Bsed G-1 ML or LM - A Correlational Study Between Playing Mobile Legends and Academic Performance of CRMC Senior High School Students

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CHAPTER 1 – THE PROBLEM

INTRODUCTION

Advanced technology has changed the gaming business in the twenty-first

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

a number of playable heroes, game modes, and controls tailored to touchscreen

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

online gaming in a variety of ways.

According to Jana (2020), playing online games for lengthy periods of time might

negatively impact a student's academic performance. According to studies, spending

more time playing onscreen games is linked to poor academic performance. According

to a poll, 47 percent of heavy online players received unsatisfactory ratings, while 23

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

impact on student learning and even education as a whole.

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

social interaction by connecting colleagues over a server.

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

students' academic achievement at CRMC Senior High School. 

THEORITICAL FRAMEWORK

The researchers gathered a number of hypotheses and made sure they were

well-articulated and easy to comprehend.

Joseph Walther created the Social Information Processing Theory. According to

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

how people form and sustain online interactions in a computer-mediated environment.

Sumner and Ramirez (2017) claim that social information processing theory provides a

testable collection of theoretical frameworks for understanding how and why individuals

would engage in interpersonal conversations in sparse online contexts devoid of most

nonverbal indicators. The hypothesis originated in response to early academic concerns

that the lack of signals in computer-mediated contact created a more difficult

environment for impression formation and connection formation. 

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

knowledge and skills in math, reading, and science. 

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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

provide access to a virtual world with limitless possibilities. 

Furthermore, playing online games is indicated by: addiction, need for

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

learning outcomes, is examined in this broad literature review. 

In many situations, the games are based on real-life experiences or workplace

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

instruction at critical points. 

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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

Roosevelt Memorial Colleges in terms of;  

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

Legends between their academic performance. 

Students – The result of this study will help the students have an insight on the impact

of online games towards their academic performance. 

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

theoretically and practically. 

Academic Performance – Academic performance refers to a student's ability to meet

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

particular examinations, topics, or courses. 

Barriers – These are the experiences the students face while using the internet either

for academic or non- academic purposes 

Game Addiction - Gaming disorder, often known as internet gaming disorder, is

described as the problematic, obsessive use of video games that causes considerable

impairment in an individual's capacity to operate in many life areas over time. 

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

played on a mobile device is known as a mobile game. 

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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

the study will proceed. 

REVIEW OF RELATED LITERATURE 

As reported by Senthil (2018), in recent years, academic recommendations for

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

not hindering teenagers' or emerging adults' capacity to efficiently manage our

increasingly linked environment. Indeed, exposure to these new developments is linked

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

concern, but rather a beneficial adaptation to a changing reality. 

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

connectivity, communication, and sharing more efficient and effortless; it provides

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

and funding projects; it provides access to an endless supply of entertainment by

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

balances, make transactions, transfer money, It connects computers and internet-

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

playing online mobile games.    

Playing online games among teenagers is a trend that is entertaining,

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. 

Students hooked to online games, according to Pande & Marheni (2015);

Rahman & Nursalim (2021), are more likely to have lower academic achievement. If the

online gaming addiction variable score increased, learning achievement declined; on

the other hand, if the learning accomplishment variable score increased, the variable

score increased. Learning achievement is linked to online gaming addiction because it

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.  

Furthermore, internet gaming might serve as a distraction, lowering student

motivation. Vony (2020) discovered that increasing levels of online game addiction will

lower student motivation.  

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

addiction. (Durak, 2019). 

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

hard time socializing in real life. 


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Teenagers are more likely than adults to become addicted to internet games.

adults. Adolescence, especially while it is in a state of flux, tends to become engrossed

with novel experiences (Jordan & Andersen, 2017).

According to a study (Brand, Todhunter, & Jervis, 2017); (Jordan & Andersen,

2017); González (2018), internet gaming distraction is an increasingly widespread

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

can be used as capital to access online games without limits. 

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,

including personal computers, laptops, consoles, and, as technology has advanced,

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

academic success. The ramifications can be significant. Students tend to behave in

academic procrastination, as evidenced by the significant-high intensity of students

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

one effort that may be done. 

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,

resulting in psychosocial disorders, anxiety, sadness, mood disorders, sleep problems,

headaches, a lack of social activities, and interruption in schooling among kids. As a

result, now is the time to establish guidelines for the use of electronic devices, the

internet, and video games. 

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,

2019). (Griffiths, Kuss, & King, 2012). 

Because of the possibility for maximal interaction and excitement, video gaming

is an inescapable environment for the younger generation. Furthermore, technocrats

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

requires further investigation. According to a media report (Times of India, December


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10, 2015), playing 3D video games can improve memory, according to a study done by

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

mentioned. Murphy (2015) refers to a study conducted at Coventry University's Centre

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

digital balance caused by motion induced by gaming or comparable gadgets. It also

claims that seeing fast-moving digital pictures, which are becoming more popular,

causes nausea. The findings of the preceding studies compelled us to investigate if

gamers' video gaming habits have an impact on their academic performance. 

The influence of the internet on the academic performance of students at a few

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

institutions were too many hits or information overload, as well as a shortage of

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

streaming had a good or negative influence on pupils' grades. Students' qualitative

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

students reach even higher levels of success. 

Javaeed. Et al. released research in 2020 that analyzed Pakistani undergraduate

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

major impact on a student's academic performance, which is likely to worsen as internet

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

children may pick up. 

DISCUSSION OF RELATED LITERATURE

A review by Mills (2016) on "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 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

efficiently manage our increasingly linked environment. According to a media report

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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

inescapable environment for the younger generation. Technocrats are devoting

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

of students at a few Nigerian higher institutions was investigated by Ivwighreghweta and

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

how students' internet habits relate to their scholarly achievement. 

He found that using the internet had no effect on students' academic

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

a student's academic performance, which is likely to worsen as internet usage grows.

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

recommendations for students' reading and reference habits have changed

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,

data collection process, treatment of data and ethical consideration. 

DESIGN  

This research design is defined as a research method that describes the

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

provide detailed descriptions of the occurrence. 

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

students of CRMC that is located at San Vicente St. Bogo City. 

RESPONDENTS/PARTICIPANTS  

The respondents of the study were the CRMC senior high school students

enrolled in the first semester of the Academic year 2021 to 2022. 

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

correlational investigation of mobile legends and academic performance. 

DATA GATHERING PROCEDURE

The online survey questionnaire used close-ended using messenger by sending

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

their grade 12 1st semesters GWA.

DATA ANALYSIS / THREATMENT OF DATA  

Pearson correlation product formula and descriptive statistics will be used to

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

made before, during and after the data collection 

Protection from human rights  

It is our primary responsibility as researchers to safeguard and respect as well as

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. 

Risk-benefit Ratio Determination 

Risk is defined as the probability of physical, psychological, social, or economic

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

sufficient amount of data as this study is very subjective. 

  

Content, Comprehension and Documentation of the informed Consent. 

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

time without questioning their personal reasons and without cost.  

  

Privacy and confidentiality    

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

information is a critical component of the researcher participant trust and respect

relationship. 

Debriefing Communications and referrals 


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The researcher will give further information to the participant at the end of their

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

discuss about how they feel about the research paper. 

  

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

productivity and connection of the researchers and the respondents. 

  

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

outside participants would be allowed to participate in this study because everything is

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

collect statements and conduct research. 

  

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

when they return home 

  

Collaborative Study Terms of Reference    

Collaborative is very important when conducting a study since it ensures a more

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
25
ML OR LM: A CORRELATIONAL STUDY BETWEEN
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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

expectations, obligations, and responsibilities. Furthermore, the researchers would

refrain from engaging in discriminatory, harmful, or exploitative practices or any

perceived form of harassment, whether personally or professionally (e.g., not imposing

views/beliefs on or seeking personal, sexual), avoid deceiving or coercing other

researchers, including successors, assistants, students, and trainees, into serving as

research subjects/ participants or using them as cheap labor, and avoid deceiving or

coercing other researchers, including successors, assistants, students  

To protect everyone's rights, the survey's results would be kept private, and the

respondents would remain anonymous. Only privileged co-authors have access to

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

version of the paper. 

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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CHAPTER 4

PRESENTATION, DATA ANALYSIS, INTERPRETATION OF DATA

4.1 INTRODUCTION

To complete this study properly, it is necessary to analyze the data collected in

order to test the hypothesis and answer the research questions. As already indicated in

the preceding chapter, data is interpreted in a descriptive form.

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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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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4.2 PRESENTATION OF DATA

TABLE 1

HOURS OF PLAYING ML AND AVERAGE GRADE

LAST NAMES HOURS AVERAGE GRADE


Segunla 30 93
Castillo 30 92
Maluya 180 88
Adlawan 30 93
Gelig 180 78
Booc 30 95
Oling 180 91
Aton 360 93
Pelayo 30 92
Strong 30 93
Noynay 180 82
Mayol 30 90
Abao 180 92
Lee 180 93
Mepieza 30 91
Ortega 30 88
Bolambao 30 92
Paclipan 180 91
Erin 180 91
Catarina 180 92
Ygot 30 95
Ypil 180 90
Flores 30 93
Batuigas 30 90
Fernan 30 89
Talisic 30 88
Manipol 180 91
Pepito 30 95
Mandawe 30 84
Nailon 30 89
Arpon 30 91
Quimbo 180 93
Mapait 30 90
Lucelo 30 89
Ygot 30 95
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ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
Carascal 180 87
Delfino 30 89
Cortes 180 90
Montecillo 30 93
Estoya 180 84
Layson 30 92
Gomez 30 86
Recta 180 86
Mirambel 30 84
Torres 180 94
Abacial 30 83
Penagunda 30 90
Plania 30 90
Fuentes 30 86
Caliza 180 90

4.2 ANALYSIS OF DATA

Here we have collected 50 students in Cebu Roosevelt Memorial Colleges from

Grade 11 and 12.

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.

Statistical Treatment of Data

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:

29
ML OR LM: A CORRELATIONAL STUDY BETWEEN
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Ho = There is no correlation between Facebook app usage and academic performance

(μ1 = μ2)

Ha = There is a correlation between Facebook app usage and academic performance

(μ1 ≠ μ2)

Formula: = μ

Where:

∑= means “the sum of”

X = all the individual items of the sample

N = the no. of sample

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

Memorial Colleges SHS.

Deviation =

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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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

calculated each other and it is the solution to get the r-statistic.

Knowing the Critical Value.

Df = N2

N = the no. of students

A = .05

Compare the t-statistic (computed value) to critical value (from the table).

R=_

Table r= _

4.3 INTERPRETATION OF DATA

TABLE 5

PLAYING ML AND AVERAGE GRADE

HOURS (X) AVERAGE (X-x̄)(Y (X-x̄)(Y-ȳ) (X-x̄)² (Y-ȳ)²


GRADE (Y) -ȳ)
30 93 -60.6 1. -84.84 3672.36 1.96
4
30 92 -60.6 0. -24.24 3672.36 0.16
4
180 88 89.4 - -321.84 7,992.36 12.96
3.
6
30 93 -60.6 1. -84.84 3672.36 1.96
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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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4
180 78 89.4 - -1215.84 7,992.36 184.96
13
.6
30 95 -60.6 3. -206.04 3672.36 11.56
4
180 91 89.4 -0. -53.64 7992.36 0.36
6
360 93 269. 1. 377.16 72,576.36 1.96
4 4
30 92 -60.6 0. -24.24 3672.36 0.16
4
30 93 -60.6 1. -84.84 3672.36 1.96
4
180 82 89.4 - -858.24 7992.36 92.16
9.
6
30 90 -60.6 - 96.96 3672.36 2. 56
1.
6
180 92 89.4 0. 35.76 7992.36 0.16
4
180 93 89.4 1. 125.16 7992.36 1.96
4
30 91 -60.6 - 36.36 3672.36 0.36
0.
6
30 88 -60.6 - 218.16 3672.36 12.96
3.
6
30 92 -60.6 0. -24.24 3672.36 0.16
4
180 91 89.4 - -53.64 7992.36 0.36
0.
6
180 91 89.4 - -53.64 7992.36 0.36
0.
6
180 92 89.4 0. 35.76 7992.36 0.16
4
30 95 -60.6 3. -204.04 3672.36 11.56
4
180 90 89.4 - -143.04 7992.36 2.56
1.
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6
30 93 -60.6 1. -84 84 3672.36 1.96
4
30 90 -60.6 - 96.96 3672.36 2.56
1.
6
30 89 -60.6 -2. 157. 56 3672.36 6.76
6
30 88 -60.6 - 218.16 3672.36 12.96
3.
6
180 91 89.4 - -53.64 7992.36 0.36
0.
6
30 95 -60 6 3. -204 3672.36 11 56
4
30 84 -60.6 - 5634. 96 3672.36 57.76
7.
6
30 89 -60.6 - 157.56 3672.36 6.76
2.
6
30 91 -60.6 -0. 36.36 3672.36 0.36
6
180 93 89.4 1. 125.16 7992.36 1.96
4
30 90 -60.6 - 96.96 3672.36 2.56
1.
6
30 89 -60.6 - 157.56 3672.36 6.76
2.
6
30 95 -60. 3. -206.04 3672.36 11.56
6 4
180 87 89.4 - -411.24 7992.36 21.16
4.
6
30 89 -60.6 - 157.56 3672.36 2.56
2.
6
180 90 89.4 - 143.04 7992. 36 2.56
1.
6
30 93 -60.6 1. -84.84 3672.36 1.96
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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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4
180 84 89.4 -7. -679.44 7992.36 57.76
6
30 92 -60.6 0. -24.24 3672.36 0.16
4
30 86 -60.6 - 339. 36 3672.36 31.36
5.
6
180 86 89.4 - -500.64 7992.36 31.36
5.
6
30 84 -60.6 - 460.56 3672.36 57.76
7.
6
180 94 89.4 2. 214.56 7992.36 5.76
4
30 83 -60. - 521.16 3672.36 2.56
6 8.
6
30 90 -60.6 - 96.96 3672.36 2.56
1.
6
30 90 -60.6 - 96.96 3672.36 2.56
1.
6
30 86 -60.6 - 339.36 3672.36 31.36
5.
6
180 90 89.4 - 143.04 7992.36 2.56
1.
6
∑X=4,530 ∑Y =4580 SP=1,111.6 SSx=330,28 SSy=721.
4 2 2
M=4530/50=90 M=4580/50=91
.6 .6

STEP 5 :COMPUTING R

R=SP/ √(SSx) (SSy)

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
=1,111. 64/√(330,282)(721.2)

=1,111.64/ √238,199,378,4

=1,111.64/15,433.709

=0.07

STEP 6 : Knowing the Critical value

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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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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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

ML with their academic performance.

CHAPTER 5

Summary, findings, conclusions and recommendation

5.1 INTRODUCTION

This chapter presents the summary of the findings, conclusions and

recommendations based on the data analysed in the previous ML OR LM: A

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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CORRELATIONAL STUDY BETWEEN PLAYING MOBILE LEGENDS AND

ACADEMIC PERFORMANCE OF CRMC SENIOR HIGH STUDENTS was researched

to determine the relationship between playing ML to their academic performance.

5.2 SUMMARY OF THE RESEARCH

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

questions as listed as follows :

RQ1 : What is the level of students' Academic Performance in Senior high school

of  Cebu Roosevelt Memorial Colleges in terms of;

  Research Question 1 identified the academic performance of CRMC SHS Students in

the 1st Semester of Academic Year 2021-2022 .

5.3 SUMMARY OF THE FINDINGS

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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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

The conclusions of the findings for the three research questions on

knowing the relationship between playing ML and academic performance. The

conclusions are stated below.

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.

5.5 RECOMMENDATIONS FOR THE IMPROVEMENT OF THE DIRECTLY

OBSERVED TREATMENT SHORT COURSE STRATEGY

The study has contributed go the knowledge of everyone how important

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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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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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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PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
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

Perilaku Prokrastinasi Akademik pada Mahasiswa Bimbingan dan Konseling

Universitas PGRI Yogyakarta. Jurnal Konseling GUSJIGANG, 3(1). 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). 

 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. 

 Syahran, R. (2015). Ketergantungan online gamedan penanganannya. Jurnal Psikologi


Pendidikan Dan Konseling: Jurnal Kajian Psikologi Pendidikan Dan Bimbingan
Konseling, 1(1), 84–92. 

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PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
 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

Motivasi Belajar Siswa di SMA Negeri 1 Negara. Aesculapius Medical Journal,

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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ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
APPENDIX A

(Transmittal)

44
ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
CURRICULOM VITAE

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
JADE ANCAJAS LAPEZ

Purok Tibo, Sitio Guimbiktan Dakit, Bogo City

Phone: 09061927811

Email: [email protected]

OBJECTIVES

I seek challenging opportunities where I can fully use my skills for the success of the

organization.

EXPEERIENCE

Cebu Roosevelt Memorial College

March 28- April 8, 2022

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

Full name: Jade Ancajas Lapez

Birthdate: June 1, 2004

Age: 18

Place of birth: Guimbiktan Dakit, Bogo City

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
Sex: Male

Height: 5’8

Civil Status: Single

Nationality: Filipino

Religion: Roman Catholic

Language spoken: Cebuano

Name of Mother: Gloria A. Lapez

Name of Father: Reynaldo A. Lapez

Contact no. of Parents: 09163840839

EDUCATIONAL ATTAINMENT

SENIOR HIGHSCHOOL: Cebu Roosevelt Memorial Colleges

STRAND: GAS

Secondary level : La Paz National High School

(Junior High) 1st placer Division level Landscaping, 2nd placer Poster

Making

‘‘ESP’’ Day Division Level.

Secondary level : Cebu Roosevelt Memorial Colleges (CRMC)

(Senior High) Vicente St., Bogo City

General Academic Strand (GAS)


47
ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
Primary Level : Guadalupe Elementary School

Guadalupe, Bogo City Cebu

2nd placer Division level Slogan Contest

REFERENCE/S:

FLORAVIC B. CONDE Grade 10 adviser in LA PAZ NHS

Contact number: 09359878048

ARJE VELOSO: CRMC high school principal

Contact number: 09190947925

LAICA DIZON: Grade 12 GAS adviser

Contact number: 09058794371

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
LAV SABRIDO

[email protected]

09606088080

Purok 5 Magalang,Canhabagat Medellin Cebu

Lav Sabrido

Objective

Seeking a challenge where I can learn new skills,expand my knowledge

and leverage my learnings.

Experience

Cebu Roosevelt Memorial Colleges

March 28 ,2022 - April 8, 2022

Work Immersion

During my work immersion I was able to explore,interact with various

personality, entertaining various people and also making decisions.

Education

Canhabagat Integrated School

2014-2015

Primary

Grade 6

Cebu Roosevelt Memorial Colleges


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ML OR LM: A CORRELATIONAL STUDY BETWEEN
PLAYING MOBILE LEGENDS AND ACADEMIC PERFORMANCE
2021-2022

Secondary

General Academic Strand 12

Projects

ML OR LM: A CORRELATIONAL STUDY BETWEEN PLAYING MOBILE

LEGENDS AND ACADEMIC PERFORMANCE OF CRMC SENIOR HIGH

STUDENTS

BSED GROUP 1

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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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ML OR LM: A CORRELATIONAL STUDY BETWEEN
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