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SAN PASCUAL SENIOR

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EFFECTS OF PLAYING MOBILE LEGEND TO THE ACADEMIC


PERFORMANCE OF EIM STUDENTS IN SPSHS 1

A Thesis
Presented to
the Faculty of San Pascual Senior High School 1
San Pascual, Batangas

In Partial Fulfilment
of the Requirements for
Practical Research II

By

JEWEL ROSE O. GARCIA

ELIZBETH B. MARQUEZ

KAYE M. PANOPIO

JHONA MAE NUEVAS

KAREN A. ANYAYAHAN

January 2018
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CHAPTER I

THE PROBLEM

Introduction

In today’s generation, teenagers, adult nor children play mobile games.

Mobile games is an offline and online video game that is being played by

millennial using cell phones. The increasing percentage of teenagers playing

mobile games is one of the most common problem of our society. Because of

high technology, people can easily access different mobile games. There are

different mobile games and the most popular game launched in the past year,

2016 is Mobile Legend.

In continuous evolution of technology, millennial depend their everyday

lives on this. All day browsing, surfing Social Medias, and playing cell phones

may lead to addiction. Addiction is a tolerance and bad habitual acts that people

may have, especially some of the teenagers nowadays. It is also a disease that

has no medicinal treatment and once you get addicted you cannot remove it to

your system. Experiencing addiction can change their personalities and attitude,

how they treat other people and how they will get achievements in school or in

their lives. It is not good, even if it makes you happy. For people who are

addicted in playing mobile legends may cause some effects not only in their

social life but also in their studies.

Mobile legends has many bad effects to students. Academic performance

is so much affected in this. Academic performance or academic achievement is

based on examinations, home works, activities and projects. This can ruined their
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performance because they spend lot of time in playing mobile legends. Instead of

focusing on their studies they get attracted to this mobile legend. Students forget

their school responsibilities and duties because of Mobile Legend that cause

failed academic performance tasks.

Academic Performance is very important for students who are in the top

class. It is also important because it recognize students who are doing well in

class. It is a way for professors to appreciate student’s effort. It can also, help for

students a concrete or stable jobs in the future and help them become a

professional one. Academic Performance also help students stand out in their

class.

Today, technology is becoming more advance and evolving, especially in

creating mobile games. Mobile game is popular in this generation. In this past

year 2016 there is mobile game launched by Moontoon. It is popular games for

millennial, nowadays. They were get addicted to this mobile or video game. And

forget their study habit.

Since this mobile game had launched, the percentage of teenagers mostly

students engage to this had increased. This mobile video game called Mobile

Legend has different effects on students’ Academic performance, (e.g. home

works, recitations & activities) In San Pascual Senior High School 1, EIM

students has the most estimated number of student’s consumed much time

playing it. And they have reasons why they are playing it.

The problem in playing Mobile Legend is that student’s academic

performance will affect by this kind of mobile game. The possible high impacts of
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it, is that it can be the cause of having low academic performance in class and

may cause for them not to graduate or may failed and become a repeater but

other research says that mobile game can enhance and increase the critical

thinking of students and improves the ability of students to do something in their

class.

In this study, researchers hope to develop a Teaching-Learning Activities

that would help mobile gamer students to enhance their academic performance

in class, therefore allowing the researchers to conduct and propose Teaching-

Learning Activities may also help the teacher to have a new strategy on teaching.

The researchers decided to conduct this study to know how EIM students

manage their studies and help them to increase their academic performance

even they are playing Mobile Legends.

Statement of the Problem

This study aimed to determine the extent and level of effects on playing

mobile legend to the academic performance of students in SPSHS 1.

Specifically, this study sought to answer the following questions:

1. What are the reasons of EIM students in playing mobile games?

2. How long does a students spend in playing mobile games?

3. To what extent does playing mobile games affect the academic

performance of EIM students?

4. What teaching – learning activities may be proposed & enhance the

academic performance & students playing mobile games?


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Scope, Limitation, and Delimitation

This study covers 384 EIM students of SPSHS 1 both Grade 11 and 12.

The scope of this study is to find and to know the effects of playing mobile

legends to the performance of the students. This addresses weather playing on

games affect the performance of EIM students. Sixty selected Grade 11 and 12

EIM students will be given questionnaire to gather information that will be needed

in the study.

This study was limited to a sixty (60) Mobile Legends player. The

researchers will gather information about the possible effects of the selected

online or mobile game on students’ performance.

A survey will be conducted about the evaluation of the respondents

regarding in the study of the effects of these mobile game on students’

performance in SPSHS 1 EIM students.

This study is delimited to other mobile gamers who plays other mobile

games (e.g. League of Legend, Warcraft, Clash of Clans etc.) and students of

other schools in San Pascual District. They are not included in the study of the

researchers about effects of playing mobile legend to academic performance of

students.

Significance of the Study

In an increasingly technology dependent based society students will

continue to use mobile phones not only for their homework’s nor activities but

also for the pleasure. The importance of this study is to help EIM Students to

increase and have high performance in class. The researcher conducted this
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research to know the effects of playing mobile legends towards students’

performance of the selected EIM students of SPSHS 1. This research aims to

give significance the following:

For the students, they will be known what are the effects of mobile

legends in their performance .They will be more conscious on the said effects.

To the teachers, it will help them to know what strategy to use to help to

improve the study habit of their students.

To the parents, it will reserve as the basis to help their children to avoid too

much playing mobile legends. Also, it will help them to know the behavior of their

children, and the study habit of them.

To the community, it will help community to improve and have high

socioeconomic activity and to make student responsible and open their eyes

what happenings in our society.

To the future researchers, this study can use as the references and/or

source of your related literature to conduct another study about this.


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CHAPTER II

REVIEW OF RELATED LITERATURE

This chapter presents the review of conceptual and research literatures

that have significant bearing to the present study, its synthesis, conceptual

framework, and definition of terms.

Conceptual Literature

Presented here are the ideas, theories, insights and professional opinions

expressed by notable authors relative to concept of the study.

Mobile Games

Mobile games have multiple historical origins reaching back to antique

card and board game sets made for travelers, and various mechanical toys.

Nintendo's Game & Watch series was an early precursor for handheld video

game consoles which represent a different evolutionary path from that of mobile

phone games. The mobile phone ecosystem was fragmented for a long time,

both as a result of the differences in the hardware and software of mobile phones

and differences between mobile network operators, all of which represented

challenges for game developers. Iphone and other touch screen-enabled smart

phones have significantly changed the user experience of mobile phone games,

and the online App Store distribution channels have stimulated expansive growth

of inexpensive, primarily casual mobile game applications. Some mobile games

make use of the unique design opportunities provided by smart phones, such as

the user's location, movements, or communications. The boundaries between


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mobile games and games released to multiple other platforms have started to

erode, consequently further complicating what constitutes a “mobile game.”

Mobile and contextual gaming remains a dynamic area of research and

development, as discussed in this entry. (Wiley & Sons, 2015)

Different types of Mobile Game

As stated by (Brown, 2016) “You might know your way around games, but

do you know the difference between an adventure and an RPG? Here is a

rundown of the types of games you’ll find on the mobile.

Action

The most varied category, action games can be shooting galleries, old-

school arcade games or fast moving fighters. All require sharp reflexes. A good

example would be the intense World War II shooter Siberian Strike. (Brown,

2016)

Adventure

Adventure games are often a blend of reflex testing and puzzle solving.

The pace is a couple degrees slower than an action game. Glider is one of the

better examples of adventure games. (Brown, 2016)

Card
One of the most popular genres, card titles include solitaire, poker and

other titles. There are plenty on the cell phone, but there are some stinkers out

there. Be sure to check out my Best Card Games before you buy. (Brown, 2016)

RPGs
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Role playing games, or RPGs, are complex, involving journeys. They have

heavy storylines, diverse characters and hours of play. Many mobiles don’t have

the tech power or the memory space to handle RPGs, so you’ll find them almost

exclusively on the more high-end smartphones. Zenonia is a popular RPG.

(Brown, 2016)

Sports

Sport covers real-life activities like basketball and baseball, as well as

more unusual titles. While they can be complex, most mobile sports games focus

on one particular part of the experience. For instance, the super casual Paper

Toss is strictly about making hoops.

Strategy

An emphasis on forethought and planning, strategy games are about

taking turns on a battlefield. Chess, checkers and many classic board games fall

into this category, as do more unusual titles. It covers anything involving army

placement and one-on-one combat. (Brown, 2016)

Have you ever sat down to play a game on your phone for a second, and

an hour later, you’re still tapping away? You probably have mobile game

addiction already. Don’t worry, you’re in good company. (Li, 2015)

Addiction is a condition that results when a person ingests a substance or

engages in an activity that can be pleasurable but the continuous act or use of

which become compulsive. (Orendain et al., 2017).


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Hundreds of millions of people play mobile games on their phones.

There’s a simple reason why: they are having fun. Mobile games provide bite-

sized moments of fun that are easy to fit into our busy lives. They’re also

addicting. Mobile games keep us coming back for more, even if we meant to play

for just a minute. As it turns out, there are good reasons why these games are so

addicting, and why they’re therefore so popular. (Li, 2015)

As stated the study of a science writer (Zastrow, 2017) ”Adding video

gaming to the list of recognized behavioral addictions could help millions in need.

It could also pathologies a normal behavior and creates a new stigma.

Science fiction is replete with notions of losing oneself inside a digitally

generated alternate reality. But for millions around the world, that dyes topic

vision could be very real.”

Mounting neurological evidence suggests that video games may act like

traditional substances of abuse. But some researchers remain unconvinced that

gaming can constitute an “addiction.”

Many governments already see excessive, compulsive playing of online

video games, such as League of Legends and World of Warcraft, as a serious

adolescent public health issue and have established treatment facilities,

especially in China and South Korea. The adverse effects of teens’ “addiction” to

the games are not just time lost studying or socializing with their peers. Some

evidence associates video game addiction with depression, attention-


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deficit/hyperactivity disorder (ADHD), and obsessive-compulsive disorder.

Whether there is a cause-and-effect relationship remains unclear.

Performance

Academic achievement represents performance outcomes that indicate

the extent to which a person has accomplished specific goals that were the focus

of activities in instructional environments, specifically in school, college, and

university. School systems mostly define cognitive goals that either apply across

multiple subject areas or include the acquisition of knowledge and understanding

in a specific intellectual domain. Therefore, academic achievement should be

considered to be a multifaceted construct that comprises different domains of

learning. Because the field of academic achievement is very wide-ranging and

covers a broad variety of educational outcomes, the definition of academic

achievement depends on the indicators used to measure it.

(Steinmayr, Meibner, Weidinger, & Wirthwein, 2014).

The nature of motivation and learning strategy use is vital to improving

student learning outcomes. This study was intended to explore the motivational

beliefs and learning strategy use by Liberian junior and senior high school

students in connection with their academic performance. It also solicited

students’ self-reports about presumed factors hindering their learning. Utilizing a

cross-sectional quantitative research design, 323 participants took part in the

study from 2 counties. Motivated Strategies for Learning Questionnaire (MSLQ)

was adapted and 12 potential learning hindrances were identified and used as
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instruments. Data analyses were conducted using SPSS 17.0. The results

showed the motivational belief component of extrinsic goal orientation as the

most preferred belief and test anxiety was the least possessed belief. Rehearsal

strategies were found to be the most frequently used, while help seeking was

reported to be the least strategy considered. The result also showed significant

relationships between the two constructs. In addition, the study found some

learning hindrances. A number of conclusions as well as some practical

recommendations for action relative to the improvement of student performance

have been advanced. (Gbolie & Keamu, 2016)

Effects of Online Game to the Students

According to (Brian D. NG, M.S and Peter W.H, 2005) Game addiction

shows bad effect among the people now a days . Addiction to the internet shares

some of negative aspects substance addiction and has been down to lead to

consequences such as failing school, family and relation problem. According to

the study of (Science Daily Wedsite 2007) online, games have significally

negative consequences , especially in lives of students through causing

distraction and infering with important reaction of out game life actions such as

academic performance, health and social.

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
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a game that is why their time on studies was limited. According to Schmidt &

Vanderwater, 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. n.d.)

Research Literature

To strengthen this research, the researcher reviewed related studies, the

findings of which were all found relevant to the present topic. The research

literature was very important in guiding the researchers in substantiating the

result of this study. The concepts of the related researches were correlated and

were very crucial in the materialization of this work.

Based on the researchers, mobile legend is one of the most popular game

this year. Student can’t stop playing it, eventhough they have classes. They

consumed a lot of time playing this mobile game that cause negative

cosequences not only to their social life but also to their studies. Also, causes not

doing other activities and other disorders that may affect their school

performance. Students get addicted to it and cause lack of sleep, and low

performance in school.
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According to (Li, 2015) author of ‘Episty’ “One of the main reasons action

mobile games are addictive is that they provide constant positive reinforcement.

Every time you beat the next level or get a new high score, you feel rewarded for

accomplishing something. It’s a positive feeling that we crave, and it keeps us

wanting to play more. Mobile games are also addictive because they’re

convenient.

You know you are playing a great mobile game when you are having so

much fun you forget everything else that going around on you. Mobile games can

relieve stress and improve your mood. In order to accomplish this best, a game

has to balance simplicity with a challenge. Truly great mobile legend is beautiful

and have innovative design that mobile gamer get attracted. (Li, 2015).

Long term effects of video game addiction may also include learning

disabilities, weight gain and aggressive thoughts and behaviors that can become

more dangerous with time.

According to (Hsu et al., 2013) College students spending too much time

on online games every week tend to suffer from worsened learning ability,

concentration problems, poor academic performance and decreased interactions

with other people.

Anand (2007) reported that video game addicts are laggard in school

assignments and fall asleep in class. Gentile, Lynch, Linder, & Walsh (2004)

found that gaming creates time conflicts that lessen the hours that gamers

devote to homework. Of 534 (10-19-year-old) gamers in Cummings and


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Vandewater’s (2007) study, 425 boys spent an average of 30% less time reading

for every hour that they played video games on weekdays, and 109 girls spent an

average of 34% less time doing homework for every hour that they played video

games on weekdays.

Most of the evidence in the literature is that adolescents’ anticipation that

video gaming will relieve boredom (Shao-I et al., 2004) and jumpstart

socialization (Barber et al., 2001) is unfounded. In their efforts to escape

everyday life by gaming (Wallenius et al., 2008), adolescents tend to lose interest

in other activities (Griffiths, 2010; Rehbein et al., 2010; Young, 2009). The time

that addicted players devote to gaming obstructs their participation in clubs

(Anand, 2007), work (Oggins & Sammis, 2012), sports (Anand, 2007), and

general socialization (Duven et al., 2011), especially when MMOs are involved

(Van Rooij et al., 2010)

Synthesis

The concepts and ideas presented in the reviewed literature and studies

were instrumental in substantiating the present research work.

In the study of (Brian D. NG, M.S and Peter W.H, 2005) researchers seen

similarities in the present study in terms of specific objectives. However, they are

differ in terms of variable or other reasons why students addicted in playing

mobile games.
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(Miqdad,M. n.d.) Explain that playing mobile games too often for more

than several hours per day can negatively impact one’s overall health and

livelihood, and lead to problems with finances, education, social relationships,

and addiction, this is closely related to the present study as student spend more

time playing mobile legend. In present study the researchers make a survey

questionnaire to know the hours consume by the students playing mobile games.

In the study of (Hsu et al., 2013) researchers seen similarities in the

present study in terms of effects of mobile games like negative aspects

substance addiction and has been down to lead to consequences such as failing

school. However, it is differ when it comes to the subject and respondents.

In the study of Anand (2007) it is similar to the current study, because both

research study about the effects of playing mobile games to the academic

performance or activities in school.

In the study of Vandewater’s (2007) present study has similarities in terms

of subject of the study. They are distinct in scope and gender of the subject.
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Conceptual Framework

This study aimed to present the researchers concept and the output or the

expected outcome of their conduct research.

The research process that this study utilized is shown in Figure 1. The

design shows the profile and effects of the research subject, variables involved,

and the result of the study.

Input Process Output

 Profile of the  Questionnaire


respondents Teaching-
Learning Activities
 Effects of
Mobile Legend Proposed to
 Browsing books,
to the Enhance the
surfing internet
Academic and/or articles Academic
Performance Performance of
 Data Analysis Student playing
 Hours spend mobile legend.
playing mobile
legend

Figure 1: Conceptual Paradigm of the Study

In this study, the input as shown in the first box, include the profile of the

respondents, Effects of playing mobile legend to the Academic Performance of

students, and the hours spend playing mobile legend. The profile of the
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respondents is determined by their sex, and Grade level. The extent of effects in

academic performance are classified as Very Great Extent, Great Extent,

Moderate Extent and Extent. The hours spend in playing is based on the answer

in the questionnaire.

The second box includes the processes that were conducted in the pursuit

of this study. This included questionnaire about the profile of respondents,

browsing books, surfing internet and/or articles. Data analysis was conducted to

determine the hours spend of students that may affect their performance.

The third box includes to Teaching-Learning Activities to Enhance the

Academic Performance of Student playing Mobile Legend, which were prepared

to enhance the academic performance of students even they are playing mobile

legend.

Definition of Terms

For better understanding of this study, the following terms are defined

conceptually and operationally.

Academic Performance. Academic achievement represents performance

outcomes that indicate the extent to which a person has accomplished specific

goals that were the focus of activities in instructional environments, specifically in

school, college, and university (Steinmayr, Meibner, Weidinger, & Wirthwein,

2014). In this study, Academic performance or academic achievement is based

on examinations, home works, activities and projects.


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Addiction. Is a condition that results when a person ingests a substance or

engages in an activity that can be pleasurable but the continuous act or use of

which become compulsive. (Orendain et al., 2017). In this study, addiction is a

tolerance and bad habitual acts that people may have, especially some of the

teenagers nowadays.

Mobile Game. Mobile games have multiple historical origins reaching back to

antique card and board game sets made for travellers, and various mechanical

toys (Wiley & Sons, 2015). In this study, Mobile games is an offline and online

video game that is being played by millennial using cell phones.


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CHAPTER III

RESEARCH METHOD AND PROCEDURE

This chapter includes the research design, subject of the study, data

gathering instrument, data gathering procedure, and statistical treatment of data.

Research Design

Researcher used the descriptive type of research, with the questionnaire

as the main tool in gathering data. According to Shuttleworth (2009), the

descriptive method is believed to be the most appropriate type of research since

it is a valid method for researching specific subjects and as a precursor to more

quantitative studies.

Respondents of the Study

The respondents of the study were the Grade 11 and 12 EIM students of

San Pascual Senior High School 1 of academic year 2017-2018. Sixty (60)

students from EIM strands, all from San Pascual SHS 1, were chosen as the

respondents. The formula used by the researchers in determining the sample tor

each section is the systematic random sampling.

Data Gathering Instruments

The researchers developed a survey questionnaire with rating scales to

gather required information. The questionnaire underwent the process of

construction, administration and tally.

Questionnaire. The study used a researcher made questionnaire as the

primary tool in gathering data.


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Construction of Questionnaire. The researcher constructed a survey

questionnaire which included items about the profile of the respondents as to

grade level. It also included ranking and rating scales which were in accordance

to the reasons, effects and teaching-learning activities about the effects of

playing Mobile Legend to the Academic Performance of students.

Validation of Questionnaire. The questionnaire was validated through the

help of experts in this field. Comments and suggestions were incorporated in the

questionnaire.

Administration of Questionnaire. After the approval, the final draft of the

questionnaire was reproduced to the target respondents. The researcher

administered the questionnaire after being granted approval by the adviser and

the school head.

Scoring of Responses. To determine the reasons on playing mobile

legend of EIM students, the scale below was used:

Ranking 1-10

To determine the extent of each effects in playing Mobile Legend and the

extent level of teaching learning activities using Mobile Legend, the scale below

was used:

Weighted Mean Interpretation

3.50-4.00 Very Great Extent

2.50-3.49 Great Extent


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1.50-2.49 Moderate Great Extent

1-1.49 Less Extent

Data Gathering Procedure

The needed data for the study was gathered by securing a permit in the

school administration to conduct a survey, after securing the said permit, the

researchers administered the questionnaires to the respondents, after giving

them some background information of what our intentions and what is the study

all about. Questionnaires were retrieved and were subjected to scoring for

statistical treatments.

Statistical Treatment of Data

In order to scientifically interpret the data gathered, the following statistical

tools were used.

Frequency. This was used to quantify the gathered data before these were

subjected to other statistical treatments.

Weighted Mean. This was used to determine the level of effects in playing

mobile legend and teaching-learning activities using Mobile Legend.

Average. This was used to determine the overall scores for ranking.

Ranking. This was used to determine what the common reason why student play

Mobile Legend is.

Percentage. This was used to determine the highest percentage of time spent by

EIM student.
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CHAPTER IV

PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

This chapter includes the presentation, analysis, and interpretation of the

gathered data. The discussion of the findings are patterned in a manner that has

equivalence with the organization of the problems post in the study.

1. Reasons on playing Mobile Legend

Table 1, present the reasons of the respondents on playing Mobile Legend

on SPSHS 1.

Table 1

Reasons on Playing Mobile Legend

Reasons on Playing Mobile Legend Average Rank

1. Mobile Legend provide bite-sized moments of fun that 4.93 1

are easy to fit into our busy lives.

2. It provides constant positivity in life and help us to refresh 5.62 8

our mind.

3. Every time you beat the next level or get a new high 5.07 2

score, you feel rewarded for accomplishing something.

4. Mobile Legend is convenient. 5.82 9

5. Mobile Legend can relieve students stress. 5.17 3

6. The mood of students can improve because of this 5.18 4

game.

7. It is truly beautiful and attractive and it has innovative 5.27 5


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design

8. Way of having friends online via playing mobile legend. 5.38 7

9. It makes students remove their boredom 5.35 6

10. It makes the gamer satisfy for itself. 6.28 10

The table above shows the average of each reasons why EIM students

play Mobile Legend and the ranking of each reasons from least to greatest. The

most common reason why EIM students play Mobile Legend is that the game

makes the gamer satisfy itself.

According to (Li, 2015) Hundreds of millions of people play mobile games

on their phones. There’s a simple reason why: they are having fun. Mobile

games provide bite-sized moments of fun that are easy to fit into our busy lives.

They’re also addicting. Mobile games keep us coming back for more, even if we

meant to play for just a minute. As it turns out, there are good reasons why these

games are so addicting, and why they’re therefore so popular.

Most of the evidence in the literature is that adolescents’ anticipation that

video gaming will relieve boredom (Shao-I et al., 2004).

2. Length of time spent in playing Mobile Legend

Table 2, represents the length of time that students spent in playing

Mobile

Legend.

Table 2

Length of Time spent on playing Mobile Legend


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Length of Time Frequency Percent

1-3 hours 33 55%

4-6 hours 14 23%

7-9 hours 3 5%

9 and above hours 10 17%

TOTAL 60 100%

The table above shows the frequency and percentage of the length of time

spent on playing mobile by EIM students. The frequency has a total of 60 and the

total percentage of 100%. The highest percentage of time spent by the students

on playing mobile legend is 1-3 hours a day which is 55%, 23% of students says

that they spent 4-6 hours playing Mobile Legend, 17% says that they spent 9 and

above hours and the rest 5% says they spent 7-9 hours of playing it.

According to (Gentile, Lynch, Linder, & Walsh 2004) found that gaming

creates time conflicts that lessen the hours that gamers devote to homework. Of

534 (10-19-year-old) gamers in Cummings and Vandewater’s (2007) study, 425

boys spent an average of 30% less time reading for every hour that they played

video games on weekdays, and 109 girls spent an average of 34% less time

doing homework for every hour that they played video games on weekdays.

(Miqdad,M. n.d.) Explain that playing mobile games too often for more

than several hours per day can negatively impact one’s overall health and

livelihood, and lead to problems with finances, education, social relationships,

and addiction, this is closely related to the present study as student spend more
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time playing mobile legend. In present study the researchers make a survey

questionnaire to know the hours consume by the students playing mobile games.

3. Effects of playing Mobile Legend

Table 3, represent the extent of the effect on playing Mobile Legend in the

Academic Performance of EIM students.

Table 3

Effects of playing Mobile Legend

Effects Weighted Interpretation

Mean

1. Student can’t stop playing it, eventhough they 2.7 Great Extent

have classes

2. Playing mobile legend can condition the mind- 2.8 Great Extent

set of the student.

3. It may cause loss of time in studying or 2.9 Great Extent

socializing with their peers.

4. It can help students to think critically and 2.8 Great Extent

creatively

5. It improves the ability to do something different 2.8 Great Extent

like sketching the characters faces.

6. It may cause students lack of concentration. 3 Great Extent

7. It can lead to addiction 3.1 Great Extent

8. It can cause lack of sleep 2.8 Great Extent


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Based on the table above it shows the result of how extent this effects of

playing Mobile Legend affect the academic performance of students. Both

negative and positive effects has a great extent on their academic performance.

It shows that it depends on how students handle their game play.

As stated the study of a science writer (Zastrow, 2017) ”Adding video

gaming to the list of recognized behavioral addictions could help millions in need.

It could also pathologies a normal behavior and creates a new stigma.

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 &

Vanderwater, 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. n.d.)

4. Teaching-Learning Activities using Mobile Legend

Table 4, represent the extent of teaching-learning activities using


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Mobile Legend to enhance Academic Performance of EIM students playing

Mobile Legend.

Table 4

Teaching-Learning Activities using Mobile Legend

Teaching-Learning Activities Weighted Interpretation

Mean

1. Students may use the powers of a character in 2.4 Moderate

this game as a tool of defining an element in Extent

periodic table

2. Students will be grouped according to the type 2.9 Great Extent

of power of their preferred character

3. Use the power of each character as elements 2.7 Great Extent

on the problems to be solved

4. In Electrical, use the power of a characters to 2.7 Great

find solution solving Ohm’s law Extent

5. Students may use the names of the characters 2.7 Great

as a replacement to the colours of push button Extent

for them to identify it, easily

6. Give students a drawing activity including 3.1 Great

different weapons in mobile legend Extent

7. During recitation, students will state a character 2.8 Great

first for his/her answer to be recognized Extent


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8. Instead of Activity 1,2,3…. Activities of students 2.82 Great

should be organized by level like on mobile Extent

legend.

9. Students need to pass each level of the quiz 3.1 Great

like on mobile legend for his/her to get a high Extent

score.

Based on the table above its shows the interpretation and weighted mean

of teaching-learning activities using Mobile Legend game. It shows the result how

extent and effective this teaching-learning activities to enhance academic

performance of students playing mobile legend.

The nature of motivation and learning strategy use is vital to improving

student learning outcomes. This study was intended to explore the motivational

beliefs and learning strategy use by Liberian junior and senior high school

students in connection with their academic performance. It also solicited

students’ self-reports about presumed factors hindering their learning. Utilizing a

cross-sectional quantitative research design, 323 participants took part in the

study from 2 counties. Motivated Strategies for Learning Questionnaire (MSLQ)

was adapted and 12 potential learning hindrances were identified and used as

instruments. Data analyses were conducted using SPSS 17.0. The results

showed the motivational belief component of extrinsic goal orientation as the

most preferred belief and test anxiety was the least possessed belief. Rehearsal

strategies were found to be the most frequently used, while help seeking was
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reported to be the least strategy considered. The result also showed significant

relationships between the two constructs. In addition, the study found some

learning hindrances. A number of conclusions as well as some practical

recommendations for action relative to the improvement of student performance

have been advanced. (Gbolie & Keamu, 2016).


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CHAPTER V

SUMMARY, CONCLUSION, AND RECOMMENDATION

This chapter presents the summary, findings, and conclusions that are

drawn from the gathered data. The recommendations are also provided by this

chapter.

Summary

This study aimed to determine the extent and level of effects on playing

mobile legend to the academic performance of students in SPSHS 1.

Specifically, this study sought to answer the following questions:

5. What are the reasons of EIM students in playing mobile games?

6. How long does a students spend in playing mobile games?

7. To what extent does playing mobile games affect the academic

performance of EIM students?

8. What teaching – learning activities may be proposed & enhance the

academic performance & students playing mobile games?

Researchers used the descriptive type of research, with the questionnaire

as the main tool in gathering data. According to Shuttleworth (2009), the

descriptive method is believed to be the most appropriate type of research since

it is a valid method for researching specific subjects and as a precursor to more

quantitative studies. The respondents of the study were the Grade 11 and 12

EIM students of San Pascual Senior High School 1 of academic year 2017-2018.

Sixty (60) students from EIM strands, all from San Pascual SHS 1, were chosen
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as the respondents. The formula used by the researchers in determining the

sample tor each section is the systematic random sampling.

Findings

After data were gathered, analyzed, tabulated and statistically treated, the

researchers arrived at the following findings:

1. The Reasons on playing Mobile Legend of EIM students in SPSHS 1.

It was found out that the most common and general reason why both

Grade 11 and 12 students from EIM play mobile legend is that the game makes

the gamer satisfy itself. This was revealed by the average of 6.28, with the

ranking of 10.

2. The Length of Time spent on playing Mobile Legend of Grade 11 and 12

EIM students.

This study found out that most of EIM students spend 1 to 3 hours playing

mobile legend with the frequency of 33 and has a percentage of 55%, some of

them spend 4 to 6 hours with the frequency of 14 and has a percentage of 23%,

few students spend 7 to 9 hours with the frequency of 3 and has a percentage of

5% and the rest was 9 hours and above with the frequency of 10 and has a

percentage of 17%.

3. Extent of Effects on playing Mobile Legend to the Academic

Performance of Grade 11 and 12 EIM students.

This study revealed that the effects of playing Mobile Legend are generally

has great extent by the EIM students as reflected in the mean score 2.86. In this
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case, researchers found out that Mobile Legend can be lead to addiction that

may affect the Academic Performance of student in their class.

4. Extent of Teaching-Learning Activities using Mobile Legend.

This study revealed that teaching-learning activities using Mobile Legend

are generally has a great extent result as reflected in the mean score 2.80. In this

case the researchers found out that teaching-learning activities involving Mobile

Legend can be used to enhance the academic performance of students.

Conclusions

In light of the significant findings revealed in the study the following were

the conclusions formed:

1. Majority of EIM students answered that Mobile Legend make themselves

satisfied, that’s the reason why they are playing Mobile Legend.

2. Most of EIM students, both Grade 11 and 12 consume 1 to 3 hours of their

time playing Mobile Legend.

3. The effects of playing Mobile Legend both negative and positive effects

are generally has a great extent by the students.

4. The Extent of teaching-learning activities using Mobile Legend to enhance

Academic Performance are all effective and great extent according to the Grade

11 and 12 students who are playing Mobile Legend.

Recommendations:

Considering the significant findings revealed and conclusions drawn in the

study, the following recommendations are hereby offered:


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For the students, they will be known what are the effects of mobile

legends in their performance .They will be more conscious on the said effects.

To the teachers, it will help them to know what strategy to use to help to

improve the study habit of their students.

To the parents, it will reserve as the basis to help their children to avoid too

much playing mobile legends. Also, it will help them to know the behavior of their

children, and the study habit of them.

To the community, it will help community to improve and have high

socioeconomic activity and to make student responsible and open their eyes

what happenings in our society.

To the future researchers, this study can use as the references and/or

source of your related literature to conduct another study about this.


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References

Anand… 2001. “Factors That Affect Academic Performance in Grade Nine:


Focus on Video Games”,
http://www.ijhssnet.com/journals/Vol_4_No_10_August_2014/1.pdf on
December 15, 2017.

Brown, 2016. “Know the Different Types of Mobile Games Available”,


https://www.lifewire.com/know-the-different-mobile-games-available-
2374345 on December 15, 2017

Gbolie… 2016. “Student Academic Performance: The Role of Motivation,


Strategies, and Perceived Factors Hindering Liberian Junior and Senior
High School Students Learning”, Hindawi, Volume 2017 (2017), 1789084, 11
pages, https://www.hindawi.com/journals/edri/2017/1789084/ on December 15,
2017

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