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Chapter I
THE PROBLEM AND ITS BACKGROUND
Introduction
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
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.
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
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
update.html
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
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
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
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,
proposed to be from the outcome of this study. (Scopus and Emerald, online database
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
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
Conceptual Framework
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
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
students. But with this lists, it is also assume that one or maybe more effects the mobile
This study aimed to know the impacts of mobile legends among the grade 11 ICT
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.
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.
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
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
For the students specifically, this study may give information to student about how
The result of this study for teachers this serves as a way to the teacher to be aware
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
The future researchers it would help them to be interested of this. It will serve as
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
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
Age. This refers to the age of the students respondents of this study.
legends.
Mobile Legends. Mobile Legends is arguably one of the most popular mobile
CHAPTER II
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
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
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
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
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
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
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
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
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.)
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
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
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
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 (LOL), you will only need a compatible mobile phone to run the game. The
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.
1. In terms of downloads across all platforms, Mobile Legends: Bang has a total
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
Impressive, really. 5 million in revenues in less than a year. More than 31 million in user
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
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
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
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
Research Design
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
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
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
Research Instrument
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
Research Procedure
gathering instrument for this research study. The prepared interview sheet was
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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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
To answer the questions presented under the Statement of the Problem, the
Where:
%= percentage
f= frequency