Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
THESIS ABSTRACT
The main objective of this study is to determine the effect of playing mobile legends to the academic
This study used a validated test questionnaire which was the main tool in gathering data. This was
composed of four parts: the first is answered the questions indicating the factors that influence students in
playing mobile legends, second part is answered the questions indicating when did the respondents start
The grade before they start playing mobile legends and last is answered the questions indicating their grade
since now them playing mobile legends. These were written in English. The researchers consulted reading
materials and the internet to come up with the sets of questions that are pertinent to the study. The findings
revealed that majority of respondents played Mobile Legends for Entertainment with the Percent of 40, in
Personal Factors with the frequency of 18 and in Socialization with the Percent of 16. Therefore, respondents
preferred to play Mobile Legends for Entertainment. As the perspective of the selected grade 10 students
before they start playing Mobile Legends and since now them playing Mobile Legends, it has mean of 0.87
before they start playing and 0.87 since now they playing Mobile Legends. There is significant relationship
It was conducted on the study that majority of the respondents played Mobile Legends for
Entertainment of 70% of frequency. Based on the result, it is said that the factors that influence students