Documenti di Didattica
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An Undergraduate Thesis
Thesis Presented to the Faculty and Staff of Junior and Senior High School
Presented to:
Mr. Mark Joshua B. Vallespin
Presented by:
Balagtas, Charles Christian S.
Meriales, Paulnel Aljoser V.
Bulagsac, Bea Charisse P.
Bruan, Lleyton Paul D.
Salison, J-lo N.
November 2019
1
CHAPTER 1
THE PROBLEM
Introduction
The research entitled “Effects of the Video Game: Mobile Legends” on the
Study Habits of Junior and Senior High Students of PAX High School”, is made in
order to identify the effects which the rise of mobile video games, namely Mobile
Legends: Bang Bang, bring along, especially in the field of academic performance,
Entertainment has always been an essential part of our lifestyle, even more
so with the increase of easily accessible supplies of media content. This newfound
invigoration for entertainment has garnered with it its fair share of different
The world is facing a general rise in financial capability. One can argue
otherwise, but the truth is, comparatively, we are experiencing quite a departure
from the days of old in which most can’t even ring a job, let alone earn themselves
a decent pay not under the minimum wage. Because of this rise in the quality of
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At school, we see the same growing trend we see globally, a rising priority in
luxury and entertainment. Though in isolation it isn’t at all detrimental, when placed
in the context of the academic lifestyle we start to see a shift in values in the
students’ life. Students’ behaviors are influenced by their values and these values
dictate their actions and habits. With gaming, the students are provided an outlet
to unwind, and this provides the student with an option to neglect studies in favor
of a more nonchalant life if given the freedom to do so. Combine our increasingly
positive social standings as well as the addictive game design in these video
games and you have a new part of your life affecting most aspects of it, especially
the educational. Though, it should be understood that whether or not video games
affect one’s study habits in a negative way, we still need to be cautious with how
we spend our time, as it is valuable, and the only thing we truly have.
3
Statement of the Problem
This study aims to determine the effects of Mobile Legends on the Study
Habits of Students. The research participants of the study are the Junior High
School (Grade 7-10) and Senior High School (Grade 11- 12) students of PAX High
School, school year 2019– 2020.
1. How do the students feel about the Mobile Video Game- Mobile Legends:
Bang Bang?
2. What are the possible reasons why students are prioritizing gaming over
studies? … and studies over gaming?
3. What are the ways to prevent “Mobile Legends” addiction?
4. What are the effects of “Mobile Legends” addiction?
5. How does the addiction affect the academic performance of the students?
Hypothesis
Ho. There are a lot more students who do play Mobile Legends, however a
majority of them do not develop bad study habits.
Ha. There are a lot of students who play Mobile Legends to the point of addiction
that not only do they develop bad study habits, they no longer take care of their
proper hygiene.
Theoretical Framework
4
Figure 1: Schematic Diagram showing the effects of Mobile Legends on Students
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Scope and Limitations
of Mobile Games, specifically Mobile Legends: Bang Bang, have on the students.
Time and place. This study was conducted at PAX High School, Pob.
Legends.
Mobile Legends.
Teachers. The results may provide teachers the knowledge on how they
idea on how to discipline the students on the subject of prioritizing studies over
gaming.
Future Researchers. The results may serve as basis or reference for the
future studies that is relevant to the effects of Mobile Games. Furthermore, they
6
Definition of Terms
defined:
Mobile Legends: Bang Bang. a multiplayer online battle arena (MOBA) mobile
Study Habits. the behaviors used when preparing for a test or learning academic
material.
Health Related Problems. any physical damage to the body caused by violence
Aggressive Behavior. the reactionary and impulsive behavior that often results in
effectiveness and productivity, but ultimately not having the desired effect.
Academic Performance. the extent to which a student has attained their short
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Addiction. the fact or condition of being addicted to a particular substance, thing,
or activity.
enjoyment.
8
Chapter II
This chapter indicates the related literature and studies, locally, nationally,
and internationally were gathered to support the study. This gave important
Janice Leung (2006) stated that “... social mobile games will find the most
success in niche markets, such as the MySpace generation (or simply put,
teenagers) who are already familiar and comfortable with the idea of virtual social
networking. However this once again draws attention to the fact that consumers
are dynamic in their engagement with mobile technologies, and that their choices
actively selecting media elements that best compliment their own lives,” but since
the “MySpace generation” are no longer niche audiences the reach of mobile
games has been greater to a degree. The same goes for the popularity of Mobile
Games, with more and more of the populace being people who are familiar and
already integrated with the concept of digital socializing. This allows the game to
be more successful than it should have been without the ever-adapting population.
through a paid for service. Typically, the mobile network operator to whose network
the player subscribes collects the revenue; the revenue stream may be also shared
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with other business entities involved- such as mobile network infrastructure
retailers,” this puts into view the reality of digital entertainment. First and foremost,
it is a business. The game Mobile Legends is a front in order to get your money in
exchange for in-game cosmetics and possible boosts to your overall experience.
This is why making video games addictive and accessible is highly profitable
fact, the competitive aspects of the game were emphasized and the children were
encouraged to finish each round as soon as possible to keep their score high.
Because of this, the children were highly competitive while playing the game, only
focusing on their individual scores and not realizing there was a group… ” this was
a game created by the researchers, yet they still failed to create a mainly
collaborative game, means that even if the developers’ intention was to create a
start to show. Even if Mobile Legends was, all-in-all, a game between two groups,
more often than not, it became a game between 10 people, all blaming one another
According to the SunStar (2018) (a news outlet in Cagayan de Oro) article “Is
Emano, that “... Mobile Legends is arguably one of the most popular mobile games
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currently being played… Some say that it can be harmful to a person. But think of
it, playing mobile games have positive effects to the players. Researchers came
up with a study to show that there is also an effect in mobile games to the behavior
and health of students. There are positive and negative effects. Positive effects:
problems and loss of productivity. The negative effects can be avoided by your
child, just guide them well and make a schedule for their games. You could set up
a time for their mobile games and family outdoors. Through that activity, the
interaction of the child to their mobile games can be avoided or lessen, “this goes
to show that Mobile Legends doesn’t always have to bring alongside it a plethora
of negative effects, some can be positive as well, given the proper guidance.
researcher in this paper, has seen, Mobile Legends has been a popular past-time
for students and even teachers alike. The problem exists when the game becomes
more than a game, more than a simply enjoyable past-time. Mobile Legends is a
defeat, and monetization exist. This may be the reason why it is currently so
popular, but herein lies the issue: If a mobile game is prioritized over studies or
even over basic needs, as some extreme cases may tend to reach that point, what
should be the proper guidelines in playing what should be a simple game? If I were
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to judge only from what I’ve seen, I’d say that in the present, Mobile Legends
should only be a past-time, not a place to put your money in, and definitely not
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Chapter III
Methodology
used.
Research Design
The study is a descriptive research. This utilizes survey to get the data
tabulated detailed and factual information about the prevailing conditions and then
accurately interpret the data with or without aid of statistical treatment. This study
was correlational for it demanded the degree to which the variables were related
to each other. The case study then describes the in-depth study of the researchers
Research Subject
The research subjects of this study are the selected students of PAX High
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Table 1
Grade 7 49
Grade 8 52
Grade 9 56
Grade 10 39
Grade 11 20
Grade 12 28
Total 244
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Research Setting
Margosatubig Zamboanga del Sur since the chosen respondents were the
Sampling Techniques
The sampling techniques of this study were to the students of PAX High
School.
Research Instruments
The researcher administered this study to determine the data needed for this
study. The survey form determined the population of PAX High School
The researchers approached the concerned students for the conduct of the
study.
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Statistical Treatment
The data gathered in this study were subjected to the statistical procedure
which involved the testing of hypothesis in order to have validity. The researcher
Chapter IV
This chapter presents the data collected from the respondents which are
subjected to analyzation and interpretation. It will be explained how the survey
went and consequently, its results. The interview is also being encoded and
presented in verbatim in respect with respondent’s responses during the
interview. Moreover, the interpretation for both data will be combined for it
strengthens and verifies its accuracy.
Table 1
Grade 7 49 20.08%
Grade 8 52 21.31%
Grade 9 56 22.95%
Grade 10 39 15.98%
Grade 11 20 8.20%
Grade 12 28 11.48%
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As shown in Table 1, there are a total of 244 respondents which implies a 100% of
the research respondents wherein the Grade 7 has a population of 49 which falls
Moreover, Grade 9 have the highest population count of 59 which falls at 22.95%
of the respondents and the Grade 10 with a population of 39 which falls at 15.98%.
In addition, the Grade 11 with the lowest population count of 19, falling at 8.20%,
and the Grade 12 having the population of 28 falling to 11.48% of the campus
population.
Number of Students
60 56
52
49
50
39
40
30 28
20
20
10
0
Grade 7 Grade 8 Grade 9 Grade 10 Grade 11 Grade 12
Number of Students
Table 2
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Respondents’ Response on The Interpretation in Determining the Effects of The
Video Game: Mobile Legends on The Study Habits of Junior and Senior High
Students of Pax High School
play?
Mobile Legends?
play more?
Table 3
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The Percentage and the Total Number of Respondents on the Effects of The
Video Game: Mobile Legends on The Study Habits of Junior and Senior High
No 141.8 58.11%
while 141.8 answered No. When put in the perspective of percentages, 41.89%
Response Percentage
Yes No
Table 4
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The Level of Students Response and the Percentage on the Effects of The Video
Game: Mobile Legends on The Study Habits of Junior and Senior High Students
of Pax High School
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Table 5
Yes No D D2
149 95 54 2916
146 98 48 2304
−𝟏𝟗𝟖
D=
𝟐𝟒𝟒
= −𝟎. 𝟖𝟏
Ho. There are a lot more students who do play Mobile Legends, however a
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The formula for the t test is:
Where:
D= the mean difference between the two samples
ΣD2= the sum of squares of the difference between the two samples
ΣD= the summation of the differences between the two samples
n= the sample
𝐷
t=
(∑ 𝐷)²
√∑ 𝐷² 𝑛
𝑛(𝑛−1)
−0.81
t=
(−198)²
√∑ 35,964− 244
244(244−1)
−0.81
t= 35,964−160.672
√∑
49,952
−0.81
t=
√∑ 35,803.328
49,952
−0.81
t=
√0.717
−0.81
t= 0.847
t = -0.956
Level of significance:
a = 5% or 0.05
df= n-1
= 244-1
= 243
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T-0.956= 3.324
Table 6
Testing the Significant Measure to Determine the Effects of The Video Game:
Mobile Legends on The Study Habits of Junior and Senior High Students of Pax
High School
Statistical
Tool Df Ex t-test CV Decision Conclusion Implication
t-test 243 .05 -0.956 3.324 t<tabular There are a There is a
value lot more significant
accept students difference
Ha fail to who do play between the
accept Mobile factors of
Ho Legends, cutting
however a classes
majority of towards
them do not students of
develop bad PAX High
study School at .05
habits, at level of
0.5 significance
where t<cv.
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Chapter V
Summary of Findings
This study was conducted by the researchers in order to know the effects
of the video game “Mobile Legends” on the study habits of Junior and Senior
students responded with a Yes indicator, falling under the 41.89% of the campus
Table 4 shows the level of students’ response and the Percentage on The
Level of Students Response and the Percentage on the Effects of The Video
Game: Mobile Legends on The Study Habits of Junior and Senior High Students
of Pax High School. The two questions we have pertaining to simply playing Mobile
Legends received high levels of response (50-100%). The three other questions
which involved a neglecting a certain aspect of daily life received low levels of
response (0-50%).
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Conclusion
Based on the findings of the study, the following conclusions are made.
Legends”, with more than half of those students who do play the game willing to
sacrifice some time that should be devoted to studying in order to lengthen playing
time. Almost all of the students which play the game did so because of having
friends which influenced them to “join the fun.” Less than half of those who play are
willing to sacrifice their proper nutrition, and even fewer willing to neglect their
If students play “Mobile Legends” there is not only a good chance that they
will not allot the proper amount of time to study, but also develop a neglectful
amount of concern towards their proper nutrition, sleep, and hygiene. For the
students which do not play Mobile Legends, they immediately do not need to have
their attention split between playing the game and heeding their academic,
hygienic, and nutritional needs.
More than half of all the students who do play Mobile Legends, their studies
seem to be the first thing sacrificed for more playtime. Sleep and nutrition follow
suit.
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Almost all of the students who play Mobile Legends did so because of peer
People who do play Mobile Legends are more at risk at not only developing
Avoid being addicted to Mobile Legends by putting your needs first. This
Labeling all those who do play Mobile Legends as people who are addicted to
the game is incorrect. There can be a space where the game is used
recreationally, and this can be seen in the students who do play yet do not
Recommendations
1. Parents should monitor their children to make sure that they aren’t putting
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3. Friends shouldn’t force others to play something they know can be
4. For those who do enjoy playing Mobile Legends, you need to discipline
5. For those who are addicted to Mobile Legends, you need to express your
willingness to help yourself first so that others may truly help you as well.
The world inside a game is just digital, the world has real consequences.
the nature of the act. Gaming can be recreational, but it can also be
detrimental.
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Bibliography
- https://www.semanticscholar.org/paper/Collaborative-Games-on-Mobile-
Phones-Tan-Reddy/470a1b78146f6d084a53b9676e30dafd7a565887
(2006)-
https://www.academia.edu/9151123/Learning_From_Commercial_Mobile_Games
https://www.academia.edu/1086831/Playing_mobile_games_consumer_percepti
ons
“Is Mobile Legends Good?”- a SunStar article published by Juventus Fox, written
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Appendix A
QUESTIONNARE ON DETERMINING THE EFFECTS OF THE VIDEO GAME:
MOBILE LEGENDS ON THE STUDY HABITS OF JUNIOR AND SENIOR HIGH
STUDENTS OF PAX HIGH SCHOOL
(To be accomplish by students)
Instruction: Please take time to read each question carefully and answer
honestly. Put a check mark on the relevant column to express your response.
Statement Yes No
1.Have you played Mobile Legends?
2.Have you neglected studies in order to
play?
3.Have you tried to play the game
because of having friends who play
Mobile Legends?
4.Have you sacrificed sleep in order to
play more?
5.Have you neglected your nutrition, in
favor of playing Mobile Legends.
Total (Average)
Total (Sum)
Total (Percentage)
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Appendix B
Attendance Sheet
(To be accomplished by the Researchers)
GRADE 7
Total Number of Students: ______
Number of Students Present: _____
Number of Students Absent: _____
Absentees:
1. __________________________
2. __________________________
3. __________________________
4. __________________________
5. __________________________
6. __________________________
7. __________________________
8. __________________________
GRADE 8
Total Number of Students: ______
Number of Students Present: _____
Number of Students Absent: _____
Absentees:
1. __________________________
2. __________________________
3. __________________________
4. _________________________
30
GRADE 9 (ST. IGNATIUS)
Total Number of Students: ______
Number of Students Present: _____
Number of Students Absent: _____
Absentees:
1. __________________________
2. __________________________
3. __________________________
4. __________________________
5. __________________________
31
GRADE 10
Total Number of Students: ______
Number of Students Present: _____
Number of Students Absent: _____
Absentees:
1. __________________________
2. __________________________
3. __________________________
4. __________________________
5. __________________________
6. __________________________
7. __________________________
8. __________________________
GRADE 11
Total Number of Students: ______
Number of Students Present: _____
Number of Students Absent: _____
Absentees:
1. __________________________
2. __________________________
3. __________________________
4. __________________________
5. __________________________
6. __________________________
7. __________________________
8. __________________________
32
GRADE 12
Total Number of Students: ______
Number of Students Present: _____
Number of Students Absent: _____
Absentees:
1. __________________________
2. __________________________
3. __________________________
4. __________________________
5. __________________________
6. __________________________
7. __________________________
8. __________________________
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Appendix C
Breakdown of the Response of the Respondents by Grade Level
Grade Grade 7 Grade 8 Grade 9 Grade 10 Grade 11 Grade 12 T
Level O
T
Indicator Yes No Yes No Yes No Yes No Yes No Yes No A
L
Statement
1. Have 15 34 41 11 49 7 19 20 13 7 12 16 244
you played
Mobile
Legends?
2. Have 15 34 35 17 15 41 4 35 13 7 5 23 244
you
neglected
studies in
order to
play?
3. Have 15 34 41 11 41 15 12 27 12 8 8 20 244
you tried to
play the
game
because of
having
friends who
play
Mobile
Legends?
4. Have 15 34 28 24 7 49 6 33 6 14 6 22 244
you
sacrificed
sleep in
order to
play more?
5. Have 15 34 30 22 5 51 6 33 5 15 4 24 244
you
neglected
your
nutrition, in
favor of
playing
Mobile
Legends?
Total 75 170 175 85 117 163 47 148 49 51 35 105 1220
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Appendix D
Percentage of the Breakdown of the Response of the Respondents from Grade 7 to Grade
9
Indicator Yes Percent No Percent Yes Percent No Percent Yes Percent No Percent
age age age age age age
% % % % % %
Statement
1. Have you 15 30.61 34 69.39 41 78.85 11 21.15 49 87.50 7 12.50
played Mobile
Legends?
2. Have you 15 30.61 34 69.39 35 67.30 17 32.70 15 26.79 41 73.21
neglected studies
in order to play?
35
Appendix E
Indicator Yes Percent No Percent Yes Percent No Perce Yes Percent No Percent
age age age ntage age age
% % % % % %
Statement
1. Have you 19 48.72 20 51.28 13 65.00 7 35.00 12 42.86 16 57.14
played Mobile
Legends?
2. Have you 4 10.26 35 89.74 13 65.00 7 35.00 5 17.86 23 82.14
neglected studies
in order to play?
36