Chapter 1
THE PROBLEM AND ITS BACKGROUND
This chapter includes the introduction, theoretical framework, statement of
the problem, null hypothesis, significance of the study, scope and limitation,
definition of terms used.
Introduction
Nowadays mostly everyone has a mobile device, exactly 5.13 Billion
(66.53%) of 7.73 Billion, and among those 5.13 Billion people who have mobile
devices, there are over half who use smartphones which has more functionality
than normal mobile devices, from taking pictures, playing music, checking time,
creating documents, and playing games. These are only some examples of what
a smartphone is capable of.
Since the internet has upgraded the landscape of electronic media from
having a feature only for individual to an avenue of social interaction, numbers of
users have increased. Playing online games became a world-wide trend. An issue
of American Journal of Play (fall, 2014) indicates that playing this type of games,
Mass Multi-Player Online Role-Playing Game, can help develop the cognitive,
critical and problem-solving skills of the players. Many popular games are played
by children such as Mobile Legends, is played both professionally and casually by
millions of passionate fans worldwide. Mobile Legends has over 12.675.696
players, with roughly one million players signing in each day. Here in the
Philippines, this game is played by more than a million. Mobile Legends as the
name might suggest, is the second game in the Mobile Legends series created by
Moonton Technology Co. Ltd and shanghai mulong network and technology Co.
ltd. July 11, 2016.
However, many researchers assume that this type of computer games
negatively affects the player's cognitive abilities (Gentile, 2014). It has been
speculated that the computer games the young people play has negative
correlation and consequences in terms of academic performance. Some students
sleep in the middle of the class discussions because they slept late at night just to
play mobile games, daydream about the scenarios of the game, and think about
possible techniques on how to defeat their opponents, or even cut classes just to
fill their wants of playing the games.
This study aims to determine the effects between playing Mobile Legends
and the Academic performance of the students. Since Playing Mobile Legends is
rampant nowadays, the purpose of this study is to provide our society the overview
of what Mobile Legends can contribute to the cognitive abilities of the players. This
study will also help the players to determine if Mobile legends is worth playing.
Lastly, this will serve as a guide for the parents and the academic educations as
well to monitor the students playing activities.
Theoretical Framework of the Study
Statement of the problem
This study aims to determine Mobile Legends: The Effects on the
Academic Performance of the students in AMA Computer College, S.Y 2019-
2020
Specifically, this study aims to seek the answers of the following
questions:
1. What is the demographic profile of the respondents in terms of:
1.1 age;
1.2 grade; and
1.3 player status?
2. How does playing Mobile legends affect the academic performance of the
students?
a) Class Participation
b) Number of hours spent in studying
3. Is there significant difference between playing mobile legends and
academic performance?
Null Hypothesis
Ho: There is a significant difference between playing mobile legends and
academic performance.
Ha: There is no significant difference between the problem-solving skills of
players and non-players.
Significance of the study
The results of the study will have a great benefit to the following:
Students. The result will provide the students in determining whether playing
Mobile Legends will have negative or positive impacts towards their Academic
Performance and at the end of the study they will know if it would be a positive or
negative impact towards their academic performance.
Parents. The result of the study would give awareness to the parents and how they
should be devoted in guiding their children on time management and limitations in
playing Mobile Legends
Teachers. The result of the study will help the teacher’s guide their students on
how to manage and limit the time the students are playing Mobile Legends.
Future researchers. The outcome of the study is beneficial for the future
researchers to perceive the research itself. It will be used as their guide. This study
may be one of the keynote that a new learning will come up.
Scope and limitations of the study
This study will focus on the effects of mobile legends to the academic
performance of first year college students. The data collection will be conducted
to 10% of the total population in first year college of AMA Computer College
school year 2019-2020 who will represent the population. This study will not
cover other problems that are not as one of the effect of their academic
performance while playing mobile legend. The other student which do not fall as
part of first year college are not within the scope of this [Link] study would
be done through the utilization of questionnaire to the students as a survey and
reference. By their strategy the researchers will be able to know the effect of
mobile legends to the academic performance of the first year college.
Definitions of Terms
The following terms are considered most significant to this study:
Mobile Legends. Defense of the torrent, an online game which has two teams of
five players that attempt to penetrate the other team’s base and destroy a structure
called an Inhibitor torrent.
Players. Individuals who devote themselves into playing online games.
Chapter 2
REVIEW OF RELATED LITERATURE AND STUDIES
Review of Related Literature
The following review of related literature will determine the effects of
mobile legends on the academic performance of the students in AMA Computer
College.