Bsed G-1 ML or LM - A Correlational Study Between Playing Mobile Legends and Academic Performance of CRMC Senior High School Students
Bsed G-1 ML or LM - A Correlational Study Between Playing Mobile Legends and Academic Performance of CRMC Senior High School Students
Bsed G-1 ML or LM - A Correlational Study Between Playing Mobile Legends and Academic Performance of CRMC Senior High School Students
INTRODUCTION
century, with internet games becoming increasingly popular. Millions of people used the
internet to participate in the new kind of entertainment. Many Filipinos, mostly students,
are heavily involved in online gaming in the Philippines. One of the most popular online
games in the nation is Mobile Legends: Bang Bang. This program is available for free
download; however, some game things may be purchased for real money.
Shanghai Moonton Technology created and released this game. It's a 5v5
Multiplayer Online Battle Arena (MOBA) for iOS and Android smartphones that includes
devices. It has two competing teams each defending their own base. Philippines was
ranked No. 2 in the game with the greatest number of downloads in 2020, with 41.2
million, or 15% of the overall number of downloads. Many Filipino kids are influenced by
According to Jana (2020), playing online games for lengthy periods of time might
more time playing onscreen games is linked to poor academic performance. According
percent of light users did better. However, according to certain studies, it improves
student creativity and critical thinking. The activity in online games trains players to
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make quick judgments in a single second. They also require close attention to deal with
sudden changes in the game. Mobile Legends: Bang Bang has recently gained
popularity among the younger generation. According to some studies, it has a positive
Mobile Legends: Bang Bang, according to Bautista (2019), can assist players
improve a variety of abilities that can be applied in real-life circumstances. The finest
examples of abilities that may be cultivated and nurtured while playing Mobile Legends:
Bang Bang include strategic thinking, critical thinking, and multitasking skills. The most
important goal in this game is to win. Using the concepts in your thoughts to create an
excellent plan design can truly help you get there. The game fosters collaboration and
Mobile Legends is currently one of the most popular online games among
teenagers. This game serves as a fun past time for them, and it is one of the reasons
they enjoy playing it. Because of the impact of other players, we can see that many
individuals play mobile legends. Playing mobile legends has a significant impact on a
student's academic achievement. Mobile Legends is regarded as one of the most time-
consuming games in the world; players have no idea how much time has passed while
playing. There are a variety of reasons why mobile legends can impair a student's
academic performance and why some teenagers play them frequently. Students'
interest in mobile devices has a significant impact on their academic performance. The
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study's goal was to see if there was a link between playing mobile legends and
THEORITICAL FRAMEWORK
The researchers gathered a number of hypotheses and made sure they were
this hypothesis, online interpersonal connections take longer to form than face-to-face
interactions, but once formed, they function similarly to face-to-face contact. It explains
Sumner and Ramirez (2017) claim that social information processing theory provides a
testable collection of theoretical frameworks for understanding how and why individuals
According to Dockrill (2012), children who spend time playing online games on a
daily basis are gaining analytical and problem-solving skills that will aid them in their
schooling. He also stated that when playing online games, you must solve puzzles in
order to advance to the next level, which necessitates the use of some of your general
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During the day, students were taught. Computer games have grown in
importance as a source of amusement for children, teenagers, and even adults all
around the world. Computer games compel many individuals to play because they
advancement, need for mastering the mechanics, need for relationship and need for
escapism (Xu et al., 2011) The use of digital games in the classroom has proven to be
beneficial in terms of improving learning outcomes (Trybus, 2014). Digital games, when
strategically created and integrated, have the ability to improve academic and learning
efficacy. The study on digital game-based learning for non-traditional students enrolled
in postsecondary education, as well as the impact games may have on success and
abilities. Nontraditional learners gain more genuine context for skill acquisition through
digital game-based learning (Trybus, 2014). Adult learning and digital games share
several key characteristics: (1) a genuine context that reflects how information is used in
real life, (2) authentic activities, (3) multiple points of view and roles, (4) games can
provide linked assessment of learning, and (5) games can scaffold learning or
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STATEMENT OF THE PROBLEM
The purpose of this study was to see if there was a link between playing mobile
legends and academic achievement among Cebu Roosevelt Memorial Colleges senior
high school students, specifically to answer the following questions. How popular are
mobile legends among Cebu Roosevelt Memorial Colleges senior high school
students?
1.1 Addiction
2.What is the level of students' Academic Performance in Senior high school of Cebu
2.1 Grade?
3.Is there a significant relationship between playing mobile legends and students'
academic performance among senior high school students of Cebu Roosevelt Memorial
Colleges?
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SIGNIFICANCE OF THE STUDY
This study will help the students have an insight on the impact of playing Mobile
Students – The result of this study will help the students have an insight on the impact
Parents. The findings of this study will be used to share information on specific games
or ideas with other parents in order to assist each other in parenting. It will also assist
them in comprehending their children's conduct and study habits while they are involved
in such an activity.
Teachers. The findings of this study will add to our understanding of how to educate
kids about the well-known negative impacts of online gaming on student academic
achievement.
Future Researchers. The results of this study will help future researchers in
establishing their ideas when it comes to the relationship of playing online games and
student performance
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DEFINITION OF TERMS
The words were defined based on how they were used in the study, both
the program's or course's goals, achievements, and objectives. These are reflected in
grades, which are the outcome of an evaluation that includes passing or failing
Barriers – These are the experiences the students face while using the internet either
described as the problematic, obsessive use of video games that causes considerable
Mobile games – Mobile games played on a smartphone or other mobile devices such
as iPads, iPods, and tablet PCs are commonly referred to as mobile games. More
information may be found at Digital Mobile Games in Education. A video game that is
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CHAPTER 2- REVIEW OF RELATED LITERATURE
INTRODUCTION
This chapter will focus on recent studies and publications that are relevant to the
topic of the researchers. Although some of the studies included do not directly address
internet use or academic achievement, the debate in general comes within the scope of
those factors. These will serve as a foundation for the researchers' knowledge of how
students have altered dramatically. Students currently spend more time online, and their
reading and reference habits have significantly changed from traditional methods. They
looked at how internet behaviors like data use and the number of pages viewed had a
positive (or negative) influence on Cumulative Grade Point Average in their paper
(CGPA). With an average CGPA of 6.04, students who browse more websites have a
somewhat better CGPA. Students who visit fewer websites, on the other hand, have a
CGPA of 5.58. This suggests that having internet connection would increase academic
achievement.
A review by Mills (2016) on “The review, titled "Adolescents in the Digital Age:
Effects on Health and Development," brings together the most recent scientific research
on Internet usage with related experimental studies to investigate how online habits and
the structure of the online environment can affect adolescents' cognitive development.
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The findings of this study suggest that while cognitive changes are occurring, they are
to improved social integration and even improved cognitive abilities, such as task
switching speed. Any cognitive gains as a result of Internet use are not reason for
According to an article titled What Are the Advantages of the Internet– Java Point
(2020), the following are some of the benefits of using the internet: it makes
endless knowledge and information that contains data from various subjects; it can map
and guide users to almost any location in the world with the help of GPS technology; It
allows users to access account balances, make transactions, transfer money, and pay
bills electronically without leaving their home; it makes donations and funding more
accessible because anyone with an internet connection can easily donate to charities
allowing users to watch videos, movies, and listen to music without leaving their home;
it allows users to access account balances, make transactions, transfer money, and pay
bills electronically without leaving their home; it allows users to access account
enabled devices to cloud storage, allowing them to perform complex tasks and act as
storage that can be accessed from anywhere; it improves devices by connecting them
to the Internet of Things (IoT); and it connects computers and internet-enabled devices
to cloud storage, allowing them to work from home or have a virtual office.
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When students are in flow, they are having the best experience possible are
using their mobile devices to play games. They become so engrossed in a project that
they forget about everything else. Everything appears to be unimportant for a period.
Students are frequently misled in their minds that they must master their game strategy.
As they enter the flow state, students who are considered ardent gamers continue to
seek difficulties to retain their level or rank in the game. Furthermore, the level of
personal state of flow experience has a significant impact on students' conduct when
demanding, reduces boredom, and intrigues users. It encourages the user to play
indefinitely. As a result, online game users in Indonesia for Lyto goods have surpassed
6 million (Syahran, 2015). Teenagers are more likely than adults to become addicted to
internet games.
Rahman & Nursalim (2021), are more likely to have lower academic achievement. If the
the other hand, if the learning accomplishment variable score increased, the variable
acclimates students to dynamic stimuli such as those present in online games, making
them bored when confronted with a blackboard and books that provide a stationary
stimulation.
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Masya and Candra (2016) did earlier study on online games and discuss the
elements that lead to youth preferring online games. While this study focuses on causal
variables, there are additional things to consider, such as the symptoms of students
who are addicted to online games, the impact that online game addiction might have,
and how teachers who advise students try to minimize their addiction to online games.
There is also a relationship between social skills in early adulthood and online
gaming addiction, according to study undertaken by Virlia & Setiadji (2017); Sandy &
Hidayat (2019). Because most respondents use online games as a stress reliever and
an outlet for their concerns, the characteristics of online game addiction that likely to be
high include coping. Aspect elements are common in the social skills component.
motivation. Vony (2020) discovered that increasing levels of online game addiction will
Addictive students choose to spend more time playing online games than
learning. On the other hand, if you spend a lot of time online, you'll develop a gaming
Teens who are addicted to online games are less passionate about other
activities and become restless when they are unable to play online games (Jannah,
Mudjiran, & Nirwana., 2015). Adolescents who spend a lot of time on the internet have a
According to a study (Brand, Todhunter, & Jervis, 2017); (Jordan & Andersen,
disorder that can have a serious influence on young people. The problem arises
because of the low cost and eases of access to online games, which is one of the
elements that can lead to addiction, as well as the availability of a smartphone, which
Teenagers, according to King & Potenza (2019), are among the most diligent
online digital entertainment users, particularly of video games and related online
activities (for example, live streaming, eSports broadcasts). According to global study, a
big percentage of teens said they played games on a range of platforms last year,
cellphones.
Research by Kurniawan (2017); Rahman & Nursalim (2021) show that a person's
reliance on playing online games has an impact on academic procrastination and thus
playing online games. As a result, it is vital to make measures to reduce pupils' high
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levels of academic procrastination. Controlling the intensity of playing online games is
According to Dinata and Risdayati (2017), playing online games makes them feel
obligated to play, and it becomes a duty every time. Controlling, minimizing, or ceasing
to play online games requires work. However, when they try to minimize or stop playing
online games, they feel saturated, restless, moody, even melancholy, or irritated.
According to Yarasani, Shaik, and Myla (2018), game disorders are on the rise,
result, now is the time to establish guidelines for the use of electronic devices, the
Adolescents who spend a lot of time on the internet have a hard time socializing
in real life. The visible characteristics of adolescents addicted to online gaming are an
apathetic attitude and a lack of willingness to mingle with society (Sandy & Hidayat,
Because of the possibility for maximal interaction and excitement, video gaming
are devoting resources and are racing to develop newer concepts for developing this
gaming equipment. "It is compatible with all existing PC games, movies, and one may
live-stream from online gaming communities," writes Ayyar (2016) in a newspaper story
titled "Start-ups push beyond reality with AR and VR." This obviously demonstrates how
important gaming is for future generations of children and adolescents, and so this field
Craig Stark and Dane Clemens at UCI's Center in California. Their research discovered
that playing 3D video games like 'Super Mario' can help gamers improve their memory.
On the other hand, a few researches have looked at the negative aspects of
video games and digital technology. In an article titled Dizzy? One such research is
for Mobility and Transport in England as "cyber illness." "It is a normal response to an
unnatural environment," it says. It further claims that dizziness is caused by the loss of
claims that seeing fast-moving digital pictures, which are becoming more popular,
Nigerian higher institutions was investigated by Ivwighreghweta and Igere (2014). The
sample population consists of six thousand (6000) pupils. The study found that the
majority of the students were computer literate and used the internet, that they
frequently accessed the internet from Cyber Café, that they consult the internet to
retrieve relevant academic materials, that the majority of the students rated the internet
for academic pursuit as average, and that E-journals and E-books were popular. They
claim that the internet has helped them study enough for their tests. It was also revealed
that there were power shortages, slow internet connections, and a lack of computer
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terminals, some of the challenges hindering efficient internet access at Nigerian higher
computers.
Duley's dissertation (2020) looked at how students' internet habits relate to their
scholarly achievement as a way of figuring out why the state has the lowest average
score among the US states. In his dissertation, he used both qualitative and quantitative
research methods. The former was used to provide a broad overview of how students
use the internet and their habits, whereas the latter was used to quantify the amount of
time students spend on various internet activities, whether academic or not, and their
relationship to their overall Scholastic Aptitude Test results and its separate core
elements. Students who use the internet for academics or social media had higher SAT
scores, according to quantitative studies. There was no evidence that gaming or internet
responses indicated that using the internet had no effect on their academic
performance. Duley (2020) came to the conclusion that internet use improves student
performance. He went on to say that laws governing restricted internet usage can help
medical students' online addiction and how it impacts their academic performance. They
used Dr. Young's questionnaire to measure the students' internet addiction. Javared et
al., (2020) also gathered the results of the students' professional exams to use as a
benchmark for their academic success. In their survey, more than a quarter of the
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respondents fell into the category of severe internet addiction, with just less than 1%
falling into the group of not addicted. Only around half of the respondents had
responses ranging from sixty-one to seventy percent, and less than one percent has
responses above eighty percent. Their research found that internet addiction has a
usage grows.
Playing video games, on the other hand, can have certain advantages, such as
enhanced hand-eye coordination and the possibility for improved academic abilities
(when "educational" games are played) (Charles, 2011). According certain forms of
video games can assist children learn to follow directions as well as build their problem-
solving and logical brain processes, according to the article "The Good and Bad Effects
of Video Games?" Inductive reasoning and hypothesis testing are additional skills that
and Development," brings together the most recent scientific research on Internet usage
with related experimental studies to investigate how online habits affect adolescents'
cognitive development. The findings of this study suggest that while cognitive changes
are occurring, they are not hindering teenagers' or emerging adults' capacity to
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(Times of India, December 10, 2015), playing 3D video games can improve memory.
Because of the possibility for maximal interaction and excitement, video gaming is an
resources and are racing to develop newer concepts for developing this gaming
equipment.
On the other hand, a few researches have looked at the negative aspects of
video games and digital technology. Gamers' video gaming habits have an impact on
their academic performance. The influence of the internet on the academic performance
Igere (2014). It was also revealed that there were power shortages, slow internet
connections, and a lack of computer terminals. Dr. Duley's dissertation (2020) looked at
performance. Javaeed Et al. released research in 2020 that analyzed Pakistani medical
students' online addiction. Their research found that internet addiction has a major
impact on a student's academic performance, which is likely to worsen with time. Laws
governing restricted internet usage can help students reach even higher levels of
success.
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SYNTHESIS
Some forms of video games can assist children learn to follow directions and
build their problem-solving and logical brain processes, according to the article "The
Good and Bad Effects of Video Games" (Charles, 2011). Playing video games, on the
other hand, can have certain advantages, such as enhanced hand-eye coordination and
the possibility for improved academic abilities. Internet addiction has a major impact on
Playing 3D video games can improve memory, according to a study done by Craig
Stark and Dane Clemens at UCI's Center in California. In recent years, academic
dramatically.
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CHAPTER 3 - RESEARCH METHODOLOGY
The research design, study location, instruments, and study respondents are all
covered in this chapter. It also contains the unit of analysis, data gathering procedures,
DESIGN
relationship between playing mobile legends and academic performance, we can learn
and obtain information about the respondent's experiences. The fundamental goal of
this design is to extract responses from people's accounts of their experiences and to
ENVIRONMENT / LOCALE
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This study is conducted at Cebu Roosevelt Memorial Colleges, particularly at
senior high school students enrolled in the first semester of the year 2021 to 2022 this
place is selected for knowing the efficiency of the said study among senior high school
RESPONDENTS/PARTICIPANTS
The respondents of the study were the CRMC senior high school students
INSTRUMENT
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The information is gathered using messenger by sending questions in the form of
Google forms, which responders can quickly access and respond to. which is a
questions in the form of Google forms, which responders can quickly access and
respond to. The questions will first collect the demographic data of the students and
analyze this data. It is useful for interpreting data supported themes and patterns. This
approach will assist the researchers in managing the surveys and a clear result.
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ETHICAL CONSIDERATION
In this section the researcher must discuss or explain the ethical action he/she
not violate our respondent’s rights as human beings. Every student has the right to
privacy, which means that they have the option to say no and refuse to answer the
survey questions if they do not wish to. Thus, as non-violators of human rights, we, the
researchers will not compel or force any students to take part in this survey.
harm occurring as a result of participation in a research study and benefit applies to the
potential of the research treatment to ameliorate a condition or treat a disease. This can
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apply to an individual participant or to a population. In research as in clinical medicine,
result cannot be guaranteed but, as a consequence of prior work, a benefit may appear
to be reasonable expectation. ( Korenmo, N, D.) the benefit of the study includes an in-
depth perception of what's going on, additional information, and solutions to solve such
problems. On the other hand, the risk is not being able to get a clear answer or
The researchers will provide all important information of the research to the
respondents before participating in the survey. The researchers will make sure that they
have read thoroughly and understand every information in the provided text. It will be
informed to the participant that their participation is voluntary and can withdraw at any
One of the terms of the consent is that the respondent's privacy to be respected.
To protect our respondent’s privacy, we will take the following steps; display their first
name when recording or publishing data. We will be cautious not to publish to much of
information that could lead to the identification of our respondents. Safeguarding this
relationship.
participation in order for them to know and be reminding of what is the purpose of the
study. This also provides an opportunity for the respondents to ask question and
Incentives or compensation
The research will reach out the respondents personally digitally or physically
kindly and politely in order for them to feel prioritize specially to friends and family to
make them realize how much their answer, mean to the study and impact that it could
create. In addition, the researcher value priority as it could lead to better mental and
physical health as well as higher levels of satisfaction and motivation for batter
Conflicts of interest
There are no conflicts of interest because, first and foremost, none of the
researchers stands to profit financially from the findings of this study. Second, every
action in this study is divided equally among the researcher, so there can be no conflicts
when it comes to carrying out our responsibilities. Finally, we made it clear that no
kept confidential.
Recruitment
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The researchers will recruit participants via social media platforms; however, the
researchers must first obtain and ensure that they are interested and that we are not
intruding on their time. In order to avoid any complications, the researchers need to be
cautious when recruiting individuals. The participants play a crucial role in helping us
Vulnerability assessment
The main focused of this study are the graduating senior high school at Cebu
Roosevelt Memorial Colleges. As a result of the academic, students were at risk, both in
terms of their health and their future. Students can be affected by having exposure to
the institution if there is an outbreak, and spread the virus wherever they go, especially
successful and efficient outcome. The researcher should share ideas, documents, and
data to collaborate with different groups. Once there is collaboration there will be
brainstorming, which will result in a better end and more possibilities for solving the
problem.
following precautions were taken when conducting this study in accordance with
ethical guidelines:
The researchers first sought permission from the school to perform the study at
CRMC senior high school in Bogo City. Following that, the researchers submitted the
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approval and requested permission from the selected sections to participate in the
investigation.
All personnel being supervised and monitored the work conducted by members
of the research team and other support staff were informed of the necessary
research subjects/ participants or using them as cheap labor, and avoid deceiving or
To protect everyone's rights, the survey's results would be kept private, and the
evaluate the manuscript, examine the final version of the article, and consent to its
submission for publication, guaranteeing that all co-authors' names appear in the final
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CHAPTER 4
4.1 INTRODUCTION
order to test the hypothesis and answer the research questions. As already indicated in
This chapter comprises the analysis, presentation and interpretation of the data
resulting from this study. The analysis and interpretation of data is carried out in two
phases. The first part, which is based on the results of the average , deals with a
correlational analysis of data. The second, which is based on the results of the data is a
descriptive interpretation.
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4.2 PRESENTATION OF DATA
TABLE 1
As expected, 50 students in the school have a grade reaction which mean their
grades went down. We also collected their ML using minutes per day.
Mean
The mean is used to determine the general average per day of Cebu Roosevelt
Memorial Colleges SHS. The mean will ascertain the fields if there is a relationship
between their playing of ML to their academic performance . There are two (2)
hypotheses:
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Ho = There is no correlation between Facebook app usage and academic performance
(μ1 = μ2)
(μ1 ≠ μ2)
Formula: = μ
Where:
Computing the Deviation in each grade and ML using time per day of the students
The deviation in each grade and ML using time per day which are Cebu Roosevelt
Deviation =
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In computing the Standard Error of Difference Between Means the default formula will
be used. As it is the result of the two group of grades and ML using time per day being
Df = N2
A = .05
Compare the t-statistic (computed value) to critical value (from the table).
R=_
Table r= _
TABLE 5
STEP 5 :COMPUTING R
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=1,111. 64/√(330,282)(721.2)
=1,111.64/ √238,199,378,4
=1,111.64/15,433.709
=0.07
Df= N-2
=50-2
=48
A=0.273
STEP 7: Comparing the t-statistic (computed value) to critical value (from the
table)
R= 0.07
Table r= 0.273
The table shown above is the calculation of the Mean of Cebu Roosevelt
Memorial Colleges SHS which is the sum of the students’ app usage (X) and average
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grade (Y) then divided by the total number of the students which is fifty (50) is equals to
M = 90.6 (X) and M = 91.6 for (Y) . The second step is computing the deviation which is
the subtracting deviation from the Mean it will be (X-x̄) and (Y-ȳ) . The third step is the
multiplying deviation (X-x̄)(Y-ȳ) then add the whole column it is equal to (X-x̄)(Y-
ȳ)=1,111.64. The fourth is squaring deviations which is the (X-x̄)² and (Y-ȳ)² then add
each column (X-x̄)²=330,282 (Y-ȳ)²=721.2. The fifth step is the computing r which is
a=0.07 . Next step is knowing the critical value which is a=0.05 equals to 0.273.
Comparing the t-statistic (computed value) to critical value (from the table) there is a
significant difference between the two group because the computed r (0.23) is much
higher than the table t (0.273). Therefore there is no negative impact between playing
CHAPTER 5
5.1 INTRODUCTION
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CORRELATIONAL STUDY BETWEEN PLAYING MOBILE LEGENDS AND
Online games are the most popular form of entertainment in today’s society, and
they appeal to people of all ages. Players are ecstatic when they overcome obstacles
and advance to a higher level in the game, but they are terrified when they lose.. The
objective of this study were to know the intensity of Playing Mobile Legends 1 research
RQ1 : What is the level of students' Academic Performance in Senior high school
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The findings showed that pandemic really affect the students performance
and their playing of mobile legends. However there still students who balance their
studies and playing mobile legends for research question the findings are as follows :
I. The findings of this study is that most students who are stress in doing their
studies plays ML as a pastime. They enjoy their playing.
II. Students who can balance their academic while playing ML are students who
are determined in studies and has self disciplined.
5.4 CONCLUSIONS
I. Students may not have a good grades and could disappoint their family. They
could be scolded.
II. The students may vulnerable to sickness or eye problem because of too much
using of phone.
our health to us and also how important education to all of us. As the study progressed,
a few areas surfaced as suggested areas for future studies. The recommendation as
follows :
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I. Parents should be the first one to educate their children in a good way to
prevent those bad things to happen.
II. We students should also be responsible for our own actions we should think
first our safety.
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BIBLIOGRAPHY
REFERENCES
A. M. (2010). Computer and video game addiction: A comparison between game users
and non-gamer users. The American Journal of Drug and Alcohol Abuse, 36, 268–276.
Brand, J. E., Todhunter, S., & Jervis, J. (2017). Digital Australia 2018 (DA18). Retrivied
from Http://Www. Igea. Net/WpContent/Uploads/2017/07/DigitalAustralia-2018-DA18-
Final-1. Pdf. Jordan, C. J., & Andersen, S. L. (2017). Sensitive periods of substance
abuse: Early risk for the transition to dependence. Developmental Cognitive
Neuroscience, 25, 29–44. González-Bueso, V., Santamaría, J. J., Fernández, D.,
Merino, L., Montero, E., Jiménez-Murcia, S., del Pino-Gutiérrez, A., & Ribas, J. (2018).
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Internet gaming disorder in adolescents: Personality, psychopathology and evaluation of
a psychological intervention combined with parent psychoeducation. Frontiers in
Psychology, 9, 787.
Dinata, O., & Risdayati, R. (2017). Hubungan Kecanduan Game online Clash of Clans
terhadap Perilaku Sosial (Studi Kasus Game online Clash of Clans pada Mahasiswa
Sosiologi Fakultas Ilmu Sosial dan Politik Universitas Riau). Riau University
Jannah, N., Mudjiran, M., & Nirwana, H. (2015). Hubungan kecanduan game dengan
motivasi belajar siswa dan implikasinya terhadap Bimbingan dan Konseling. Konselor,
4(4), 200–207.
Jordan, C. J., & Andersen, S. L. (2017). Sensitive periods of substance abuse: Early risk
for the transition to dependence. Developmental Cognitive Neuroscience, 25, 29–44.
King, D. L., & Potenza, M. N. (2019). Not playing around: gaming disorder in the
International Classification of Diseases (ICD-11). Journal of Adolescent Health, 64(1), 5–
7.
Kurniawan, D. E. (2017). Pengaruh Intensitas Bermain Game online terhadap
Masya, H., & Candra, D. A. (2016). Faktorfaktor yang mempengaruhi perilaku gangguan
kecanduan game online pada peserta didik kelas x di madrasah aliyah al furqon
prabumulih tahun pelajaran 2015/2016. KONSELI: Jurnal Bimbingan Dan Konseling (E-
Journal), 3(2), 103–118.
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Pande, N., & Marheni, A. (2015). Hubungan kecanduan game online dengan prestasi
belajar siswa SMP Negeri 1 Kuta. Jurnal Psikologi Udayana, 2(2), 163–171. Rahman, J.
O. O., & Nursalim, M. (2021). Studi Kepustakaan Faktor-Faktor Penyebab Kecanduan
Game Online “Mobile Legends” Pada Siswa Sekolah Menengah Atas. Jurnal Bk Unesa,
12(1).
Virlia, S., & Setiadji, S. (2017). Hubungan Kecanduan Game online dan Keterampilan
Sosial pada Pemain Game Dewasa Awal di Jakarta Barat. Psibernetika, 9(2). Sandy, T.
A., & Hidayat, W. N. (2019). Gamemobile learning. Ahlimedia Book.
Vony, N. K. V. T. (2020). Hubungan Antara Kecanduan Game online dengan
1(1), 43–51.
Yildiz Durak, H. (2019). Human factors and cybersecurity in online game addiction: an
analysis of the relationship between high school students’ online game addiction and the
state of providing personal cybersecurity and representing cyber human values in online
games. Social Science Quarterly, 100(6), 1984–1998.
Yarasani, P., Shaik, R. S., & Myla, A. R. R. (2018). Prevalence of addiction to online
video games: Gaming disorder among medical students. International Journal of
Community Medicine and Public Health, 5(10), 4237–4241.
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APPENDICES
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APPENDIX A
(Transmittal)
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CURRICULOM VITAE
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JADE ANCAJAS LAPEZ
Phone: 09061927811
Email: [email protected]
OBJECTIVES
I seek challenging opportunities where I can fully use my skills for the success of the
organization.
EXPEERIENCE
I’ve been working on the school, the work I’ve done is working with the co-workers,
Decision making, Entertaining people and more. I’ve experience that in my immersion
days.
Personal Information
Age: 18
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Sex: Male
Height: 5’8
Nationality: Filipino
EDUCATIONAL ATTAINMENT
STRAND: GAS
(Junior High) 1st placer Division level Landscaping, 2nd placer Poster
Making
REFERENCE/S:
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LAV SABRIDO
09606088080
Lav Sabrido
Objective
Experience
Work Immersion
Education
2014-2015
Primary
Grade 6
Secondary
Projects
STUDENTS
BSED GROUP 1
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