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STUDENTS’ MOBILE LEGEND PLAY, BEHAVIOR, AND ACADEMIC
PERFORMANCE
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A Research Paper Presented to
MARIE LOVE P. TAMPOS, MSM
San Roque National High School
Alburquerque, Bohol
_________________________________________________
In Partial Fulfillment
of the Requirements of the Subject Practical Research 2
_______________________________________________
Argallon, Daniel B.
Beceres, Lorina E.
Maceren, Ivan Rowell M.
Mahinay, Vercelie S.
Rebuyon, Justin P.
Tare, Hazel Faith S.
October, 2019
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Chapter 1
THE PROBLEM AND ITS SCOPE
INTRODUCTION
Rationale
Online gaming has emerged as a popular and successful source of
entertainment and play for people of all ages, especially for the students. It
refers to the games that are played over some forms of computer network,
typically on the internet. These games are played online, in which you can
connect with multiple players. It is normally platform independent, relying on the
web browser and appropriate plug-in. Today, mobile legend is one of popular
online games that is well known for players who have the interest of playing
multiplayer online battle area (MOBA).
For most people, online gaming is one of the best past time that they can
acquire specially for students. According to Kuss and Griffiths, teens who play
online games are just having fun. They do not just actually play because of
some sort of seriousness, but because they just want to feel relief. During school
hours, students tend to feel stressed due to loads of school works and playing
mobile legend will somewhat relieves their stress.
Students' learning takes place, but the inappropriate usage of playing
online games also leads in some problems such as being distracted in school.
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Further, it is where the attention of the child is divided that even their health and
social life is unknowingly affected.
Studies revealed that the human brain is easy to destruct and one of the
reasons is using technology. This study aims to find out how online game (Mobile
Legend) affects the behavior and academic performance of the students of San
Roque National High School, Alburquerque, Bohol. The result of the study would
serve as basis for immediate plans of action based on the arising issue involving
the variables concerned.
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Review of Related Literature
This section presents the related literatures which are relevant and
believed to be of importance in providing sufficient background as a guide to the
researchers in conceptualizing, discussing and interpreting the data of the study.
Mobile Legends is arguably one of the most popular mobile games
currently being played. While its premise is interesting enough, what really keeps
players glued to their smartphones are the updates from game developer
Moonton.
Computer game addiction generally refers to an excessive, unhealthy
amount of playing computer games. Rather than engaging in the real world, an
addicted user devotes majority of his or her time to gaming (Conrad, 2011). The
issue of game addiction is uncontrollable. Gaming addiction became a
mysterious problem which is still difficult to treat, more terrifying than alcohol or
drugs addiction. In fact Dr. Shumaila Yousafzai (2009) from Cardif Business
School said popular online video games warned players not to overuse their
products.
As of today, most people relate online games to low academic
performance. Through the years, studies have yielded different results. Some of
them say that they are co-related when some say that they are not.
According to Anderson and Dill (2000), there’s a negative correlation
between the online games and academic performance. Thus, it means that there
is no relation between the number of hours played by a Player and his grades.
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At times, the students defend the games they are playing by saying that
they do learn something from it. A paper from EDUCAUSE backs these students
up by suggesting that the faculty learn and know about these games so as to
help students in class learning experience. (Hitch and Duncan, 2005)
Furthermore, another paper claims that these games are not just for
entertainment (Shaffer, squire, Halverson, and Gee, 2005). They claim that these
games may be used to learn and experience different things and interact with
other people and belong to a virtual community.
Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. A 2000 study
found a negative correlation between GPA and time spent playing video games
(Anderson & Dill, 2000). The correlation was relatively small. Time alone
accounted for a 4% variance in GPA, yet the findings are significant. However,
several older studies contend that the results of research have been mixed. A
1997 study suggests that “there is no clear causal relationship between video
game playing and academic performance (Ernes, 1997, p.413). It goes on to say
that the research is spare and contradictory (Ernes, 1997, p.413).
Many cases among students are addiction. Add this addiction may lead to
worse problems. The students might steal money. They may become lazy when
it comes to studying and prefer playing the whole day long. Some may even skip
school order to have more playing time. (Sujat Ali Hamzah)
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Addicted gamers spend so much time playing that their personal
relationships get neglected and sometimes disappear altogether. Among
addicted gamers who are married, up to 50 percent report a strain in their
addiction. Addicted gamers also neglect the responsibilities of everyday life such
as school and work.(UNC-OASIS).
The relationship between academic and behavior problems is a long
recognized phenomenon (Alexander, Entwisle, & Horsey, 1997 Hinshaw, 1992).
A significant amount of research (see Lane, Barton-Arwood, Nelson, &
Wehby,2008; Nelson, Benner, Lane, & Smith,2004; Reid, Gonzales, Nordness,
Trout,& Epstein,2004) concerning this relationship comes from the study of
students with disabilities such as emotional disturbance(ED) and learning
disabilities (LD); yet, as Algozzine, Wang and Violette (2011) indicate, research
on this topic regarding these populations does “little to clarify, confirm, or
advance the link between achievement and behavior or the cause for it”(p.5)
In fact, the relationship between achievement and behavior also affects
other students, not just those with disabilities: For example as boys from low-
income families (Moilanen, Shaw, Maxwell, 2010) or youth with persistent
patterns of externalizing behavior (Vitro, Brenden, Larose, & Tremblay,2005).
Hinshaw (1992) suggested four possibilities for the relationship between
academic achievement and behavior including a) achievement affects behavior,
(b) behavior affects achievement ,(c) reciprocal relationships exist between
academic and behavioral variables,and (d) some third variable mutually affects
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behavior and [Link] researchers have investigated extensively to
understand the relationships between these variables, the relationship remains
[Link] has examined the potential impacts of academic achievement
on behaviors.
In their meta- analysis, Maguin and Loeber (1996) found that poor
academic performance appears be related to frequency, persistence, and
seriousness of delinquent activity. A more recent study (Joffe & Black, 2012)
revealed that among a sample of 352 secondary school students, those with low
academic performance had significantly greater social, emotional, and behavioral
difficulties.
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● Self-determined Theory Republic Act No. 10533
(Edward L. Deci and Richard M. Ryan)
● Cognitive Development Implementing Rules and
Theory (Educational Regulations of the Enhanced
Implications) John Piaget Basic Education Act of 2013
1952
School Policy
San Roque National High School Students
S.Y 2019-2020
Mobile Legend Play Behavior Academic Performance
Proposed Action Plan
Wide dissemination on the Effect of Mobile Legend Play, to students
Behavior, and Academic Performance.
Figure 1. Theoretical and Conceptual Framework
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Theories
Self-determination theory proposes that an individual’s well-being and
their abilities to self-regulate are based on the fulfillment of certain basic
psychological needs (Ryan & Deci, 2000). These needs include the need for
competence, the need for autonomy, and the need for relatedness. When a
person is able to meet these psychological needs in their everyday lives they will
experience high levels of well-being conversely, if these needs are not meet then
their well-being will suffer and they be forced to look elsewhere to rectify the
situation (Ryan, 1995). As a result, individuals are more motivated to pursue
activities that fulfill these needs.
Humanistic Needs Theory similar to self-determination theory, humanistic
needs theory is concerned with the fulfillment of psychological needs. The
hierarchy summaries the needs that individuals want met in order to experience
high levels of well-being. The hierarchy includes the basics physiological needs
that all organism need to pursue to survive as well as other higher order needs
such as esteem and self-actualization. Studies into video gaming addiction based
on Humanistic Needs Theory mainly concentrate on two of the categories in
Maslow's hierarchy, namely esteem and belongingness (Wan & Chiou, 2006)
Flow theory is a theory that is frequently applied to video gaming addiction
in an effort to understand the behavior (Wan and Chiou,2006). Flaw theory is
based around having an optimal experience while involved in some activity
(Csikszentmihalji, 1975). In order to achieve this flow state there are a number of
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things that the experience must provide. It must have clear objective, provide
immediate feedback on performance, be challenging but not so much as to
overcome the individual skills, immerse the individual and of course be
interesting in general. These are all things that video games can provide. (Wan
and Chiou, 2006).
Operant Conditioning
The principles of operant conditioning tell us that the frequency of
behavior results from the consequences and it causes Charlton and Danforth
(2007) proposed that online games are good at inducing operant conditioning
through variable ratio reinforcement schedules comprised of evolving story lines
and event which occur in an unpredictable time frame. This reinforcement
schedules has been found to be very resistant to behavioral Extinction (king,
Delfabbio & Griffiths, 2011).
Functionalism Theory: the view that mental processes and behavior of
living organism help them adapt to their environment. (Schunk, 22)
According to Piaget’s (1952) Discovery Learning, the idea that children
learn best through doing an actively exploring was seen as central to the
transformation of the primary school curriculum.
The report`s recurring themes are individual learning, flexibility in the
curriculum, the centrality of play in children`s learning, the use of the
environment, learning by the discovery and importance of the evaluation of
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children of children`s progress teachers should not assume that only what is
measurable is valuable.
According to Piaget (1958), assimilation and accommodation require an
active learner, not a passive one, because problem solving skills cannot be
taught, they must be discovered.
Within the classroom learning should be student centered and
accomplished through active discovery learning. The role of the teacher is to
facilitate learning, rather than direct tuition.
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Legal Basis
Pursuant to Section 16 the Republic Act No. 10533, entitled “ An Act
Enhancing the Philippine Basic Education System by Strengthening Its
Curriculum and Increasing the Number of Years for Basic Education,
Appropriating Funds Therefor and for Other Purposes,” otherwise known as the
“Enhanced Basic Education Act of 2013”, the Department of Education (DepEd),
the Commission on Higher Education (CHED), and the Technical Education and
Skills Development Authority (TESDA), hereby issue the following rules and
regulations to implement the provision of the Act.
10.2 Standards and Principles. The DepEd shall adhere to the following standards
and principles, when appropriate, in developing the enhanced basis education
curriculum:
(a) The curriculum shall be learner- centered, inclusive and developmentally
appropriate;
(b) The curriculum shall be relevant, responsive and research- based;
(c) The curriculum shall be gender and culture-sensitive;
(d) The curriculum shall be contextualized and global;
(e) The curriculum shall use pedagogical approaches that are constructivist,
inquiry- based, reflective, collaborative and integrative.
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DepEd Undersecretary Annalyn Sevilla explained that the prohibition of
cellphone use during class hours is mandated by the DepEd Order 83 series of
2003 or the order prohibiting students of elementary and secondary schools from
using cellular phones and pagers during class hours. Sevilla said the government
started with the prohibition of cellphone use in 1999. Emphasizing that phones
are easily used today to spread nudes photos, Sevilla urged that parents to
consider their children’s age in relation using or owning phones.
Republic Act No. 11293, an act adopting innovation as a vital component
of country’s development policies. Inclusive innovation refers to the creation of
new ideas that results in the development of new product, processes, and
services. Innovation that improved policies, product, processes, or services
which are then spread or transferred across the market.
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THE PROBLEM
Statement of the Problem
The main purpose of this study is to determine the significant relationship
that exists on the extent students play Mobile Legend, their behavior and
academic performance. This will be administered to the selected students of San
Roque National High School, Alburquerque, Bohol, School Year 2019-2020.
The researchers want to answer the following questions:
1. What is the extent into which the respondent plays mobile legend?
2. What is the behavior of the students in terms of:
a) Socialization; and
b) School task/activities?
3. What is the students’ academic performance?
4. Is there a significant relationship between;
4.1 Students’ Mobile legend play and academic performance;
4.2 Students’ Mobile legend play and behavior; and
4.3 Students’ behavior and academic performance?
5. What action can be made based on the results of study?
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Statement of the Null Hypothesis
The results of the study will lead to the acceptance or rejection of the
following null hypothesis:
Ho 1: There is no significant relationship between students’ mobile legend
play and academic performance.
Ho 2: There is no significant relationship between students’ mobile legend
play and behavior.
Ho 3: There is no significant relationship between students' behaviour and
academic performance.
Scope and Delimitation
This study aims to know the effects of mobile games (Mobile Legend) to
behavior specifically on students’ socialization and behavior toward school
activities and academic performance of the selected students of San Roque
National High School, Alburquerque, Bohol, School Year 2019-2020.
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Significance of the Study
In this section, the researchers expressed the value or importance of the
research study and this is where the significant contribution of the result was
enumerated. This research study will be beneficial to the following:
Mobile Legend (ML) players. The result of this study will help the ML players to
know that there are effects of playing mobile games (mobile legends) in their
behavior and academic performance.
Students. The results of this study will give them ideas and information about
the effects of Mobile games (Mobile Legends) to the behavior and academic
performance aside from negative effects.
Parents. It will serve as basis to help share with other parents the effects of
mobile games. It will also help them understand the behavior and allows them to
follow up the study habit of their children.
Teachers. It will provide additional knowledge on what strategy to use to
educate students about the well-known effects of online gaming (Mobile
Legends) to students' academic performance, problem-solving strategy,
decision-making and spatial visualization.
Future Researchers. The results of the study will serve as a guide to other
researchers who would embark a study of similar nature.
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RESEARCH METHODOLOGY
Design
The researches employed the non-experimental design specifically the
correlational-descriptive research design. In this study, the researchers will
determine the extent of Mobile Legend play, behavior and academic performance
of the students of San Roque National High School.
Environment and Participants
The study was conducted at San Roque National High School, located in
Eastern Poblacion, Alburquerque, Bohol, School Year 2019-2020. This school is
composed of Junior and Senior High School Students where Senior High offer
General Academic Strand, (GAS) Technical Vocational and Livelihood, (TVL)
and Humanities and Social Sciences, (HUMSS).
The researchers used non-experimental design. The respondents of the
research were the students of San Roque National High School.
Instrument
This study utilized standardized questionnaires. The questionnaires were
used for measuring student behavior on playing mobile legend using the Likert
scale namely Strongly Disagree, Disagree, Agree, and Strongly Agree. The
questionnaire was composed of ten (10) items.
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The test items undergone pilot testing and item analysis before they were
administered to the respondents. The data were treated using the percentage,
weighted mean and Pearson r. Correlations and revisions of the questions were
referred to the thesis adviser for approval before these were reproduced for
distribution.
The respondents were given enough time to answer the questionnaire.
The accomplished forms were tabulated, computed, and analyzed.
Data Gathering Procedures
Phase 1. Asking Permission
The researchers sent a letter to the principal, adviser/teacher of research
project, and to the selected student of San Roque National High School as a
mean of asking permission for the conduct of the study.
Phase 2. Preparation of Questionnaire
The researchers prepared questionnaire for non-experimental test survey
questionnaire.
Phase 3. Presentation
The researchers went to respondents and conduct a survey through giving
a questionnaire.
Phase 4. Evaluation
The results of the survey were utilized in conducting and analyzing the data.
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Statistical Treatment
In computing, the sample size of the respondents, the researchers will use
the Slovin's formula.
N
n=
1+ N e 2
Where:
n=sample size
N=total number of
e=allowable sampling error of 0.05
A percentage frequency distribution is a display of data that specifies the
percentage of observations that exist for each data point or grouping of data
points. It is a particularly useful method of expressing the relative frequency of
survey responses and other data.
The data will be gathered, tallied and analyzed. The researchers get the
percentage of respondents who answered Strongly Disagree, Disagree, Agree or
Strongly Agree.
Formula:
%= f/n x 100
Where:
%= percentage
f= frequency
n= no. of responses
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Weighted mean. This method is used to measure the central tendency. To
determine the mean behavior and academic performance of the respondents,
researchers used this formula:
Fx
WM=∑
N
Where
WM = weighted mean
∑ Fx = summation of frequency of scale x
N=number of cases
To interpret the extent of students’ Mobile Legend play, the researchers
used the following scale.
HOURS DESCRIPTION
7-up Excessive
5-6 Frequently
3-4 Sometimes
1-2 Moderate
To interpret the average mean of students’ behavior, the researcher used
the following scale:
NUMERICAL VALUE DESCRIPTION
3.26-4.00 Highly Observed
2.51-3.25 Moderately Observed
1.75-2.50 Slightly Observed
1.00-1.75 Not Observed
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To get the mean academic performance of the students, grades were then
transmuted and interpreted using the following scale:
RANGE DESCRIPTION
90-100 Outstanding
85-89 Very Satisfactory
80-84 Satisfactory
75-79 Fairly Satisfactory
Below 75 Did not meet expectations
To find out the correlation on the extent students’ play Mobile Legend,
students’ behavior and their Academic Performance, the researchers used the
Person r.
Formula:
r =N ∑ xy −¿ ¿ ¿
Where:
N= number of pairs of scores
∑ xy = sum of the products of paired scores
∑ x = sum of x scores
∑ y = sum of y scores
∑ x 2 = sum in squared x scores
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∑ y2=sum in squared y scores
To determine the significant relationship on the extent students’
play Mobile Legend, students’ Behavior and their Academic Performance, the
researchers compared the computed Pearson r-value to the Pearson r-tabular
value at 5% level of significance and degree of freedom, df=n-2, where n is the
number of sample size.
DEFINITION OF TERMS
The following terms are operationally defined to have better understanding
and to avoid confusions in the interpretations of the words used in this study.
Academic Performance. It refers to the respondent’s average grade during 1 st
and 2nd grading of the School Year 2019-2020.
Behavior. It refers to the actions and mannerism made by the selected students
of San Roque National High School. In this study behavior is measured through
using standardized questionnaire.
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Mobile Legend. It refers to a mobile game that most of the respondent played.
In this study the extent into which the respondent plays Mobile Legend is
measured by identifying the number of hours the respondents plays Mobile
Legend.
SURVEY QUESTIONNAIRE
Students’ Mobile Legend Play and Behavior
Name (optional):________________________
Average Grade: 1st ______________________
2nd _____________________
Kindly specify your extent.
( ) 1-2 ( ) 3-4 ( ) 5-6 ( ) 7-up
Legend:
Strongly Disagree (SD) (4)
Disagree (D) (3)
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Agree (A) (2)
Strongly Agree (SA) (1)
Socialization Strongly Disagree Agree Strongly
Disagree Agree
1. I would rather spend
more time on Mobile
Legend than go out to
spend time with people.
2. I like to make new
friends on Mobile Legend.
3. Playing Mobile Legend
enables me to make
friends.
4. I enjoy meeting with
friends while playing
Mobile Legend.
5. Communicating with
others on Mobile Legend
is more enjoyable.
School Task/Activities Strongly Disagree Agree Strongly
Disagree Agree
1. The time I spend on
Mobile Legend usually
exceeds what I expected.
2. I will overlook academic
work to spend time on
Mobile Legend.
3. Before I have to do my
assignments, I will check
my Mobile Legend to see
if there is new information
or there are games to
play.
4. Because I spend too
much time on Mobile
Legend, my academic
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work or grades have been
affected.
5. My academic
performance and attention
have been affected by
Mobile Legend.
Source: Why are they so addicted? Modeling online games addiction behavior
among university students. (Ramayah, Rabaya, Saparya, Mahmud, and
Rawshon)
REFERENCE LIST
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[Link]
Kremer, K. [Link]. Behavior problems and children’s academic achievement: A test
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[Link]
Ahn, J. and Randall, G., 2008. Computer game addiction. [pdf] Available at: <
[Link]
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Available through: Worlds of education
Chan, E. and Vorderer, P., 2006. Massively Multiplayer Online Games. In P.
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