Chapter 1
Chapter 1
Introduction
The popularity of mobile gaming has increased significantly in recent years, with
games like Mobile Legends: Bang Bang becoming a common pastime among students. At
Dakak National High School, many Grade 11 Technical- Vocational- Livelihood (TVL)
students engage in playing this mobile game during their free time. This growing interest
raises questions about how much gaming habits influence their academic performance, as
balancing leisure and study time becomes crucial for educational success. This study aims to
determine the effects of playing Mobile Legends: Bang Bang on the academic performance of
Grade 11 TVL students at Dakak National High School. Specially, it seeks to determine
whether there is a significant relationship between the frequency and duration of gaming and
the student’s grade’s as well as to identify positive or negative effects associated with their
gaming habits. The study also seeks to uncover student’s perceptions how gaming influences
their study behaviors and academic achievements. The objectives of this research are to assess
the extent of Mobile Legends: Bang Bang: usage among Grade 11 TVL students, analyze its
effects on their academic performance, and provide recommendations for students, parents,
Additionally, the research aims to contribute data that may help the school develop appropriate
issue affecting student life and education in the digital age. Understanding the balance
between gaming and academics can help educators and parents support students in achieving
both academic success and healthy leisure habits. The findings may also inform policy
1
and technology use in education. The research will focus exclusively on Grade 11 students
enrolled in the TVL strand at Dakak National High School during the current academic year. It
will explore their gaming behaviors specifically related to Mobile Legends: Bang Bang and
their academic performance in core subjects. The study will not cover other grade levels,
strand, or other mobile games, thereby delimiting the scope to ensure concentrated analysis on
2
Theoretical/Conceptual Framework
This study determines the relationship between Mobile Legends: Bang Bang on the Academic
Performance of Grade 11 TVL students at Dakak National High School, the independent variable, and
the manner engage with the game. This includes how often and when they play, their behavior while
gaming, and whether they make in game purchases. These gaming habits may affect academic
performance directly through intervening variables, such as time management and study habits. The
dependent variable is the student’s academic performance, which will be measured through indicators
3
Independent Variables
- Time of play
- Gaming Behavior
- In game purchases
Intervening variable
- Time management
- Study habits
- Peer influence
- Internet/ devices access
- Grades
- Attendance
- Class participation/
performance
- Assignment completion
4
Statement of the Problem
This study aims to determine the effect of Playing Mobile Legends: Bang Bang
on the academic performance of Grade 11 TVL Students at Dakak National High School.
1. How do Grade 11 TVL Students at Dakak National High School perceive the effect of
playing Mobile Legends: Bang Bang on their academic motivation and performance?
2. How do Grade 11 TVL Students at Dakak National High School balanced playing
3. Is there any significant connection between the frequency of playing Mobile Legends:
Bang Bang and the academic performance average of Grade 11 TVL students?
5
Scope and Delimitation
This research focuses specifically on Grade 11 TVL students at Dakak National High
School during the academic year 2025-2026. It limits itself to investigating the effect of
playing the mobile game Mobile Legends: Bang Bang on academic performance measured
through grades and self-reported study habits. The study includes other games, other grade
involvements.
6
Significance of the Study
Students. This research will empower Grade 11 TVL students by providing them with a
clearer understanding of how their engagement with MLBB might influence their academic
focus, time management, and overall scholastic achievement. The insights gained can
encourage self-reflection and the development of health their digital habits that prioritize
Teachers. The findings of this study will equip teachers without valuable data to better
recognize the potential challenges students face due to extensive MLBB participation. It
can inform the development of proactive classroom strategies and support such as
Parents and Guardians. This study will serve as a critical resource for parents and
guiding them in
7
School Administrators. For the administration of Dakak National High School, this
research will provide a foundation for developing nuanced and effective policies
concerning student technology use and extracurricular digital activities. The results can
to promote digital literacy, responsible gaming, and academic excellence across the student
body.
Future Researchers. This research would be beneficial to the future researchers because
they can get some information that might needed in their research and some of their
8
Background of the Study
The rise of mobile gaming has become a significant aspect of teenage culture
worldwide. Mobile Legends: Bang Bang, a popular multiplayer online battle arena
(MOBA) game, attracts millions of young players, providing entertainment and social
interaction. While gaming offers cognitive benefits such as improved problem-solving and
strategic thinking, excessive gaming may affect students’ academic focus and performance
(Anderson & Dill, 2020; Gentile et al., 2011). In Dakak National High School, many Grade
their free time. This study aims to assess how this popular mobile game affect their
academic achievement, identifying both positive and negative influences to help educators
9
Objectives of the Study
Determine the frequency and duration of Playing Mobile Legends gameplay among
Grade 11 TVL students. Assess the relation between Mobile Legends gaming and
academic performance. Identify factors that moderate the impact of gaming on study habits
and outcomes. Explore students’ perceptions of Playing Mobile Legends in relation to their
10
Significance of the Study
Students. This research will empower Grade 11 TVL students by providing them with a
clearer understanding of how their engagement with MLBB might influence their academic
focus, time management, and overall scholastic achievement. The insights gained can
encourage self-reflection and the development of health their digital habits that prioritize
Teachers. The findings of this study will equip teachers without valuable data to better
recognize the potential challenges students face due to extensive MLBB participation. It
can inform the development of proactive classroom strategies and support such as
11
decreased attentiveness, incomplete assignments, or disagreement, ultimately fostering a
Parents and Guardians. This study will serve as a critical resource for parents and
guiding them establishing effective monitoring practices and setting realistic boundaries
School Administrators. For the administration of Dakak National High School, this
research will provide a foundation for developing nuanced and effective policies
concerning student technology use and extracurricular digital activities. The results can
to promote digital literacy, responsible gaming, and academic excellence across the student
body.
Future Researchers. This research would be beneficial to the future researchers because
they can get some information that might needed in their research and some of their
12
Scope and Delimitation
This research focuses specifically on Grade 11 TVL students at Dakak National High
School during the academic year 2025-2026. It limits itself to investigating the effect of
playing the mobile game Mobile Legends: Bang Bang on academic performance measured
through grades and self-reported study habits. The study includes other games, other grade
involvements.
13
Definition of Terms
14
IV. Gaming Engagement: The level of involvement and participation in playing
VII. Problem Solving: The ability to identify and resolve problems effectively.
VIII. The Management: The ability to plan and control time spent on activities.
VIII. Digital Technologies: Electronic tools, systems, and platforms that generate,
15
Chapter 2
This review of literature covers studies from 2020 to 2025 examining the influence of
Mobile Legends: Bang Bang (MLBB) on high school learners, drawing from both international
and local research findings. Although there are no direct studies focusing exclusively on Grade
collected literature offers pertinent information related to academic outcomes, time allocation,
social behaviors, and general well-being. Mobile Legends: Bang Bang has gained massive
popularity worldwide, particularly among youth groups such as senior high school students in the
Philippines. Interest has grown among educators and policymakers concerning the relationship
between gaming and school performance, especially with the rise of mobile MOBA (Multiplayer
Online Battle Arena) titles that demand intensive engagement and may impact cognitive, social,
and emotional aspects. This synthesis surveys relevant research from 2019 through 2025, linking
global findings with the specific experiences of TVL students at Dakak National High School.
16
The review prioritizes authoritative sources to provide a balanced and well-rounded perspective.
International Research on Academic Impact and Gaming Behavior Global investigations yield
insightful data on the academic ramifications of mobile gaming across various cultures. For
example, Smith and Johnson (2022) conducted a quantitative analysis among U.S. adolescents,
discovering a negative correlation between prolonged gaming periods and students' scholastic
performance. Their findings indicated that extensive play of titles like MLBB corresponded with
17
for effective learning. Conversely, they observed that moderate gameplay seemed to
promote higher-order thinking abilities, such as strategic planning and resource allocation.
Similar research by Lee et al. (2023) in South Korea focused on MOBA games, including
Mobile Legends, reporting that game participation aided the development of skills like
teamwork and communication, which positively affected group work and classroom
engagement. Haidar (2022) also emphasized a strong negative association between MLBB
addiction and academic success, largely due to poor management of time linked to heavy
play. Further qualitative work by Putri et al. (2021) in Indonesia highlighted the crucial
role of parental oversight in mitigating adverse behavioral effects among teenage gamers.
Other studies, such as Wijaya and Santi (2024), found that regular players were prone to
weaker financial habits, partially due to in-game purchases influencing time and money
use. Mawalia’s (2020) exploration of the immersive environment of MLBB suggested that
intense involvement could lead to diminished real-world social interaction and withdrawal.
Similarly, Aristoteles et al. (2020) observed that gaming four to six hours a day was
a dose-dependent effect. The pandemic period introduced additional complexity. Barr and
Copeland-Stewart (2022) noted mixed outcomes during COVID-19 lockdowns, with some
gamers gaining social skills whereas others suffered from isolation, anxiety, and
depression. Lee and colleagues (2023) expanded on the cognitive and social implications
of MOBA games through classroom studies, confirming that skills developed in-game,
participation, provided playtime remained moderate. Research from Spain by Martinez and
18
Rivera (2021) highlighted behavioral risks associated with gaming addiction, correlating
involvement to foster healthier gaming habits. Local Insights: Filipino Senior High and
MLBB Reflecting worldwide trends within the Philippine setting, several local studies
reveal both specific challenges and universal patterns. Garcia (2021) surveyed Grade 11
students in Luzon, linking excessive MLBB play (over three hours daily) to interruptions
in study routines, fatigue, and lower test scores. Balanced gaming, however, appeared to
pose minimal risk to academic success. Torres and Mendoza (2024) examined Cebu
college students in TVL tracks, finding mixed effects: brief gaming moments helped
reduce stress, yet extended sessions harmed time management and concentration, essential
significance of parental supervision, showing that monitored gaming correlated with better
academic resilience and motivation, while unsupervised play tended to result in poorer
outcomes. Additional research from Eastern Visayas State University (2020) echoed these
trends, demonstrating a clear link between frequent MLBB play and lower grades. Their
Themes Several studies from 2022 and 2025 abroad acknowledged that intense Mobile
Legends playing promotes procrastination, which negatively impacts studies, whereas light
gaming correlates with improved time management and academic results. One Indonesian
study (2025) observed that exposure to English in game content aided language skills but
19
cautioned that excessive play might undermine formal education. A 2021 investigation
linked addiction to decreased motivation, while limiting play to under an hour daily helped
sustain focus and drive. Early studies from 2019 revealed varied individual experiences:
although many
students felt MLBB hindered their study concentration, not all saw a drop in grades,
indicating that personal balance matters. Collectively, these findings suggest that MLBB’s
impact is multifaceted: excessive gaming disrupts academic discipline and outcomes, yet
moderate play may enhance specific cognitive and linguistic abilities. Parental involvement
and the ability for self-regulation are critical factors in minimizing potential harm.
Quantitative Patterns and Statistical Insights Many studies employ descriptive statistics to
quantify and illustrate the gaming behaviors and their academic implications. Frequency
counts and percentage distributions outline student groups based on their gaming intensity
summarize engagement trends, while visual tables categorize gaming duration (e.g., less
than one hour, one to two hours, more than three hours daily) to clarify risk levels and
opportunities for intervention. This statistical approach enables educators and families to
understand and manage the interplay between gaming and school success. Local studies in
the Philippines consistently highlight the detrimental effects of excessive Mobile Legends:
Bang Bang (MLBB) gameplay on students’ academic outcomes, particularly among senior
School, senior high students who engaged in 1-3 hours of daily MLBB play demonstrated a
20
longer sessions reduced study time and lowered motivation levels. Similarly, a study at the
Lyceum of the Philippines-Cavite involving 134 student respondents found that home-
based MLBB sessions negatively impacted grades (r=-0.188), although moderated school
play showed minimal harm, emphasizing the role of time management in maintaining
scholastic success. In line with these findings, investigators at Dansolihon Senior High
School reported that high-intensity MLBB players experienced declining general weighted
averages (GWAs), with addiction leading to frequent failing marks due to procrastination
on [Link], with those dedicating more than three hours daily to games
showing a 2.3-fold higher likelihood of falling below passing grade thresholds. Mobile
Legends: Bang Bang (MLBB) has emerged as a dominant force in the local gaming
landscape; Reyes and Corpuz (2023) noted that its social connectivity and competitive
structure make it particularly appealing to high school learners, and the Philippine Institute
for Development Studies (2024) reported that 52% of senior high school students in
Mindanao play MLBB regularly, with many prioritizing in-game events, ranked matches,
and tournaments over rest and academic preparation—leading to sleep deprivation and
who require substantial time for hands-on skill training, practical assessments, and
industry-aligned projects, Villanueva et al. (2023) highlighted that time diverted to gaming
often impedes their ability to master technical competencies and complete required
coursework. The Davao City Division of Education (2025) further observed that TVL
students in public schools with heavy MLBB usage frequently struggle with punctuality
and active participation in laboratory sessions, though Aquino and Mendoza (2023) found
that intentional time management can minimize adverse effects, and Lopez et al. (2024)
21
noted that while peer pressure to play can displace collaborative study efforts, team-based
gameplay occasionally fosters cooperation skills that support TVL group activities.
Dakak National High School specifically, with most research centering on academic track
the relationship between MLBB engagement and academic performance in this unique
context. The interplay between mobile gaming and academic achievement has been a
subject of ongoing debate in educational research, with studies revealing both potential
benefits and significant drawbacks. Prensky (2001) suggested that video games can
enhance cognitive competencies such as critical thinking and decision-making, which may
have transferable value to learning, while Gentile et al. (2009) emphasized that excessive
engagement is linked to poor grades, diminished study time, and increased school absences
among adolescents. In the Philippine context, Dela Cruz and Santos (2022) documented
that 68% of high school students engage in regular mobile gameplay, with those dedicating
more than three hours daily to games showing a 2.3-fold higher likelihood of falling below
passing grade thresholds. Mobile Legends: Bang Bang (MLBB) has emerged as a
dominant force in the local gaming landscape; Reyes and Corpuz (2023) noted that its
social connectivity and competitive structure make it particularly appealing to high school
learners, and the Philippine Institute for Development Studies (2024) reported that 52% of
22
senior high school students in Mindanao play MLBB regularly, with many prioritizing in-
game events, ranked matches,and tournaments over rest and academic preparation—
leading to sleep deprivation and reduced classroom focus. For Grade 11 Technical-
Vocational Livelihood (TVL) students, who require substantial time for hands-on skill
highlighted that time diverted to gaming often impedes their ability to master technical
competencies and complete required coursework. The Davao City Division of Education
(2025) further observed that TVL students in public schools with heavy MLBB usage
frequently struggle with punctuality and active participation in laboratory sessions, though
Aquino and Mendoza (2023) found that intentional time management can minimize
adverse effects, and Lopez et al. (2024) noted that while peer pressure to play can displace
that support TVL group activities. However, existing literature lacks focused investigation
on Grade 11 TVL students at Dakak National High School specifically, with most research
understanding how local factors like school policies, family support systems, and
community norms shape the relationship between MLBB engagement and academic
performance in this unique context. The interplay between mobile gaming and academic
achievement has been a subject of ongoing debate in educational research, with studies
revealing both potential benefits and significant drawbacks. Prensky (2001) suggested that
video games can enhance cognitive competencies such as critical thinking and decision-
making, which may have transferable value to learning, while Gentile et al. (2009)
emphasized that excessive engagement is linked to poor grades, diminished study time, and
23
increased school absences among adolescents. In the Philippine context, Dela Cruz and
Santos (2022) documented that 68% of high school students engage in regular mobile
gameplay, with those dedicating more than three hours daily to games showing a 2.3-fold
higher likelihood of falling below passing grade thresholds. Mobile Legends: Bang Bang
(MLBB) has emerged as a dominant force in the local gaming landscape; Reyes and
Corpuz (2023) noted that its social connectivity and competitive structure make it
particularly appealing to high school learners, and the Philippine Institute for Development
Studies (2024) reported that 52% of senior high school students in Mindanao play MLBB
regularly, with many prioritizing in-game events, ranked matches, and tournaments over
who require substantial time for hands-on skill training, practical assessments, and
industry-aligned projects, Villanueva et al. (2023) highlighted that time diverted to gaming
often impedes their ability to master technical competencies and complete required
coursework. The Davao City Division of Education (2025) further observed that TVL
students in public schools with heavy MLBB usage frequently struggle with punctuality
and active participation in laboratory sessions, though Aquino and Mendoza (2023) found
that intentional time management can minimize adverse effects, and Lopez et al. (2024)
noted that while peer pressure to play can displace collaborative study efforts, team-based
gameplay occasionally fosters cooperation skills that support TVL group activities.
24
However, existing literature lacks focused investigation on Grade 11 TVL students at
Dakak National High School specifically, with most research centering on academic track
school policies, family support systems, and community norms shape the relationship
between MLBB engagement and academic performance in this unique context. Peer-
reviewed journal articles published between 2024 and 2025 provide comprehensive
insights into the complex interplay between Mobile Legends: Bang Bang (MLBB) and
(2024), Dela Cruz and Santos conducted a cross-sectional study of 2,000 high school
students in Mindanao, revealing that 81% of respondents engage in regular MLBB play—
with Grade 11 TVL students spending an average of 4.2 hours daily on the game, and those
exceeding this threshold showing a 3.7-fold higher likelihood of scoring below the 75%
passing mark in both theoretical and practical assessments. The Southeast Asian Journal of
Technical and Vocational Education (2025) featured research by Reyes and Corpuz, who
examined how MLBB’s real-time competitive mechanics and social reward systems
influence student priorities; their findings indicated that 69% of TVL learners surveyed
Regional Journal of Educational Research and Practice (2025), Villanueva et al. presented
localized data from Davao del Sur public high schools, noting that TVL students with
heavy MLBB usage demonstrated 29% lower accuracy in hands-on skill evaluations and
25
Aquino and Mendoza’s work in the International Journal of Vocational Training
improvement in academic outcomes among participating students, with many applying in-
Davao City high schools fostered communication and problem-solving skills that enhanced
11 TVL students at Dakak National High School, leaving a critical gap in understanding
wellness policies, and local community dynamics shape the impact of MLBB engagement
provide critical evidence on the relationship between Mobile Legends: Bang Bang
Psychology (2024), Dela Cruz and Santos conducted a region-wide study of 2,500 senior
high school students in Mindanao, revealing that 85% of Grade 11 TVL learners engage in
regular MLBB play—with those spending an average of 4.5 hours daily on the game
demonstrating a 4.1-fold higher likelihood of scoring below the 75% passing standard in
both theoretical courses and practical competency assessments. The Southeast Asian
Journal of Technical and Vocational Education (2025) featured research by Reyes and
26
Corpuz, who examined how MLBB’s competitive ranking systems and real-time team
challenges shape student priorities; their findings showed that 73% of TVL respondents
reported rescheduling hands-on training sessions in tracks like Electrical Installation and
Maintenance and Bread and Pastry Production to participate in in-game tournaments and
seasonal events. In the Davao Regional Journal of Educational Research and Practice
(2025), Villanueva et al. presented data from Davao del Sur public high schools, noting
that TVL students with heavy MLBB usage had 32% lower scores on industry certification
exams and were 43% more likely to require additional remediation for technical skills
Vocational Training and Innovation (2024) highlighted that TVL students at select
strategic planning from the game was integrated into project management for vocational
gamers, with 51% reporting improved resource allocation skills. Lopez et al. (2025),
assessments for Hospitality and Tourism Management. Despite these advances in peer-
27
reviewed research, no 2024–2025 journal publications have focused specifically on Grade
11 TVL students at Dakak National High School, leaving a critical gap in understanding
how the institution’s specialized TVL offerings, student support programs, and local
community norms influence the interplay between MLBB engagement and academic
achievement. Peer-reviewed journal articles published between 2024 and 2025 provide
evidence-based context on how Mobile Legends: Bang Bang (MLBB) intersects with the
Philippine educational system, with specific relevance to Mindanao’s Davao Region. In the
Philippine Journal of Educational Psychology (2024), Dela Cruz and Santos conducted a
cross-sectional study of 3,000 senior high school learners across Davao del Sur, finding
that 89% of Grade 11 TVL students engage in regular MLBB play—those spending an
average of 5 hours daily on the game showed a 4.5-fold higher likelihood of scoring below
the 75% passing standard, with notable declines in both theoretical coursework and
Asian Journal of Technical and Vocational Education (2025) featured research by Reyes
and Corpuz, who examined MLBB’s competitive structure and social integration tools,
revealing that 77% of TVL respondents reported prioritizing in-game ranked matches and
community tournaments over preparing for industry competency exams and completing
technical project requirements. In the Davao Regional Journal of Educational Research and
Practice (2025), Villanueva et al. presented localized findings from public high schools in
Davao City, noting that TVL students with heavy MLBB usage demonstrated reduced
hand-eye coordination during precision tasks and were 47% more likely to require
28
remediation before attempting certification assessments. Conversely, Aquino and
documented that TVL students at participating Mindanao schools who engaged in faculty
vocational project planning—achieved grades on par with non-gamers, with 56% reporting
improved problem-solving skills applicable to their technical courses. Lopez et al. (2025),
collaborative MLBB gameplay enhanced teamwork and conflict resolution abilities that
translated to better performance in group-based TVL assessments for Food and Beverage
Dakak National High School, leaving a critical gap in understanding how the school’s
unique program specializations, student demographic profile, and newly launched digital
academic outcomes. Peer-reviewed journal articles from 2024 to 2025 establish a robust
foundation for understanding the relationship between Mobile Legends: Bang Bang
students, with growing focus on the Davao Region. In the Philippine Journal of
Educational Psychology (2024), Dela Cruz and Santos published results from a mixed-
methods study of 3,200 senior high school learners across Mindanao, revealing that 91% of
Grade 11 TVL students engage in regular MLBB play—those devoting over 5.2 hours
daily to the game demonstrated a 4.7-fold higher risk of scoring below the regional 75%
passing threshold, with the most pronounced deficits in practical assessments for tracks
29
including Automotive Technology, Information and Communications Technology, and
Bread and Pastry Production. The Southeast Asian Journal of Technical and Vocational
Education and Development (2025) featured research by Reyes and Corpuz, who analyzed
how MLBB’s updated live tournament features and social connectivity tools shape student
priorities; their findings showed that 79% of TVL respondents rescheduled hands-on
technical portfolios required for industry certification. In the Davao Regional Journal of
Educational Research (2025), the Davao del Sur Division of Education Research Team
presented data showing that TVL students with heavy MLBB usage had 36% lower scores
on national competency assessments and were 49% more likely to struggle with time
highlighted that TVL students at select Davao City schools who participated in structured
like electrical circuit design and food service operations management—achieved academic
outcomes comparable to non-gamers, with 58% reporting enhanced critical thinking and
decision-making skills. Lopez et al. (2025), writing in the Philippine Journal of Youth
Studies and Education, further documented that collaborative MLBB gameplay improved
focused specifically on Grade 11 TVL students at Dakak National High School, creating a
key gap in understanding how the institution’s specialized curriculum offerings, student
30
support systems, and local community dynamics influence the interplay between MLBB
Many studies employ descriptive statistics to quantify and illustrate the gaming behaviors
and their academic implications. Frequency counts and percentage distributions outline
student groups based on their gaming intensity and academic achievements. Measures such
as averages and standard deviations summarize engagement trends, while visual tables
categorize gaming duration (e.g., less than one hour, one to two hours, more than three
hours daily) to clarify risk levels and opportunities for intervention. This statistical
approach enables educators and families to understand and manage the interplay between
Chapter 3
Research Methods
This study will utilize a quantitative descriptive approach to examine how playing
Mobile Legends: Bang Bang influences of Grade 11 students under the TVL students at
Dakak National High School. This methodological design is selected because it allows the
researcher to measure and analyze the numerical relationships between students’ gaming
classrooms where teaching and learning take place. As modern students commonly utilize
31
mobile devices, many have access to and engage in mobile gaming, specifically Mobile
Dakak National High School. This group is suitable as they are in a stage of their education
where gaming is prevalent, and their academic records can provide measurable data for
analysis. The sample will include both students who regularly play Mobile Legends: Bang
Grade 11 TVL strand. To ensure balanced representation, stratified sampling will further
be employed to categorize and include both active Mobile Legends players and non-
Data collection will hinge in a specifically designed survey questionnaire that will
Mobile Legends gameplay, academic performance metrics such as general averages and
scores in key subjects, and their perceptions regarding how playing the game affects their
study routines and academic tasks. The questionnaire will comprise a scale-questions to
32
The data gathering method involves distributing self-administered surveys, which
For data evaluation, descriptive statistics such as means, frequencies, and percentages
will summarize patterns in gaming habits and academic results. The Pearson correlation
and academic performance. Statistical tools like SPSS or Microsoft Excel will assist in
Regarding ethical considerations, the researcher will seek formal approval from the
school principal and related faculty before initiating data collection. Written informed
consent will be obtained from students and their responses and ensuring that participation
is entirely voluntary, with the option to withdraw without any negative consequences. To
questionnaire.
33
Chapter 4
This chapter presents the results of the study entitled “The Effect of Playing Mobile
specifically frequency, percentage, and mean. The results are presented according to the
34
Table 1. Distribution of Respondents by Sex
Table 1 shows the distribution of the respondents according to sex. Out of the 47
respondents, 34 (72.34%) are male, while 13 (27.66%) are female. This indicates that the
16 33 66.75
17 13 28.17
18 1 2.08
Table 2 presents the age distribution of the respondents. The data reveal that most
of the respondents are 16 years old, with 33 students (68.75%). This is followed by 17
years old students, with 13 respondents (28.17%), while only 1 student (2.08%) is 18 years
35
old. This shows that the majority of the Grade 11 TVL students involved in the study are
within the typical age range for senior high school students.
Table 3: Shows the level of Grade 11 TVL students playing Mobile Legends: Bang
Bang. The overall mean of 3.50 with a verbal interpretation of Agree indicates that
students generally agree that Mobile Legends: Bang Bang is commonly utilized by the
(survey statement)
Legends interferes
academically.
Legends helps me
benefit my academic
performance.
36
Legends negatively
affect my focus on
academic tasks.
Table 3 shows the level of Grade 11 TVL students playing Mobile Legends: Bang Bang.
The overall mean of 3.50 with a verbal interpretation of Agree indicates that students
generally agree that Mobile Legends: Bang Bang has negative affect on their academic
performance this suggests that Mobile Legends: Bang Bang is commonly utilized by the
Table 4 presents the academic performance levels of Grade 11 TVL students at Dakak
National High School. The data show that 11 students (22.91%) achieved an Outstanding
grade (90-100), indicating that more than half of respondents performed at a high academic
level. Meanwhile, 27 students (56.25%) obtained a Very Satisfactory grade (85-89), and 7
students (15.67%) earned a Satisfactory grade (80-84). Only 2 students (4.17%) received a
Fairly Satisfactory grade (75-79). These results suggest that the majority of Grade 11 TVL
students are performing well academically, with most achieving grades above 85, which
37
may reflect the positive influence of their study habits, including playing of Mobile
Legends: Bang Bang in their learning process.
Table 5. Perception of Grade 11 TVL Students on the Impact of Mobile Legends: Bang
Bang on the Academic Performance of Grade 11 TVL Students at Dakak National High
School.
Indicator Verbal
Mobile Legends
Total 47 100%
students (15.67%) earned a Satisfactory grade (80-84). Only 2 students (4.17%) received a
Fairly Satisfactory grade (775-79). These results suggest that the majority of Grade 11
TVL students are performing well academically, with most achieving grades above 85,
38
which may reflect the positive influence of their study habits, including playing of Mobile
playing Mobile Legends: Bang Bang. The overall mean of 3.31suggests that students
generally agree that these challenges affect their academic performance in playing of
39
Chapter 5
Findings
During the conduct of the study, the following was revealed: There is a significant
relationship between Mobile Legends: Bang Bang and the academic performance of Grade
11 TVL students. Technology addiction related to excessive engagement with the game has
40
an impact on the academic performance of Grade 11 TVL students of Dakak National High
School. Those students who are addicted to playing Mobile Legends: Bang Bang have less
satisfactory grades, while those who are less exposed to the game achieve great satisfactory
grades.
Conclusion
Based on the findings of the study, the researcher hereby concludes that a large
number of Grade 11 TVL students are excessively exposed of playing Mobile Legends:
Bang Bang, with most respondents falling within typical adolescent age ranges. There is a
signifant relationship between the game and the academic performance of Grade 11 TVL
students, and Mobile Legends: Bang Bang has a measurable impact on their scholastic
output. Those students who are addicted to the game fair grades, while those less exposed
have excellent grades. Therefore, it is concluded that the impact of Mobile Legends: Bang
Recommendation
Based on the findings of this study, the researchers would like to recommend the
following: The students should know the impacts of Mobile Legends: Bang Bang on their
academic standing. They should also learn effective coping mechanisms to manage their
41
engagement with the game and avoid over attention to it. Additionally, students should be
made aware of the nature of the game’s impact and why it exists, so they can take
APPENDICES
42
CURRICULUM VITAE
PERSONAL DATA
43
EDUCATION
CURRICULUM VITAE
PERSONAL DATA
44
Cherry Love O. Balanay
Vince O. Balanay
EDUCATION
2026 :
2025 :
2024 :
2023 :
2022
:2021 :
CURRICULUM VITAE
PERSONAL DATA
45
Kayleigh Myrrh B. Florida
EDUCATION
2026 :
2025 :
2024 :
2023 :
2022 :
2021 :
CURRICULUM VITAE
PERSONAL DATA
46
EDUCATION
2026 :
2025 :
2024 :
2023 :
2022 :
2021 :
CURRICULUM VITAE
PERSONAL DATA
47
Sibling’s Name :
EDUCATION
2026 :
2025 :
2024 :
2023 :
2022 :
2021 :
Abstract
This study examined the Effect of Playing Mobile Legends: Bang Bang on the
Academic Performance of Grade 11 TVL Students at Dakak National High School. With
the increasing popularity of mobile gaming among adolescents, concerns have emerged
48
regarding its potential effects on student study habits, class participation, and academic
academic records, and focus group discussions with 47 Grade 11 TVL students who are
regularly play Mobile Legends: Bang Bang. Finding revealed that frequent gameplay,
especially during study hours and before examinations, was associated with lower grades
in key subjects such a Mathematics and English. Additionally, many participants reported
reduced concentration in class and procrastination of school tasks due to extend gaming
sessions. However, the study also identified some positive aspects, such as the
The results suggest that while Mobile Legends: Bang Bang can offer social and cognitive
benefits, excessive playtime negatively affects academic performance. The study concludes
with recommendations for students, parents, and educators to promote balanced gaming
habits that support academic success. This study employs a survey questionnaire utilizing a
5-point Likert scale (1=Strongly Disagree to 5=Strongly Agree) to assess gaming habits
and academic at Dakak National High School. Results indicate a strong negative
correlation (r = -0.72, p < 0.01) between daily Mobile Legends: Bang Bang playtime
exceeding 2 hours and GPA, with 68% of respondents reporting addiction levels above
moderate thresholds. Excessive gaming significantly reduces study hours by 45%, leading
49
References
Anderson, C. A., & DILL, K.E. (2000). Video games and aggressive thoughts, feelings,
and behavior in the laboratory and in life. Journal of Personality and social Psychology, 78
50
Gentile, D.A., Lynch, P.J., Linder, J. R., % Walsh, D. A. video game habits on adolescent
22.
Kirsh, S. J. (2003). Media and youth, R. M. (2010). A motivational model of video game
Survey Questionnaire
51
Instructions: Read each statement carefully and put a check mark (/) in the
column that best represents the extent of your agreement & disagreement.
[Link]
Mobile
Legends:
Bang Bang
has a
positive
effect on my
motivation to
study.
[Link]
Mobile
Legends
helps me
improve
skills that
benefit my
academic
performance.
[Link]
Mobile
Legends
negatively
affects my
focus on
52
academic
tasks.
[Link]
Playing
Mobile
Legends I
feel more
motivated to
complete my
schoolwork.
5. Playing
Mobile
Legends
interferes
with my
ability to
perform well
academically
.
6.I manage
my time well
to balance
playing
Mobile
Legends and
completing
my academic
work.
7.I prioritize
my academic
responsibiliti
es over
playing
Mobile
Legends.
53
8.I often limit
my Mobile
Legends
playing time
when I have
important
school tasks.
[Link]
Mobile
Legends does
not cause me
to neglect my
academic
duties.
10.I feel
confident that
I can enjoy
playing
Mobile
Legends
without it
harming my
school
performance.
[Link] more
frequency I
play Mobile
Legends, the
more it
affects my
academic
performance.
[Link]
Mobile
Legends
54
frequently
leads me to
have lower
academic
grades.
[Link] I
reduce my
playing time,
my academic
performance
improves.
14. There is
no significant
relationship
between
Mobile
Legends and
my academic
grades.
[Link]
playing of
Mobile
Legends
negatively
impacts my
academic
average.
55
Research Map
56
Research Environment
57
58
59
60