triggers intense competition and does not want to be

defeated by a co-star (Yee, 2006). In this game, users can

collaborate virtually, improve their cognitive abilities and

critical thinking, learn to control their emotions, practice

foresight, and not easily give up (Mahyuddin, 2018). The aim


2

of this study is to evaluate the effects of Mobile Legends

on the academic performance of Grade 11 HUMSS students.

This research emphasizes the effects of playing video

games to Grade 11 HUMSS students. Diez and Weis (2017) found

that playing video games excessively can have a negative

effect on students' academic performance, while playing in

balance can also have positive effect.

One of the most popular online games is Multiplayer

Online Battle Arena (MOBA) (Johnson, Tyack & Wyeth 2016).

The aim of this study is to evaluate the effect of Mobile

Legends towards the academic performance of Grade 11

Humanities and Social Sciences (HUMSS) students.

The literature review for this study is primarily based

on scientific journal articles that examine the relationship

between students' gaming behavior and their academic

achievement; however, it also contains number of news and

magazine pieces. Particularly, the reviewed literature makes

numerous connections between the two pursuits (studying and

Video games) and reports that, in most cases, playing video

games encourages students to spend less time on their

homework, which results in a worse performance on summative

tests (Dewar,

2013).
3

The effects of video gaming on students'

academic performance is not always negative. For instance,

students who regularly play video games perform better

academically, specifically in subjects like math, science,

and reading. In this approach, this study expands on the

subject and determine the possible relationship

between gaming and their academic performance using the

findings of other studies and surveys (Gibbs, 2016).

The results of the study have the potential to either

support or contradict the findings of the previous inquiry.

This study's unexpected connections between gaming and

learning may lay the foundation for subsequent research

for further studies. As a result, it might be simpler to

comprehend how gaming influences academic performance, which

might inspire new suggestions for combining the two

activities. In addition, this tendency may be advantageous

for the future learning process Gibbs (2016).


4

Theoretical Framework

This study was anchored in games theory by John Von

Neumann (1944). Game theory is a theoretical framework for

conceiving social situations among competing players. Which

is extended and formalized by (Glock, Hacker, & Hyman, 2009)

a theory of communication that models complex social

interactions, including some games that are frequently

utilized as illustrations, According to a quote by Johan

Huizinga said, as stated in the study of Doering & Roblyer

(2012), that "Let my playing be my learning, and my learning

be my playing," also supports the idea that learning and

playing should not be different because learning should be

equated in the same way students enjoy having fun Based on

this theory, if students are motivated, they will be

successful in school (Petkov & Rogers, 2011). Even though

teachers are no strangers to using games (e.g board games,

card games, and roleplaying games) in the classroom, the

essential purpose behind utilizing them has dependably been

for learning and not for stimulation. When used within a

classroom setting, games function as a teaching aid by

helping to explain or to reinforce a learning concept. At

most times, using games in education may help to simplify


5

matters (Van Ments, 1999).

Independent Variable Dependent

Variable

Students First
Level of Effects Quarter
of Mobile Academic
Legends Performance

Figure.1 Conceptual Framework

Figure 1 presents the diagram showing the

dependent and independent variables of the study.


6

Statement of the Problem

This study aimed to determine the effects of mobile

legends and the academic performance of Grade 11 Humanities

and Social Sciences (HUMSS) students in Agusan National High

School.

Specifically, the researcher sought to find out the

answers to the following questions:

1. How many hours do students spend playing Mobile Legends

in a day?

2. What is the level of student’s academic performance?

3. What is the level of effects of playing Mobile Legends?

4. Is there a significant relationship between playing

Mobile Legends and the Academic Performance of Grade 11

students?

Statement of Hypothesis

H0: There is no significant relationship between playing


7

mobile legends and the academic performance of Grade 11

HUMSS Senior High School students.

H1: There is a significant relationship between playing

mobile legends and the academic performance of Grade 11

HUMSS Senior High School students.

Significance of the Study

This research is made with the aim to provide valuable

information and knowledge regarding the chosen topic from

the negative effects of it that can possibly affect their

academic performance. Specifically, this research will

benefit the following:

Students. It will enlighten them about the effects of

playing Mobile Legends to their academic performance. They

will be more conscious or aware on the said effect and

understand.

Parents. The results of this study will aid parents in

gaining a thorough understanding of how playing Mobile

Legends affects their children, to guide and protect them

from the negative effects of it.

Teachers. The results obtained in this study will

help them in gaining knowledge, because it will give them


8

information about the effects of playing Mobile Legends in

the academic performance of their students. Guide and

protect them from negative effects of it.

School administrator. The results of this study will

aid the school in facilitating a lesson on the importance of

being aware of the relationship between playing Mobile

Legends and the students' academic performance. Furthermore,

the outcome might provide them with better ideas for the

students to enhance their knowledge and have academic

success.

Future Researchers. This will help the future

researchers who are interested with the same study. This

will serve as a foundation for further study. The results of

this study will also aid future researchers in understanding

the effects of playing Mobile Legends, and to learn from it.

Scope and Delimitations.

The research will be conducted at the Senior High

School Department of Agusan National High School, T. Sanchez

St., Butuan City, Caraga. This study is limited only to

Grade 11 Humanities and Social Sciences (HUMSS) senior high

school students. The study's goal is to determine how


9

playing Mobile Legends affect the academic performance of

the students.

Definition of Terms

The following terms used in the study are defined

operationally to ensure clarity and better understanding.

Academic Performance. Is the extent to which a

student, teacher, or institution has attained their short or

long-term educational goals and is measured either by

continuous assessment or cumulative grade point average

(CGPA). It is used in the study because the researchers want

to know the student’s first quarter academic performance by

the effect of playing Mobile Legends.

Effect. It is used in the study because the

researchers want to know how playing Mobile Legends affect

the academic performance of the students.


10

MOBA. Stands for Multiplayer Online Battle Arena.

Sometimes MOBA games are referred to as “action real-time

strategy.” In fact, the very first MOBA games were user

created mods (modifications) of real-time strategy games

Mobile Legend. Is a listed in the category

(Action). It is highly ranked in several countries, and us

also one of the most popular apps in Google Play with more

than 100 million installs. It is used in the study because

it indicates the possible effects of playing this game.

Moonton. Is an Android Developer that has been

active since 2016 and has one game (Mobile Legends: Bang

Bang) in Google Play.


11

CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter contains ideas, opinions, findings from

research, generalizations, that have been published or not,

and discussions of relevant works of international and

domestic research that have examined how online gaming

affects students' academic performance. This aids in

familiarizing oneself with knowledge that is pertinent to

and related to the current research. The reader will gain a

better understanding of the effects of Mobile Legends to the

academic performance in general from this chapter's review

of related literature.

Effects of Mobile Legends

Creativity is necessary for video games; only by moving

quickly and choosing wisely they will be able to beat their

opponent. On the other hand, video games teach students to

react quickly, which improves their performance in class.


12

For instance, students that play video games display better

creativity, which improves their essay writing. According to

Barker, (2022), the student's academic performance will

consequently increase.

In the study of, Smith (2020), he asserts that by

making responsible judgments, anticipating repercussions,

and also expressing their personalities, students can

develop their interpersonal skills. Games are therefore a

great benefit to education since they teach students various

problem-solving techniques that enable them to navigate

their daily interactions in a learning environment. For

instance, individuals can approach a math problem using the

same strategy used in a game that involves strategizing and

employing many techniques to arrive at a solution.

According to Smith (2020), claims that the fact that

players teach others makes games fun for students.

Additionally, majority of the games present a scenario that

must be resolved by the player. You must, therefore,

understand how to navigate from one location to another

while also gathering game resources that will ultimately aid

in your victory over opponents. As a result, certain players

are well-known among their friends and are viewed as the

"go-to" players with unrivaled abilities to win the

trickiest sections of the game. When it comes to instructing


13

others on how to play the game, these people make the best

teachers. Additionally, they improve their communication and

communication abilities when imparting the game ideals to

others. This is crucial for attaining the greatest academic

success.

The study of Shazal (2022) shows that gaming has the

ability to enhance cognitive learning in schools. Basically,

this means that students would be developing the capacity to

reflect on their own thinking, enabling students to become

more aware of what their own strengths and flaws, and

ultimately increasing their academic achievement.

Moreover, video games are a crucial part of a student’s

development. (Smith, 2020) claims that when playing these

games, you must look for opportunities, make plans,

compromise, and use a variety of strategies to outwit your

opponents. For instance, the player's brain is more engaged

when playing video games like The Legend of Zelda because he

must assume the role of the character to win the battles.

These games encourage creative expression, which promotes a

thorough understanding of the game's structure and rules.

Additionally, Kowert (2021) explained that playing

video games can help with mood management and healing; in

fact, it seriously affects our well-being. Techniques that a


14

person can apply to change their mood from a negative one to

one of greater pleasure or happiness are referred to as

"mood management" and "mood repair procedures." from sadness

to happiness or from high to low stress.

The effects of gaming this issue gives precedence over

other activities. Although this conduct becomes commonplace,

it ultimately affects students negatively. A study revealed

that playing online video games is more prevalent among

teenagers (Jordan & Anderson, 2017), (Brand, Todhunter, &

Jervis, 2017), Gonzales (2018) shows that internet gaming is

a growing problem, which can seriously harm young

individuals and their academic performance.

Males were found to spend more time each week playing

video games than did females, which indicated that gender

had a moderating effects in this study. Burgess, Stermer.

(2016) conducted multiple statistical tests for men and

women and discovered that, while not true for women, gaming

was negatively connected with achievement in men.

According to a study by Burgess, Stermer.

(2016) playing video games to prevent doing schoolwork may

be linked to a lower GPA. Moreover (Boo, 2016) who

discovered a negative correlation between gaming and

motivation, it is possible that students who spend more time

playing video games are less motivated to do their homework


15

and other assignments, which may account for their lower

GPAs.

Additionally, some young people indulge in mobile games

due to a lack of responsibility, which has a bad influence

on their social interactions and relationships in addition

to their academic performance (Kurt et al., 2022).

The literature and studies narrated in the preceding

paragraphs gave insights to the researchers and guided them

in undertaking the research.


16

CHAPTER III

METHODOLOGY

Research Design

The study is quantitative in nature and employs a

descriptive-correlational research design. Descriptive and

correlational studies describe the variables and the

relationships that occur naturally between and among them

(Sousa, 2017). The researchers used this type of research

design to determine the relationship between two variables:

the effects of mobile legends towards the academic

performance of grade 11 senior high school students at

Agusan National High School.

Research Environment

The study will be conducted at Agusan National

High School (Senior High School), T-Sanchez St., Butuan

City, Agusan Del Norte, Philippines, since the following

respondents will be found there: the Grade 11 HUMSS

students. It is on A.D. Curato St. in Butuan City.


17

Figure 2. Research Locale


18

Research Respondents

The researchers considered the Grade 11 HUMSS

students as the respondents in the study. They were chosen

as the respondents because their insights or experiences

will be a key in answering the given questions made by the

researchers. There are 1,149 students in the population, so

the researchers used Cochran's formula to determine how many

respondents would take in the study. They were able to

choose 289 Grade 11 HUMSS students who will serve as a

respondent’s in gathering data. After that, the researchers

used a stratified random sampling method to divide our

respondents into smaller groups and differentiate their

characteristics
19

Cochran’s Formula

Where:

        n = Sample size

        N = Population

        p = Probability of success (0.5)

        q = Probability of failure (0.5)

        d = Margin of error (0.05)

        z = 1.96

        

Computation for the sample size:

1,149 (3.8416) (0.25)


n=
1,148 (0.0025) + (3.8416) (0.25)

1,103
=
20

3.8304

n = 289

Table 1. Distribution of the Respondents

Number of
Section Total of Students
Respondents
1. ADDAMS 45 11

2. AUSTEN 45 11

3. BERKELEY 45 11

4. CHALCEDON 45 11

5. COMTE 46 12

6. DAVIDSON 45 11

7. DESCARTES 45 11

8. FITZEGERALD 45 11

9. FOCAULT 43 11

10. FREUD 45 11

11. HEMINGWAY 43 11

12. HOMER 45 11

13. HUGHES 45 11

14. HUGO 44 11

15. LEWIS 45 11

16. LOCKE 45 11

17. LONGFELLOW 48 13

18. OSWALD 39 10

19. PIAGET 45 11

20. PICASSO  41  11

21. SARTRE 45 11
21

22. SHAKESPEARE 41 11
23. SPENCER 41 11
24. TOLKIEN 46 12
25. TWAIN 40 10
26. TWIST 47 12
TOTAL 289 289
Research Instruments

The study used questionnaires as its research

instrument because it gathers data faster than any method &

Likert scale as it is the most convenient among all other

instruments. The questionnaire was about the experiences of

the respondents and has been validated by the expert. The

data gathering instrument used for this study is a

questionnaire that is a scale ranging from 1-5. Researchers

made.

Table 2.1 Scaling on the level of student’s Academic

Performance

Interval Description

90-100 Outstanding

85-89 Very
Satisfactory
80-84 Satisfactory

75-79 Fairly
Satisfactory
22

Below 75 Did not meet


expectation

Table 2.2 Scale Range Interpretation

Likert Scale Description

4 Strongly Agree

3 Agree

2 Disagree

1 Strongly Disagree

Table 2.3 Verbal Description

Limits Qualitative Statements

3.26 – 4.00 Very High

2.51 – 3.25 High

1.76 – 2.50 Low


23

1.00 – 1.75 Very Low

Table 2.4 Pearson’s R

Range Strength of Association

0 No Association

0 to ± 0.25 Negligible Association

± 0.25 to ± 0.50 Weak Association

± 0.50 to ± 0.75 Moderate Association

± 0.75 to ± 1 Very Strong Association

± 1 Perfect Association
24

Data Gathering Procedures

The researchers will undergo three phases of data

gathering procedures namely preliminaries, actual data

collection, and data management.

Preliminaries

The researchers had first requested permission from the

principal before gathering data. The researchers had asked

them voluntarily, along with the participant's consent, if

they agreed to participate in this study, and when they

agreed, the researchers gave them the questionnaires.

Actual Data Collection

The research survey will be personally conducted,

facilitated, and collected by the researchers. The completed


25

questionnaire will be collected, and the answers will be

totaled, tabulated, processed, and examined for further

inspection for the purpose of gathering data using the

statistical method that the researchers have chosen. The

results were handled with the utmost confidentiality.

Data Management

The data that will be collected will be kept inside the

envelope to guarantee that the responses will be safe,

preventing data loss and unauthorized access. The use of

references, data validation, and verification all enhance

the validity and reliability of the research. Keeping it

will aid in minimizing any future issues.

Statistical Treatment

To facilitate the statistical treatment of the data,

some statistical tool will be used by the researchers.

Frequency

Is a measure of the number of occurrences of a

particular score in a given set of data.

Pearson (r)

Pearson r is the test statistic that measures the


26

statistical relationship, or association, between two

continuous variables. It is known as the best method of

measuring the association between variables of interest

because it is based on the method of covariance. It gives

information about the magnitude of the association or

correlation as well as the direction of the relationship.

Mean

Is a tool used to get the average from the set of data

in question and was determined by adding all the data points

in a population and then dividing the total by the number of

points.

Ethical Considerations

This section presents the ethical issues that will be

considered to ensure the respondent’s dignity and protection

before, during and after the conduct of the study. The

researchers will observe the following ethical issues and

sustain it.

Autonomy

The researchers will ask the prospect respondents in a


27

formal way to become the respondent of the study and to

inform them the purpose of the study and to obtain

respondents’ consent. The respondent’s will be assured that

they could withdraw at any time and that their decision is

respected. The respondent’s will be given enough time to

answer the survey questionnaire.

Beneficence

The rights of the respondents of the study will be

conscientiously observed. The respondent’s will be informed

of the expected results of the study, its usefulness and its

benefits to them prior to the respondent’s consent.

Justice

The researchers will observe fairness by providing the

same attention and concerns to all respondents, such as

giving them the same approach and instructions regarding the

questionnaire for clarity and better understanding of the

given questions to avoid misinterpretations. The respondents

will be given enough time to answer the questions.

Privacy and Confidentiality

The researcher’s will inform the respondents that their

personal information would be kept private and that any

information they provided would be confidential. Moreover,


28

the researchers only provide the essential information that

is needed in the conduct of the study. All personal

information that will be obtained by the researcher’s

refrain from identifying the respondents, and without their

permission, the information will not be disclosed to others

aside from the research team. The researchers will also keep

collected information using codes to ensure the

confidentiality of the respondent’s identity. The answered

questions survey instruments will be shredded and burned

after the data will be collected, collated, and checked.

Non-Maleficence

During the conduct of the study, the researchers will

not employ any harm to the respondents. The respondents’

will also be ensured that their work status would not be

influenced by their involvement in the study, no matter what

the result is.

Veracity

The researcher’s assured the absence of deception and

the principle of truth in the study will be manifested. All

respondents were adequately informed about the study, and


29

all information will be presented to them clearly and

honestly, including the researcher’s objectives and

benefits.

CHAPTER IV

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

This chapter presents the data collected from the

survey that was conducted by the researchers. It also shows

the analysis and interpretation of the gathered data. The

order of the discussion follows the sequence of the

statement of the problem presented in Chapter 1.

Problem 1: How many hours do students spend playing Mobile

Legends?

This problem seeks to determine how many hours

students spend playing mobile legends by Grade 11 HUMSS

students in Agusan National High School - Senior High


30

School.

Table 3. The table below shows the number of hours spent

playing mobile legends by Grade 11 HUMSS students in Agusan

National High School - Senior High School.

Number of Hours Respondents Percentage

1-6 hours 265 92%

7-12 hours 12 4%

More than 13 12 4%
hours

As shown in the table, the Grade 11 HUMSS students

preferred time for playing Mobile Legends was 1-6 hours, and

they got the highest percentage, which is 92%, or 265

respondents out of 289 students. The second highest is 7–12

hours, which got 4%, or 12 respondents. Followed by more

than 13 hours, got 4%, or 12 respondents.

Problem 2: What is the level of student’s academic

performance?

This problem seeks to determine the level of student’s

academic performance of Grade 11 HUMSS students in Agusan

National High School, Senior High School.


31

Table 4. Academic Performance – Table and Interpretation

GPA Frequency Description

90-100 126 Outstanding

85-89 161 Very Satisfactory

80-84 2 Satisfactory

As can be seen in the table above, 126 respondents got

85-89 GPA out of 289 respondents categorized as outstanding.


32

The second was 126 respondents who got 90-100 categorized as

very satisfactory. Followed by 2 respondents who got 75-84

which categorized as satisfactory.

Problem 3: What is the level of effects of playing Mobile

Legends?

This problem seeks to determine the level of effects of

mobile games on the academic performance of Grade 11 HUMSS

students in Agusan National High School, Senior High School.

Table 5. The table presented below is the mean distribution

of survey questionnaires about the level of effects of

mobile legends on the academic performance of the Grade 11

HUMSS students in Agusan National High School - Senior High

School.

Indicators Mean Verbal Description

1. Playing mobile legends can 2.13 Low


improve my decision – making
skills
2. Playing mobile legends do 2.37 Low
not stop me from getting good
grades
33

3. Playing mobile legends 2.53 High


distracts me from making my
school activities

4. I can get enough sleep even 2.22 Low


when playing mobile legends in
a day

5. Playing mobile legends can 2.14 Low


improve my socializing skills

Overall 2.27 Low

Table 5 shows the level of effects of mobile legends on

Grade 11 HUMSS students. The data shows that item 3 is

described verbally as "high." Whereas, items 1, 2, 4, and 5

had a "low" in the verbal description, indicating that the

respondents were receiving low grades while playing Mobile

Legends. It is low, which means that the student's grades

are actually affected by it. This is demonstrated by the

weighted means of 2.13, 2.37, 2.53, 2.22, and 2.14,

respectively.

Problem 4: Is there a significant relationship between

playing Mobile Legends and the Academic Performance of Grade

11 students? This problem seeks to determine the

significant relationship between playing Mobile Legends and


34

the Academic Performance of Grade 11 HUMSS students in

Agusan National High School, Senior High School.

Table 6. Interpretation of Hypothesis

Hypothesis P- Pearson’s Decisions


Value R

There is no significant
relationship between playing
0 .27 0.064 Failed to
Mobile Legends sand Academic
8 reject the
Performance of Grade-11 HUMSS
null
students in Agusan National High
hypothesis
School-Senior High School.

The statistical analysis was done using Pearson's r.

The P-value was tested using a = 0.05. The decision was

therefore not to reject the null hypothesis. The findings

show that playing Mobile Legends have no significant effect

to students’ academic performance. This result contradicts

the idea of De Los Santos et al. (2020) that the amount of

time spent on mobile games, specifically at home and the

commonly played online mobile games at school, can affect

their academic performance which can be supported based on

the result of Pearson correlation which is 0.064, meaning

playing mobile legend have a moderate association to

students’ academic performance.


35

Chapter V

SUMMARY OF FINDINGS, CONCLUSIONS, AND RECOMMENDATIONS

This chapter presents the summary of findings,

conclusions and recommendations and implications of the

study.

SUMMARY OF FINDINGS

This study focuses on Analyzing the Effects of

Mobile Legends towards the Academic Performance of Grade 11


36

Humanities and Social Sciences (HUMSS) Students and

furthermore answered the following statements:

SOP 1. The findings of the present study revealed that

the preferred time of Grade 11 HUMSS students for playing

Mobile Legends was in between 1-6 hours. This study

indicates that the majority of the students were still

considering how to manage their time in order to balance

their academic performance while also playing Mobile

Legends.

SOP 2. The study revealed that the level of academic

performance of the Grade 11 HUMSS students was very

satisfactory. The students have shown to have a thorough

knowledge of the subject matter and the ability to use it

effectively. The fact that the student's average grade was

very satisfactory further indicates that they have been able

to sustain their academic performance over time, which is

crucial for determining the students' future probabilities.

SOP 3. The study revealed that the level of effects

among Grade 11 HUMSS students was low. This study indicates

that the student's academic performance is actually affected

by it.
37

SOP 4. Based on the statistical analysis, the findings

show that there is no significant relationship between

playing Mobile Legends and the academic performance of Grade

11 HUMSS students. This implies that among the Grade 11

HUMSS respondents in this study, playing Mobile Legends is

an influential indicator of academic performance.

CONCLUSIONS

Based on the gathered data, the researchers conclude the

following:

1. The researchers conclude that majority of Grade 11

HUMSS students preferred between 1 – 6 hours in playing

mobile legends.
38

2. It is also concluded that Grade 11 HUMSS students

obtain a very satisfactory grade, which implies that

efficient utilization of time is a key factor in

sustaining academic performance.

3. Researchers also concluded that playing mobile legends

has no significant effect on student’s academic

performance, this conclusion was proven based on the

results gathered from the respondents which resulted to

low verbal interpretation.

4. Therefore, there is no significant relationship between

playing Mobile Legends and academic performance of

Grade 11 HUMSS students in Agusan National High School

– Senior High School.

RECOMMENDATION

Based on the research findings the following


recommendations were made:

1. The Students may engage themselves with peers that


positively influence and encourage them to learn and
do better in their academics.
2. Parents may provide support for their children by
limiting their time spent playing Mobile Legends and
39

paying attention to their children, motivating them


to study.
3. The teachers may motivate their students, be an
inspiration for them, and be active during
discussions to capture their attention.
4. The School administrator may help the school promote
efficient ways of utilizing mobile devices to lessen
their attention on playing Mobile Legends and focus
more on studying.
5. Future researchers may help the next generation by
providing useful information about what the possible
effects of mobile legends could be on the academic
performance of students.

References

Cabading, Z. (2022, March 2). What is the difference between


Moba and battle royale games: HP® Tech takes. What Is
The Difference Between MOBA And Battle Royale Games |
HP® Tech Takes. Retrieved April 30, 2023, from
https://www.hp.com/us-en/shop/tech-takes/moba-vs-
battle-royale-
games#MOBAstandsformultiplayer,ofrealtimestrategygames

Computer Gaming Influence on the Academic Performance - 1228


Words | Critical Writing Example. (2020b, July 31).
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Free Essays. https://ivypanda.com/essays/computer-


gaming-influence-on-the-academic-performance/

Concepcion, L., Nales-Torres, M., & Rodriguez-Zubiaurre, A.


(2017). The Relationship between Videogame Use, Deviant
Behavior, and Academic Achievement among a Nationally
Representative Sample of High School Seniors in the
United States. American Journal of Educational
Research, 4(16), 1157–1163.
https://doi.org/10.12691/education-4-16-6

Effect Definition & Meaning | Britannica Dictionary. (n.d.).


https://www.britannica.com/dictionary/effect

Effects of mobile legends research final document 2 math


final na Talaga - Chapter 1 Introduction. Studocu.
(n.d.). Retrieved April 30, 2023, from
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lungsod-ng-maynila/psychology/effects-of-mobile-
legends-research-final-document-2-math-final-na-
talaga/18441568

Hayes, A. (2023). Game theory. Investipedia. Retrieved 2023,


from
https://www.investopedia.com/terms/g/gametheory.asp#:~:
text=Thepioneersofgame,vonNeumann20andMorgensternwork.

Kishimoto, R. T., Prasetyo, Y. T., Persada, S. F., & Redi,


A. a. N. P. (2021). Filipino Generation Z on Mobile
Legends during COVID-19: A Determination of Playtime
and Satisfaction. International Journal of Information
and Education Technology, 11(, 381–386).
https://doi.org/10.18178/ijiet.2021.11.8.1538

Li, Y., Xu, Z., Hao, Y., Xiao, P., & Liu, J. (2022,
February 17). Psychosocial impacts of mobile game on
K12 students and trend exploration for future
educational mobile games. Frontiers. Retrieved April
30, 2023, from
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.843090/full
41

Moonton - Android developer Info on AppBrain. AppBrain.


(n.d.). Retrieved April 30, 2023, from
https://www.appbrain.com/dev/Moonton/

APPENDICES

Appendix A

Approval Letter of the Research Adviser

Department of Education
Caraga Region
Division of Butuan City
Agusan National High School
SENIOR HIGH SCHOOL
42

Dear Participant:
A pleasant day.

We, the undersigned students of Humanities and Social


Sciences (HUMSS) Strand in our school are currently working on
our Practical Research 2 (Quantitative Research) study titled THE
LEVEL OF EFFECTS OF MOBILE LEGENDS TOWARDS THE ACADEMIC
PERFORMANCE OF GRADE 11 HUMSS STUDENTS IN AGUSAN NATIONAL HIGH
SCHOOL. This study is centered on determining the effect of
playing Mobile Legends on the Academic Performance of Grade 11
HUMSS students.
.
Pertinent to this, we would like to invite you to
participate in our Quantitative Research study. Your
participation will invoke a face-to-face activity in which you
will be given a survey questionnaire for you to answer by just
choosing the letter of your best choice to generate answers that
will be used in our study. We will ensure the confidentiality of
your personal information at all costs. Your identity will not be
revealed to the public by any means. Your participation in this
study is voluntary. You may choose not to participate or withdraw
your consent to participate at any time.

I have read this consent letter and have been given the
opportunity to ask questions. I am, therefore, giving my consent
to this research study.

Participant’s Name : ____________________________


Participant’s Signature : ____________________________
Date : ____________________________
Researchers,

ALCAIDE, CRISTENE M.
AMPER, JANE A.
ANUNCIADO, RUEANSTAR R.
ARBOLADURA, ROMER JAMES B.
CABATULAN, MARC JOSEPH T.
GALINDO, RUBENSON
TOLO, EJAY C.
43

Department of Education 
Caraga Region 
Division of Butuan City 
Agusan National High School 
SENIOR HIGH SCHOOL 
 
January 16, 2023 
 
 
DENNIS R. ROA, DPA 
Principal IV, School Principal 
Agusan National High School  
A.D. Curato Street, Butuan City 
44

 
Thru: GEWARESEL T. CARLOS, PhD 
      Principal II, SHS – Assistant
Principal 
           
 
Dear Sir,  
 
A pleasant day! 
 
We are Grade 12 students of Humanities and Social
Sciences (HUMSS) and are currently working on our Practical
Research 2 (Quantitative Research) study titled “THE LEVEL
OF EFFECTS OF MOBILE LEGENDS TOWARDS THE ACADEMIC
PERFORMANCE OF GRADE 11 HUMSS STUDENTS IN AGUSAN NATIONAL
HIGH SCHOOL.” This study aims to determine the effect of
playing Mobile Legends on the Academic Performance of Grade
11 HUMSS students. 
 
Pertinent to this, we would like to ask for your
permission to allow us to conduct our study here in our
school and to invite our fellow students as participants in
our study. Rest assured that they will be protected as
participants and the data they will provide will only be
used for this study. 
 
We hope for your favorable response on this matter.
Thank you very much. 
 
 
 
 
 
 
 
 
Yours respectfully, 
ALCAIDE, CRISTENE M. 
AMPER, JANE A. 
ANUNCIADO, RUEANSTAR R. 
ARBOLADURA, ROMER JAMES B. 
CABACTULAN, MARC JOSEPH T. 
GALINDO, RUBENSON 
TOLO, EJAY C. 
                
                                         
  
45

 Approved: 
 
 
 DENNIS R. ROA, DPA 
School Principal 

Appendix D

SURVEY QUESTIONNAIRE

Name :__________________________( optional)

Section: ____________

Grade Point Average in 1st Quarter: _____

(Please be assured that all of the answers provided herein

shall be kept confidential.)

Please indicate the (✓) mark on the appropriate box.

4-Strongly Agree 3-Agree 2-Disagree 1-Strongly Disagree


46

Indicators 4 3 2 1

1. Playing mobile legends can


improve my decision – making
skills

2. Playing mobile legends can


enhance my knowledge

3. Playing mobile legends do


not affect my grades 8. What gadget do you use in playing
ML?
4. Playing mobile legends do
not stop me from getting good Mobile phone
grades

5. Playing mobile legends Laptop


distracts me from making my
school activities
Desktop
6. I can get enough sleep even
when playing mobile legends in
a day
Others (Specify):
7. playing mobile legends can _________________________
improve my socializing skills

9. How long do you play ML in a day?

1-6 hrs

7-12 hrs

13-18 hrs
19-24 hrs

CURRICULUM VITAE

PERSONAL INFORMATION

Name : Cristene M. Alcaide


Nick- name : Ten
Home Address : P-14 Doongan Banana Village
Contact Number : 09309135961
Religion : Seventh Day Adventist
Blood Type :
Father's Name : Edgar C. Alcaide
Father's Occupation :
47

Mother's Name : Lorna M. Alcaide


Mother's Occupation :
Number of Sisters : 1
Number of Brothers : 0

EDUCATIONAL BACKGROUND

Kindergarten School : Obrero Learning Center


School Address : Obrero brgy 18, Butuan City.
Year Graduated : 2009 - 2010
Award/s Received :

Elementary School : Obrero Elementary School


School Address : Obrero brgy 18, Butuan City
Year Graduated : 2016-2017
Award/s Received :

Junior High School : Butuan City School of Arts and Trades


School Address : Rosles Avenue, Butuan City
Year Graduated : 2020-2021
Award/s Received :

Senior High School: Agusan National High School


School Address : A.D Curato St. Butuan City
Year Graduated : 2022-2023
Award/s Received : Ongoing

CURRICULUM VITAE

PERSONAL INFORMATION

Name : Jane A. Amper


Nick- name : Bejane
Home Address : P-7 Upper Doongan
Contact Number : 09510952172
Religion : Catholic
Blood Type : Type O
Father's Name : Jaime E. Amper
Father's Occupation : Driver
Mother's Name : Josephine A. Amper
48

Mother's Occupation : House Wife


Number of Sisters : 0
Number of Brothers : 1

EDUCATIONAL BACKGROUND

Kindergarten School :
School Address :
Year Graduated :
Award/s Received :

Elementary School : Doongan Elementary school


School Address : Doongan Butuan City
Year Graduated : 2016-2017
Award/s Received :

Junior High School : Butuan City School of arts and trades


School Address : Rosles Avenue, Butuan City
Year Graduated : 2020-2021
Award/s Received : With Honors

Senior High School : Agusan National High School


School Address : A.D Curato St. Butuan City
Year Graduated :2022-2023
Award/s Received : Ongoing

CURRICULUM VITAE

PERSONAL INFORMATION

Name : Rueanstar R. Anunciado


Nick- name : Lala
Home Address : P-5 Bading Butuan City
Contact Number : 09317283313
Religion : Iglesia ni Cristo
Blood Type :
Father's Name : Edwin B. Anuncidao
Father's Occupation :
Mother's Name : Rutchelle R. Anunciado
Mother's Occupation :
49

Number of Sisters : 1
Number of Brothers : 2

EDUCATIONAL BACKGROUND

Kindergarten School :
School Address :
Year Graduated :
Award/s Received :

Elementary School : Bading Elementary School


School Address : P-5 Bading Butuan City
Year Graduated : 2016-2017
Award/s Received :

Junior High School : Agusan National High School


School Address : A.D. Curato St., Butuan City
Year Graduated : 2020-2021
Award/s Received : With Honors

Senior High School : Agusan National High School


School Address : A.D Curato St. Butuan City
Year Graduated : 2022-2023
Award/s Received : Ongoing

CURRICULUM VITAE

PERSONAL INFORMATION

Name : Romer James B. Arboladura


Nick- name : Loyloy
Home Address : Holy Redeemer
Contact Number : 09158584944
Religion : Roman Catholic
Blood Type :
Father's Name : Ranel D. Arboladura
Father's Occupation :
Mother's Name : Rosemary B. Arboladura
Mother's Occupation :
Number of Sisters : 1
50

Number of Brothers : 1

EDUCATIONAL BACKGROUND

Kindergarten School : Obrero Elementary School


School Address : Obrero Butuan City
Year Graduated :
Award/s Received : Valedictorian

Elementary School : Obrero Elementary School


School Address : Obrero Butuan City
Year Graduated : 2016-2017
Award/s Received : Magna Cum Laude

Junior High School : Butuan City School of Arts and Trades


School Address : Jose Rosales Avenue, Butuan City
Year Graduated : 2020-2021
Award/s Received :

Senior High School : Agusan National High School


School Address : A.D Curato St. Butuan City
Year Graduated : 2022-202
Award/s Received :

CURRICULUM VITAE

PERSONAL INFORMATION

Name : Marc Joseph T. Cabactulan


Nick- name : Marcky
Home Address : Brgy Golden Purok Talong
Contact Number : 09705434433
Religion : Catholic
Blood Type :
Father's Name : Marcelo C. Cabactulan
Father's Occupation : Carpenter
Mother's Name : Josephine T. Cabactulan
51

Mother's Occupation : House Wife


Number of Sisters : 3
Number of Brothers : 3

EDUCATIONAL BACKGROUND

Kindergarten School:
School Address :
Year Graduated :
Award/s Received :

Elementary School : Maon Elementary School


School Address : Maon Butuan City
Year Graduated : 2013-2014
Award/s Received :

Junior High School : Agusan National High School


School Address : A.D Curato St. Butuan City
Year Graduated : 2020-2021
Award/s Received :

Senior High School : Agusan National High School


School Address : A.D Curato St. Butuan City
Year Graduated :2022-2023
Award/s Received :

CURRICULUM VITAE

PERSONAL INFORMATION

Name : Rubenson Galindo


Nick- name : Rub
Home Address : P-2 Camote Maon
Contact Number : 09926326577
Religion : Born Again
Blood Type :
Father's Name :
Father's Occupation :
Mother's Name : Esther M. Galindo
Mother's Occupation : OFW
52

Number of Sisters :
Number of Brothers :

EDUCATIONAL BACKGROUND

Kindergarten School : Maon Elementary School


School Address : Maon Butuan City
Year Graduated :
Award/s Received : Valedictorian

Elementary School : Maon Elementary School


School Address : Maon Butuan City
Year Graduated : 2016-2017
Award/s Received : With Honors

Junior High School : Agusan National High School


School Address : A.D. Curato St., Butuan City
Year Graduated : 2020-2021
Award/s Received : With Honors

Senior High School : Agusan National High School


School Address : A.D Curato St. Butuan City
Year Graduated :2022-2023
Award/s Received :

CURRICULUM VITAE

PERSONAL INFORMATION

Name : Ejay C. Tolo


Nick- name : Abby
Home Address : P-1 Brgy 3. Agao
Contact Number : 09158569894
Religion : Roman Catholic
Blood Type :
Father's Name : Ermelito D. Tolo
Father's Occupation :
Mother's Name : Marilou D. Tolo
Mother's Occupation : Deceased
Number of Sisters : 2
53

Number of Brothers : 0

EDUCATIONAL BACKGROUND

Kindergarten School : Butuan Central Elementary School


School Address : A.D Curato St. Butuan City
Year Graduated :
Award/s Received :

Elementary School : Butuan Central Elementary School


School Address : A.D Curato St. Butuan City
Year Graduated : 2016-2017
Award/s Received :

Junior High School : Agusan National High School


School Address : A.D. Curato St. Butuan City
Year Graduated : 2020-2021
Award/s Received :

Senior High School : Agusan National High School


School Address : A.D Curato St. Butuan City
Year Graduated :2022-2023
Award/s Received :

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