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Chapter I
THE PROBLEM AND ITS BACKGROUND

Introduction

Internet as a source of information plays an important part in developing one’s

mind and life experience by creating productive works at school, offices and even at

home. Nowadays this can be person’s weapon to help himself to take charge and cope

with the fast growing technology.

The fact that people with a technology in its lifestyle, internet became one of

most important thing in every human beings regardless of age or sex in today’s society.

But however the influence if this useful machine in youth is questionable “all these

technologies are very good at distracting people. In line with this development, online

gaming was created to give entertainment to people” (Rock Dave blog post).

Online gaming is one of the widely used leisure activities by many people. For

some people it is said that playing video games has a number of reasons to be played.

It can be a stress reliever, challenge, competition, relaxation, enjoyment, social

interaction, and even mentally escaping from the real world.

Mobile Games is a world of exciting for children to teenagers, even the adults,

they also play this games application when you hear about the effects of mobile games.

You need to tend to think about negative ones. First, like the fact they are causing

addiction. We are surrounded by people who prefer to send time alone with their mobile
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phones instead of starting a conversation with a random stranger, and mobile games

consume more and more of our time each day.

If you tend to think how much time to spend to use your phone all day, you would

probably surprise by how much time you waste for it. Especially when you’re playing

games or battling with alliances and clans and strategy games. But, using your phone

by playing gaming application doesn’t mean it just have a bad effect to us. It also have

good effects, so let’s see what the effects of mobile gaming are, both good and bad.

What is Mobile Legends? Mobile Legends is arguably one of the most popular

mobile games currently being played. While its premise is interesting enough, what

really keeps players glued to their smartphones are the updates from game developer

moontoon. The most recent Mobile Legends update brought in new additions to the

games. Players not only have a new interface to get used to, but they’re introduced to

new heroes as well. Read on to get the lowdown and prepare yourself for what’s ahead.

New interface when mobile legends was first released, one of the biggest appeals

was that it successfully brought MOBA gaming to smartphones. So while its UI was

praised for this, there were arguably some issues in terms of cleanliness and visual

appeal.

The new UI has taken these minor complaints into consideration and Moontoon

released a setup that is easier and more efficient to navigate. Even just looking at the

homepage is a welcome change. The functions are neatly placed and segmented

together so that the player can see more of the playing field.
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A new event has been released as well: Mystery Treasure. Players might find

themselves a mystery treasure, which could contain skin and others such rewards.

Each lucky Treasure can be opened with 30 diamonds and each player can only unlock

10 during the event period. Consider yourself lucky if you come across one.

What is arguably more exciting, however, are the new heroes. The first one is

Karrie, at 499 diamonds, BP 24,000. She is very gifted and went through intense

training to become the warrior leader that she is now. Her skills include the spinning

light wheel (the fly wheel will stay at the destination and cause damage as well as slow

down enemies in its path) and phantom step (releases a light wheel attack at the

nearest opponent). https://www.globe.com.ph/go/technology/article/mobile-legends-

update.html

Background of the study

Online gaming that is provided by the internet become the most sought leisure

followed by teenagers now a days. The online gaming change to primarily played at an

arcade to be primarily played in the home in which gave a chance to the player to spend

most of time in playing. And the popular game MOBA that hook the interest of many

player is the Mobile Legends.

Mobile Legends is a MOBA game that has profound impact on the young ones.

This game was developed by Moontoons. Unlike the other games such Dota 2 and LOL

you only need a compatible phone to run the game. This become a quiet a hit for mobile
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gamer that the two opposing teams fight to reach and destroy the enemy base while

defending their own base for control a path.

Addiction too many students to the said game Mobile Legends will lead the

consequences. In which the researchers trying to know especially in terms of the effect

on the Academic Performance of the Grade 11-ICT learners of Mamatid Senior High

School.

Theoretical Framework

There has been a research on the use of mobile learning for primary school

students, but research is specifically on mobile education game design based on mind,

vision, and psychomotor is still fairly under investigation. Online gaming interventions

have only recently included computer gaming component. Several modern learning

approaches have begun to integrate game based education and practice for better

outcome. Hence, the proposed research represents a first step toward taking advantage

of this recent technological innovation, particularly to cultivate and nurture the millennial

circle which has been demoralized and depressed pertaining to the education and

learning process. It is a study that demonstrate an uneven coordination in the area of

scaffold learning where the interest leans more toward the content point of view and

very little from a mobile data game based learning or more specifically a game design’s

point of view. More research is needed to narrow the gap between educators,

instructors, tutors and teachers and their students with a new mobile education game

design framework. The study plans are to investigate the practice in an educational

game design model for millennial that will potentially assist educators, instructors,

facilitators, and curriculum developers to create appropriate instrument and instructional


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programs to meet millennial academic needs. A mobile education game design

framework for millennial development and millennial academic needs. A mobile

education game design framework for millennial development and enhancement is to be

proposed to be from the outcome of this study. (Scopus and Emerald, online database

from science direct).

Mobile legends is the one largest online game in the world, but is under represented

in video game studies. Its community is large multi-sited, but known for competitive and

toxic behaviors. This paper represents a qualitative research project into video game

sociology, using mobile legends as the research site. It draws on Bourdieu’s established

social theory alongside empirical ethnography and remediates it, creating a theoretical

framework which models the underlying social structure of wider virtual worlds and

online communities in a flexible, adaptable way. (Rimington, Elzabi, Weal, Leonard and

Pauline 2016).

A long history with computer games and approach this research from a gamer’s

perspective using ethnographic methods. My motivation for writing about what I do

comes from my desire to help people learn to be active participants for their

communities. I see social problems around me, and I think games could be a powerful

tool in exploring these social problems. Games are inherently interactive in the sense

that they require players to make choices to progress a narrative and this choice making

process has a potential challenge people to think reflectively about moral, ethical, and

social problems. Previous research has focused on games from a game theory

perspective. (Smith 2005, Zagal, Rick, Hsi 2006).


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Conceptual Framework

INDEPENDENT VARIABLE DEPENDENT VARIABLE

A. STUDENT RELATED
FACTORS
1. Age
2. Gender
3. Length of time the Effect of Mobile Legends on
respondents play Academic Performance
mobile legends in a
week (in terms of hour)
4. Amount of money that
the respondents spend
for mobile legends per
day.
5. Disadvantages
6. Advantages

Figure 1. Research Paradigm


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Figure 1 shows the research paradigm of study. The paradigm specifically

enclosed in the box group of independent variables and its subcomponents and the

dependent variable.

The paradigm served as the main guide and the same time provides direction

useful in pursuing the completion of the study. These one related factor are believed to

be contributing positively as well as negatively in the effects of mobile legends to the

students. But with this lists, it is also assume that one or maybe more effects the mobile

legends of students in academic performance.

Statement of the problem

This study aimed to know the impacts of mobile legends among the grade 11 ICT

learners of Mamatid Senior High School in Cabuyao City. S.Y. 2018-2019

Specifically, the study of the following questions.

1. What is the profile of the respondents in terms of:

1.1 Age

1.2 Gender

1.3 Length of time the respondents play mobile legends in a week (in terms of

hour).

1.4 Amount of money that respondents spend for mobile legends per day.

2. Disadvantages of mobile legends


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3. Advantages of mobile legends

Hypothesis

None among the given factors could know the effect of mobile legends on the

academic performance of 11 ICT learners in Mamatid Senior High School S.Y. 2018-

2019.

Significance of the Study

A line of authority is regarded as a cooperative enterprise characterized by a

balance between teachers input in the form of skills and expertise, loyalty and

commitment to the line of authority and to the output of the line authority in terms of

reward, recognition and reasonable he for the teachers.

This study could create imaginative balance in maintaining an ideal and effective

relationship between teachers and students. The researchers believe that the result of

this study might help the teachers to better understand their abilities and potential and

enhanced their teaching styles.

For the students specifically, this study may give information to student about how

mobile legends affect their academic performance.


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The result of this study for teachers this serves as a way to the teacher to be aware

in their student in such case of getting a low academic performance.

For the parents, this study is significant because this may help them to gain

knowledge on how online gaming affect the academic performance and how it give a

big impact to their children daily living.

The future researchers it would help them to be interested of this. It will serve as

their basis and their background about the research.

Scope and Limitation of the Study

This Study was focused on the Academic Performance of Grade 11-ICT learners in

Mamatid Senior High School S.Y. 2018-2019 in terms of effects of Mobile Legends and

its relationship to some students related factors such as Age, Gender, Length of time

the respondents play mobile legends (in terms of hours), amount of money that

respondents spend for mobile legends per day, Disadvantage, Advantage.

The Subject of this study were the selected students in grade 11-ICT learners of

Mamatid Senior High School. There is also limited access to the data from different

websites.
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Definition of terms

For a clearer and better understanding of the study, the following terms used in the

study are defined operationally:

Age. This refers to the age of the students respondents of this study.

Academic Performance. This refers to average grades of grade 11 ICT Learners

senior high school.

Advantages of Mobile Legends. Circumstances of playing mobile legends.

Disadvantages of Mobile Legends. Unfavorable circumstances of playing mobile

legends.

Mobile Legends. Mobile Legends is arguably one of the most popular mobile

games currently being play.


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CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter represents the related literature and studies of histories of the

different online games. This also includes the influences and effects of online gaming in

terms of cognitive, academic, physical, emotional and social experiences of the

students.

Foreign Literature

Nowadays, children and young people were engaged in playing online games.

This game is a video game that can be played via Internet or Online. They choose this

hugely popular game because it inspires the users to complete different challenges in

which they can interact or link up different players around the world. It also teaches the

players to have teamwork and cooperation when playing as well as planning, decision

making and formulating strategies like what they do in real life situations. (Online

gaming, 2011)
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There are many online games in the Internet but most popular and played by

most Junior High School students of Southern Christian College were Clash of Clans

(COC), League of Legends (LoL), and Defense of the Ancients (DotA).

One example of online games is Clash of Clans or what we called “COC”.

According to Koueider, A. (2013), this can be downloaded in Google Play Store and

popular in Apple App store that is also hot seat as an entertainment in Android. This

game is said to be a free mobile MMO strategy video game which developed and

published by supercell. Through this game, the players are planning to build their own

village and train troops. This is also a strategical game because it includes battle with

the opponent online player. (Koueider, A.2013)

Another most known online game is league of Legends (LoL). According to

GAudiosi, J, J. (2012), riot games produced and issued the video game League of

Legends for Microsoft Windows and Os X. This game is a multiplayer online battle

arena derived from Warcraft III. To win, the player should make a great plan and

strategies to destroy the opposing team’s “Nexos” which is the heart center of base and

surrounded by defensive towers. All of the League of Legends matches is connected

with each other. Each game/match always starts at the weak state purchasing of items

and gaining of battle experiences that can boost the gamer’s “champion” and help it to

grow strong. As of now, this game was widely accepted as its release and boosts its

popularity worldwide. (GAudiosi, J, J.2012)

Defense of the Ancients or most of the gamer simply called it “DotA” is also an example

of online games. This game is hugely popular since 1900’s. Many young people played

this game because instead of playing an army with an important leader, you simply play
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the important leader while the computer takes care of the army. Just like the other two

games, this game has also its objective and that is to destroy the ancient on each side.

Each of the gamer has its strategies to destroy the ancients of the opponents. One of

the reasons why players continue in playing online games is that they apply what they

learn in real life situations. At last, even though there are many new online games

existing right now, this game is still hugely played by most of the gamers. (Defense of

the Ancients, n.d.)

The society and universities should be aware of psychological factors,

technological factors and media factors that are marginal significant to influence to

become addictive in online gaming. Psychological factors refer to thoughts, feelings and

other cognitive characteristics that affect the attitude, behavior and functions of the

human mind. These factors can influence how a person thinks and later affect his

decisions and relations in his daily life. In this case, the characters, settings and the total

package of any kind of online can change a gamers’ thoughts or feelings. Technological

Factors refers to technologies that affect the daily routine of the gamers it is because

without gadgets or technologies there is no online gaming. If the person is engaged in

technologies then there is a possibility that the person is also engaged in online gaming

addiction. Social media gives information, fun and enjoyment this reason lead the social

media to be one of the factor. In this 21st Century, students are aware that media is

most used by everybody. Through advertisements, the gamer particularly the students

will be curious about the games that were shown on the screen so with that, the
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students were encourage and influenced. One of the factors is also peer pressure. This

is when everything that your friends do, you also do. (Miqdad, M, M. n.d.)

Effects OF Online games addiction will have an effect on Junior High School

students of Southern Christian College in terms of their academic and cognitive,

physical, emotional, and social aspects.

Academic Performance and Cognitive Aspects, There is a negative impact to the

gamers who played any kinds of online games especially to the students. There is a

potential that they will fail on their studies because of the said phenomenon. The

student’s minds were attached on a game that is why their time on studies was limited.

According to Schmidt & Vander water, 2008, p.63, as what is noted in a 2008 study on

media attention and cognitive abilities, “content appears to be crucial”. If the content

being consumed is positive, then positive results can be expected. If the content is

negative, then negative results can be expected. Therefore, it also depends on how the

player handles the impacts of online games on his/her studies. (Miqdad, M, M. n.d.)

According to Carton, J. (2009), the physical consequences of Online gaming

addiction includes the Carpel tunnel syndrome in which the main nerve between the

forearm and hand is squeezed or pressed. Migraine headaches that normally begins in

a small spot and slowly spreads and giving you more pain that can cause you to vomit.

Sleep disturbance which includes insomnia, narcolepsy and etc. Backache, because the

gamer stays on one position for a long period of time. Lack of movement that can cause

stiffness and soreness, worse, it can cause chronic back problems. Eating irregularities,

the addicted gamers cannot exert time to eat or they will eat improperly. The physical

consequences of a gamer depend on the physical condition or status of the gamer. Yet
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the rigidness of the physical consequences is frequently parallel to the level of addiction

but this is not the constant instance. (Crayton, J.2009)

According to Bandura, 1999, social cognitive theory of personality portrays the

human individuals as a proactive and self-reflecting agent rather than a reactive

organism that is shaped solely by external events and circumstances. At first, if the

gamer is already an online game addict, then he/she feels good because it brings

happiness and entertainment for them. For them, Life without online game is boring so

they do not mind what others say. But as the gamer continue to surf of about more than

4 hours a day then the gamer will realize that it brings bad impacts oin them. With this,

they feel sad and lonely because of the reasons that the gamer were isolated from their

family and friends. One can deny the fact that in what we do, there is always an

emotional impact on it. (Rudd, D.2011)

One of the most authentic part of gaming addiction is the social consequences.

Addicted gamers became ignorant in their personal affinities and sometimes fade

instantly because the addicted gamers spend most of the time in playing online games.

50% of the addicted gamers who were married were reported that their marriage were

in trouble due to their addiction. In seeking information’s online about online games

addiction, it will lead on multiple stories about mischievousness and wickedness.

Gaming takes priority for them above else, so, people made social decisions. But not all

addicted gamers ignored their relationships, some of them get ignored by the people

around them because they talk a lot about the game and excluding other things that

matters more like in captivating in real world conversations or be close to your family.

(Fleming, A.2004)
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Local Literature

Is the hype real? With each passing day, I start to see more and more gaming

recaps on my Facebook feed. MVP recap, assist recaps, basically showing off their

value in a game that seemed like a DOTA-based mobile game. The recap isn’t some

screen-capped summary. Rather, it felt like a game feature. (Yes, I don’t play the

game…yet)

Bueno, let’s give a brief background about the game and its developer. “Mobile

Legends: Bang” is a mobile MOBA. Unlike games such as DOTA2 or League of

Legends (LOL), you will only need a compatible mobile phone to run the game. The

game was developed by Moontoon, a gaming developer located at Kuala Lumpur,

Malaysia, with a company life nine months. Yep, just nine months. To boot, this is only

Moonton’s only video game developed and released, available for both android and

iOS.

According to prioridata.com, Mobile Legends has the following user statistics:

1. In terms of downloads across all platforms, Mobile Legends: Bang has a total

download of 31.60 million.

2. Video game revenues since inception has breached the $5.30 million
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3. For the month of March, it earned $874.4 thousand, while the Philippines became the

top country by number of downloads with 938.70 thousand user-downloads.

Data based on prioridata.com’s research. Sign-in to get a free account.

Impressive, really. 5 million in revenues in less than a year. More than 31 million in user

downloads. On hindsight, it seems even disruptive.

What seems to be bringing all the attention to mobile MOBAs nowadays? Well,

first, there’s no need for well-constructed PC gaming rigs to actually run and play the

game. This is pivotal as it already breaks a cash barrier for gamers. You will also just

need a compatible smartphone for players to run the game smoothly, which the

Philippine market already has. As such, with the usage of a mobile phone, you can play

on-the-go.

Personally, what really is the selling point of Mobile Legends is the familiarity placed by

staple MOBA esports titles such as DOTA2 and League of Legends (LoL). Maps are

segmented to three lanes, the top, the middle, and the bottom, with a river separating

the two factions. Towers defend each side. It’s a 5 versus 5 MOBA, with hero picks

dictating which strategies are to be followed for each lane. Basically, I see this as

DOTA2 playable using a mobile phone, with your mobile data. And that is not only a

good thing, it’s a disruptively amazing thing.


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Well, safe to say, the hype is just getting started. (Migz Lopez, 2010)

Using games to enhance student achievement, meeting students where they are,

67, 71-72. This article present an overview describing the benefits of games in the

classroom. It then goes on to further to explain what teachers can do to be sure their

games are designed effectively to get the greatest result with students. He explain that

one of the 60 studies he has been involved in regarding the effects of games on

achievement, “on average, using academic games in the classroom is associated with

20 percentile point gain in student achievement “. Although quantitative evidence is

quite scarce regarding the use of board games and television based review games,

there is evidence that shows positive results from computer based and other

cooperative learning techniques, such as the Team-Games-Tournament (TGT) method

and the knowledge net framework. (Marzano, 2010).


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CHAPTER III

RESEARCH METHODOLOGY

This chapter shows the research methodology and techniques applied by the

researchers in the directions toward specific purpose the study. It contains research

design, respondents of the study, research instruments, research procedures and

statistical treatment data.

Research Design

The researchers used the structure questionnaire. The questionnaire was

distributed to the grade 11 ICT learners who studying at Mamatid Senior High School.

This method was deemed most suited because the study focuses on the effects of

Mobile Legends on Academic Performance of grade 11 ICT learners in Mamatid Senior

High School. The researchers prepared the questionnaire and used as a tool which

helps to obtain facts and in order to answer questions posed in the statement of the

problem the copies of instruments were provided to students of Mamatid Senior High

School. The specific problems of the study were used as the principal reference in

formulating the questionnaire.


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Respondents of the Study

The research was centered on the effects of mobile legends on academic

performance grade 11 ICT Learners. The subjects of the study were the respondents

pertains to the student’s perspective when it comes in effects at the range within

Mamatid Senior High School. The research obtained the total of respondents from

grade 11 ICT learners.

Research Instrument

We used a set of questionnaire related factor as a devised to determine the student

demographic profile which include age, gender, Length of time the respondents play

mobile legends in a week (in terms of hour), Amount of money that respondents spend

for mobile legends per day, Disadvantages of mobile legends, Advantages of mobile

legends. And the other variables assumed to the effect of mobile legends game to the

academic performance of Grade 11 ICT Students. The questionnaire was administered

to the student were involve in research.

Research Procedure

The interview sheet was considered as the most appropriate questionnaire –

gathering instrument for this research study. The prepared interview sheet was

presented to the adviser for revision and identifying points to improve.

All the data needed in the study was accessed and collected by the researcher’s in

articles, books, journals and they are also gathered from the internet.
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Statistical Treatment Data

This section indicates how the data will be analyzed and reported; it should specify

the qualitative and/or quantitative methods that will be used in analyzing the data

gathered for the research.

To answer the questions presented under the Statement of the Problem, the

following statistical tools will be employed:

Where:

%= percentage

f= frequency

n= total numbers of respondents


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