Research M1 2024 2025 2
Research M1 2024 2025 2
Research M1 2024 2025 2
This study examines the impact of Mobile Legends, a popular mobile game, on the
academic achievement of Grade 11 students at Pawing National High School in the Philippines.
The Philippines has a thriving mobile gaming market and a large student population, but
excessive gaming can lead to sleep deprivation, academic neglect, and decreased motivation. The
research aims to address these concerns by examining Mobile Legends usage patterns among
Filipino students and its impact on their academic performance. Data-driven insights will inform
educators and policymakers on how to effectively integrate mobile gaming into the education
activities, and responsible gaming for individuals and society. Understanding the psychological
effects of mobile games on K-12 students is crucial for informed decisions regarding their
integration into education and ensuring the well-being of Filipino learners. The findings will
empower educators and policymakers to develop strategies that maximize the benefits of mobile
gaming in education while mitigating potential drawbacks, ultimately ensuring that mobile
gaming positively impacts academic achievement and student well-being in the Philippines.
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Acknowledgement
We would like to express our sincere gratitude to those who have contributed to the successful
completion of this research project. First and foremost, we are deeply indebted to our dedicated
3I's subject teacher, Mrs. Belinda Dacuyan-Elero, for her invaluable guidance and support
throughout the research process. Her expertise, patience, and constructive criticism were
instrumental in shaping our research and ensuring its quality. We would also like to extend our
appreciation to our Grade 12 Mozart adviser, Mrs. Dinah B. Ferrera, for her constant
encouragement and belief in our capabilities. We are immensely grateful to our families and
friends for their unwavering support and understanding throughout this challenging journey.
Their love and encouragement provided us with the strength and motivation to persevere. A
heartfelt thank you goes out to all the respondents who willingly participated in our study. Their
valuable insights and contributions were essential to the success of our research.
Finally, we are eternally grateful to God for blessing us with the inspiration and wisdom to
conduct this research. We are truly fortunate to have been surrounded by such supportive
Table of Contents
Title
Abstract.………………………………………………….……………………….i
Approval Sheet…………………………………………..……………………….ii
Acceptance Sheet………………………………………..……………………….iii
Acknowledgement……………………………………………………………….iv
References……………………………………………………………………36-39
CHAPTER ONE
The Problem and Its Background
Mobile gaming offers numerous benefits for education, including teaching subjects like
mathematics, science, and fostering social connections. However, it can lead to addiction and
violence. The Philippines, with one of the world’s highest mobile gaming markets, has a
significant student population. The education system faces challenges like large class sizes and
limited resources. Balancing entertainment and academics is crucial, but excessive use can lead
to sleep deprivation, neglect, and decreased motivation. This study aims to address this issues by
examining the usage of mobile gaming among Filipino learners, evaluating it’s effects on
academic achievement, and providing data-driven insights to inform educators and teacher’s on
how to effectively integrate mobile gaming into the education system while mitigating potential
The Philippines faces both benefits and disadvantages as a result of the popularity of
mobile games, especially Mobile Legends Bang Bang. Achieving an acceptable balance among
academic pursuits. Recreational activities and responsible gaming are vital for both individuals
and the bipartisan community. Through utilizing the benefits of gaming while reducing possible
hazards, the Philippines can guarantee that mobile games will always be a source of
entertainment, social interaction, and even economic development. Therefore, it is important for
researchers and policymakers to understand the psychological effects of mobile games on K-12
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pupils in order to make informed decisions regarding their integration into the education system
and to ensure the well-being of Filipino learners.The findings of this study will contribute to a
deeper understanding of the impact of mobile gaming on K-12 pupils, allowing educators and
policymakers to develop strategies to maximize the benefits and mitigate the drawbacks of
mobile gaming in the education system. The integration of mobile gaming into the education
system in the Philippines requires a careful balance between its benefits and potential
disadvantages. This balance is crucial in order to harness the potential of mobile gaming for
educational purposes while also addressing concerns such as addiction and decreased motivation.
Overall, the goal is to ensure that mobile gaming in the education system positively impacts
academic achievement and student well-being in the Philippines. (Reyes, 2020)(Catania & Griffiths, 2021)
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of research on the academic impacts. This study aims to investigate the positive and negative
effects of mobile games on K12 students' academic performance, social interactions, and mental
health.
indicates a connection between excessive mobile game use and difficulties in the classroom, but
little is known about the particulars that affect Filipino students who play Mobile Legends Bang
Bang. This study explores this important issue and aims to respond to:
1. Does excessive engagement with Mobile Legends lead to a decline in the academic
performance?
2. How does frequency of playing Mobile Legends affect their academic performance?
3. What action should the parents propose to minimize the time spend in playing Mobile
Legends?
harm that playing mobile games may have to students' behavior, state of mind, and academic
performances. The results of this study can help policy makers, parents, and educators
understand the possible dangers of excessive mobile gaming among K-12 pupils.
Students, being aware of possible causes of gaming and equipped with enough knowledge
to find their way around, solve problems, and understand the consequences of their actions
in the game.
Teachers, equipped with an understanding of Mobile Legends Bang Bang’s impact, teachers
can adapt their teaching methods to attract back pupils and assist those with academic
Parents, with the right knowledge, parents can help their children develop a balanced
In summary, this research advances our knowledge of the deep connection between K–12
students' psychological well being and their use of mobile games. This study offers insightful
information that can help stakeholders create policies that encourage responsible mobile gaming
and support K12 students' healthy development by outlining both the potential risks and
advantages.
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focuses on how playing mobile games may affects students' behavior, mental health, and social
growth. Additionally, it examined how technical developments in mobile gaming have increased
Our scope reflects the different realities of Filipino youth by including students studying
K-12, especially Grade 11 students in Pawing National High School. We'll look at a number of
variables, such as self-reported academic motivation, academic performance markers like grades
and sleep patterns, and the intensity and frequency of Mobile Legends Bang Bang use. We will
use a combining focus groups, interviews, and quantitative surveys to get perspectives from
Legends Bang Bang will be the main focus, however, other mobile games will also be
acknowledged. The results might not apply to countries other than the Philippines or to
significantly distinct educational environments. Because of the influence of other factors, it can
be challenging to establish a direct causal link between Mobile Legends Bang Bang use and
academic achievement; yet, we will make an effort to provide varied interpretations. Ultimately,
during the research process, ethical factors including informed permission, privacy, and data
By carefully stepping over these lines, we hope to shed light on how Mobile Legends
Bang Bang affects Filipino students' academic achievement and provide useful information that
will enable families, individuals, and educational institutions to encourage a responsible and
balanced approach to the digital world, ensuring success in both virtual and real-world problems
CHAPTER TWO
Review of Related Literature and Studies
Literature Review
The proliferation of mobile games has captivated users worldwide, with students comprising a
significant portion of this player base. While mobile games offer entertainment and potential
educational benefits, concerns regarding their impact on academic performance have emerged
(Faheem et al., 2021). Excessive gaming has been linked to sleep deprivation, reduced attention
spans, and increased procrastination, all of which can negatively impact academic achievement
However, research also suggests potential advantages associated with mobile gaming, such as
enhanced hand-eye coordination, strategic thinking, and teamwork skills, which could translate
This study investigates the influence of mobile games, particularly Mobile Legends Bang Bang,
on the academic performance of Grade 11 students in Pawing National High School. The
Philippines presents a unique context with a large student population and a thriving mobile
gaming market, alongside challenges within the education system, such as limited resources and
Understanding the specific relationship between mobile games and academic performance
among Filipino students is crucial. While previous research explores the general impact of
mobile games on academic performance, limited data exists on the specific effects of Mobile
This research aims to bridge this knowledge gap by examining factors such as frequency of play,
in-game behavior, and pre-existing academic habits to determine how they influence academic
outcomes. The findings will contribute to a deeper understanding of mobile gaming's impact on
Filipino students, allowing educators and policymakers to develop strategies that maximize the
Related Studies
The growing popularity of mobile games has sparked discussions about their impact on various
aspects of life, particularly among K-12 students. This study delves into the effects of mobile
gaming on Filipino students' academic performance, focusing on Mobile Legends Bang Bang
Research suggests a double-edged sword for mobile games in education. Studies highlight their
potential benefits, such as fostering problem-solving skills, strategic thinking, and even
promoting social interaction through online communities (Faheem et al., 2021). However,
concerns also exist regarding the negative consequences of excessive mobile gaming. Research
has linked it to sleep deprivation, decreased motivation, and potential academic neglect (Reyes,
2020).
The Philippines presents a unique context for this research. With a large student population and a
thriving mobile gaming market, the country faces challenges in balancing academic pursuits with
recreational activities. Understanding the specific impact of mobile games on Filipino students is
Previous research has explored the connection between mobile game use and academic
performance, but findings remain inconclusive. While some studies suggest a negative
correlation between excessive gaming and academic achievement, others point to potential
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Furthermore, the content of mobile games raises concerns. Studies examining the psychological
prolonged exposure to violence can desensitize individuals (Bushman & Huesmann, 2006). This
is particularly relevant for games like MLBB, which may influence aggressive behavior or social
This study builds upon existing research by focusing on the specific context of Filipino K-12
students and their engagement with MLBB. By investigating the usage patterns and potential
understanding of mobile gaming's role in the Filipino education system. The findings can inform
educators, parents, and policymakers in developing strategies to harness the potential benefits of
Conceptual Framework
This framework outlines the input factors influencing mobile gaming, the processes
involved in gameplay, and the resulting outputs in terms of player behavior, experience, and
societal impact.
Respondent’s Profile
Age: 17+ years old Gathering of Conceptual Significant/Non-significant
Gender: Male and Female and Research Literature: difference between the assessment
Education Attainment: Senior High Review existing studies on of students’ readiness (e.g., senior
Students the effects of mobile high).
Readiness of the Students in the gaming on adolescent
learning and behavior. Evaluation of teachers’
implementation of the mobile
readiness and competency in
gaming
integrating mobile gaming
Interest in mobile gaming
into education.
Attitudes toward technology Formulation, Validation,
and leisure activities and administration of Identification of key
Engagement with mobile Research Instrument: problems and challenges in
gaming as a learning tool Develop surveys or the implementation of mobile
Availability of smartphones questionnaires to assess gaming as an educational
and internet access student and teacher tool.
Readiness of the Teachers readiness and identify
Availability of instructional potential challenges.
materials and resources
related to mobile gaming
Problems Encountered in the Analysis and Interpretation
Implementation of Mobile Gaming of data through the use of
Statistical Tools: Analyze
Resistance from traditional
survey data to determine
educational norms
correlations between
Concerns about potential variables and identify
significant factors
Research Paradigm:
The study aims to examine the impact of mobile games on students and identify potential
solutions. Factors such as age, gender, gaming habits, parental control, access to gaming devices,
and addiction are considered. Challenges include academic failure, social isolation, and
research, designing surveys, and analyzing data using statistical techniques. Hypotheses will be
formulated to guide further observation and propose strategies for addressing issues.
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Hypothesis of the Study
Based from the Frontiers in Education research article "The Impact of Mobile Games on
Students' Academic Performance: A Systematic Literature Review" and our particular focus on
the mobile game "Mobile Legends," we put out the following hypothesis for our investigation
The null hypothesis (H0) indicates that there is no correlation between the period of time
students spend playing "Mobile Legends" and their academic performance in Grade 11. This
suggests that playing this particular mobile game has no appreciable effect on students' academic
performance. On the other hand, the alternative hypothesis (H1) suggests that there is a real
connection between the amount of time spent playing "Mobile Legends" and academic
achievement, meaning that playing this mobile game frequently could have a positive or negative
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This hypothesis will serve as the foundation for our study, allowing us to investigate the potential
effects of "Mobile Legends" gameplay on the academic performance of Grade 11 students and
contribute to a deeper understanding of the relationship between mobile gaming and academic
To facilitate the reader’s understanding of the contents of the study, the researcher included
Mobile Games: Refers to electronic games or applications designed for mobile devices such as
smartphones and tablets. In this study, "Mobile Legends" specifically pertains to a popular
multiplayer online battle arena (MOBA) game commonly played by individuals on mobile
platforms.
Academic Performance: This term refers to the overall achievement and success of students in
their academic endeavors, typically measured through various indicators such as grades, test
Impact: In the context of this research, "impact" refers to the influence or effect that mobile
games, particularly "Mobile Legends," have on the academic performance of grade 11 students.
This includes both positive and negative consequences that may arise from the engagement with
these games.
Engagement: Refers to the level of involvement, participation, and time spent by students in
playing mobile games, particularly "Mobile Legends." This may include frequency of gameplay
Cognitive Skills: These are mental abilities or processes involved in learning and understanding,
such as memory, attention, problem-solving, critical thinking, and decision-making. The study
may explore how engagement with mobile games affects cognitive skills among grade 11
students.
Behavioral Patterns: Refers to the observable actions, habits, and tendencies exhibited by
individuals in response to stimuli, including their interactions with mobile games. This may
Academic Distraction: Describes the phenomenon wherein engagement with mobile games,
such as "Mobile Legends," leads to a diversion of attention and focus away from academic
Self-Regulation: The ability of individuals to control their behaviors, thoughts, and emotions in
alignment with long-term goals and standards. This may include self-discipline, impulse control,
time management, and the ability to prioritize academic responsibilities over recreational
educational institutions or stakeholders to address issues related to the impact of mobile games
on academic performance. This may include educational campaigns, parental guidance,
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CHAPTER THREE
RESEARCH METHODOLOGY
Research Design
This research will investigate the impact of Mobile Legends on the academic performance of
students at Pawing National High School. It will employ a quantitative approach, utilizing
surveys to gather data from a representative sample of students. The survey will inquire about
students' gaming habits, including frequency and duration of Mobile Legends play, as well as
their academic performance metrics such as grades and test scores. Additionally, demographic
information like age and year level will be collected to examine potential variations.
gathering and analyzing numerical data in order to test hypotheses, determine connections
provides a strong foundation for building knowledge in various fields. By employing statistical
analysis of numerical data, researchers can identify trends and relationships that may be missed
We selected 100 participants at random from among Pawing National High School's
grade 11 students in order to guarantee an accurate sample. Every section we randomly chose 20
students whether they play mobile legends or not. The age range of the target population was 16
to 18 years old. The only requirements for admission were availability, desire to participate, and
fairness toward response options. The objective of this methodology was to minimize selection
bias and include a broad range of experiences among the chosen age group.
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Instrument of the Study
The primary instrument used for research will be a survey that is administered by the
researcher to collect data on how Mobile Legends affects academic performance. There will be
two sections to this survey. The participants' age, gender, and grade level will be the primary
demographic data gathered in the initial portion of the survey. Researchers will be better able to
understand the sample population and identify any possible groups for additional study with the
The participants' academic achievement and Mobile Legends habits will be examined in
more detail in the following part. To provide a complete view, a variety of questioning formats
will be used in this case. Furthermore, survey items will be used to determine how the students
feel about Mobile Legends' effect on their sleep habits. This will offer insights into possible sleep
A statistical analysis of the quantitative data questions will be conducted in order to find
any possible associations between the habits of playing Mobile Legends and academic
achievement. Students will have the chance to discuss their individual feelings and points of
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Data Gathering Procedure
The researcher collected all relevant data for the study's concepts personally. Secondary
data came from the Internet, publications, and websites. While the questionnaires that the
respondents of the students who were the subject of this study filled out provided the primary
data.
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Simple percentage. This statistic was used in describing the demographic profile of the
Where:
P = computed percent
F = Frequency for each class
N = Total number of respondents
100 = constant multiplier to change the decimal into percentage value
Mean. This procedure was used to measure the extent by which the respondents assessed
the given research variables, which includes students’ awareness in playing mobile legends.
The following scale was used in interpreting the computed weighted mean.
Weight Scale/Range Description Code
5 4.21 - 5. 0 Strongly disagree SA
4 3.41 - 4.20 Disagree A
3 2.61 - 3.40 Neutral N
2 1.81 - 2.60 Agree D
1 1.00 - 1.80 Strongly Agree SD
CHAPTER 4
RESULTS AND DISCUSSION
(Presentation, Analysis, and Interpretation of Data)
Results
This chapter shows data in the tabular from supported with corresponding analysis and
interpretation.
Table 1 shows the age profile of the respondents, with the age of 17 posts the highest frequency
The other age posted is the following frequencies. 31 or 0.31 percent for the age of 18; and 7 or
This finding maintains the reliability of the information gathered from the respondents,
considering their age status. Further variation in their frequencies of different ages is a strong
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Table 2
Frequencies and Percentage Distribution of the Respondents in Terms of Gender.
GENDER FREQUENCY PERCENTAGE
MALE 50 0.5
FEMALE 50 0.5
TOTAL: 100 1
Table 2 shows the frequency distribution of the respondents in terms of gender, with 50 or 0.5
percent of female and 50 or 5 percent of male. This finding clearly indicates that the number of
Table 3
National High School in Grade 11 seem to be negatively impacted by Mobile Legends. This is
demonstrated by statements like giving the game more importance than homework (questions 10,
31, 32), having trouble concentrating on studies (question 8), and having detrimental impacts on
sleep (question 32). Concerns about addiction (question 28) and hiding the habit (question 16)
point to possible issues, even though other people see advantages like stress release (question 7)
and skill improvement (questions 15, 29). Though questions like "needing policies to address
addiction" (question 21) and "limiting playtime" (question 12) point to the need for knowledge
and appropriate gaming habits, the overall disagreement with negative effects suggests moderate
gaming behaviors.
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Table 4
Impact of Mobile Legends in Students Personal Life
An average score of 3.39 indicates that Mobile Legends has minimal impact at all on the
everyday lives of Pawing National High School grade 11 pupils. Some students report negative
aspects like feeling lost without it, having arguments because of the game, or using it to escape
problems (Q1, Q4, Q10), while others see it as a positive influence that enhances teamwork,
problem-solving, social interaction, and competitiveness (Q8, Q9, Q11, Q12, Q13).
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In order to encourage good gaming habits, the survey emphasizes the importance of
parental supervision (Q3) and cooperation between parents and educators (Q7). Divergent
opinions exist on the game's contribution to technical advancement (Q14) and school bans (Q6).
In general, Mobile Legends appears to be a two-edged blade that provides chances for both skill
improvement and connection, but also posing potential risks for addiction and conflict.
INTERPRETATION
ACADEMIC IMPACT
1. Mobile games can negatively affect students’ behavior. 4.25 SD
2. Mobile games can interfere with students’ studies. 4.35 SD
3. Mobile games can have a negative impact on students’ 4.16 D
physical health.
4. Mobile games can contribute to cyberbullying among 3.95 D
students.
5. Mobile games can lead to sleep deprivation in students. 4.27 SD
6. Mobile games can be a source of stress and anxiety for 3.4 D
students.
7. Playing Mobile Legends helps me relax and de-stress 4.05 D
after a long day of schoolwork.
8. Mobile Legends makes it difficult for me to focus on 3.92 D
my schoolwork.
9. Mobile Legends has caused my grades to decline. 4 D
10. I would rather play Mobile Legends than attend school. 2 A
11. Playing Mobile Legends motivates me to work hard in 4.65 SD
school so I can afford in-game purchases.
12. Students should limit the amount of time they spend 3.6 D
playing mobile games.
13. Mobile games are a major distraction for students in 4.34 SD
today’s classrooms.
14. The benefits of mobile games outweigh the risks for 3.92 D
students.
15. Mobile Legends helps me learn strategic thinking and 2.2 A
problem-solving skills.
16. I hide my Mobile Legends habit from my parents and 4.6 SD
teachers.
17. Mobile games can be a useful educational tool. 3.48 D
18. Mobile games can promote teamwork and 4.22 SD
collaboration among students.
19. Mobile games can help students develop problem- 4.04 D
solving skills.
20. More research is needed on the long-term impacts of 4.48 SD
mobile games on students’ academic performance.
21. Schools should have policies in place to address mobile 3.87 D
game addiction among students.
22. Teachers should be aware of the potential negative 2.8 N
impacts of mobile games on their students.
23. Mobile Legends negatively impacts academic 4.65 SD
performance due to excessive gameplay.
24. Mobile Legends negatively impacts academic 4.2 D
performance due to excessive gameplay.
25. Mobile games can cause social and psychological 4 D
problems.
26. Some mobile games contain violence. 4.55 SD
27. Violent mobile games can be harmful to young people. 3.32 N
28. Mobile games are addictive. 2.7 N
29. Mobile Legends improves my hand-eye coordination 2.4 A
and reaction time.
30. Playing Mobile Legends with friends helps me develop 2.36 A
my social skills.
31. I spend more time playing Mobile Legends than I do 2.35 A
studying.
32. I feel tired and inactive in school because I stay up late 3 N
playing Mobile Legends.
33. Mobile games can be a healthy leisure activity for 3.17 N
students, if played in moderation.
34. Mobile Legends teaches me teamwork and 3.34 N
cooperation.
35. Playing Mobile Legends makes me more competitive. 2.6 A
36. I am more likely to skip homework assignments so I 3.2 N
can play Mobile Legends.
CUMULATIVE MEAN: 3.62 D
PERSONAL IMPACT
1. I would feel lost or bored without Mobile Legends in 3.09 D
my life.
2. I believe that Mobile Legends is a positive influence in 2.22 N
my life.
3. Parents should monitor their children’s mobile gaming 2.7 N
habits.
4. I get into arguments with my friends or family because 3.88 D
of Mobile Legends.
5. Playing Mobile Legends makes me feel anxious or 3.84 D
frustrated.
6. Schools should ban mobile games on campus. 3.78 D
7. Parents and teachers need to work together to help 4.7 SD
students develop healthy mobile gaming habits.
8. Playing Mobile Legends enhances teamwork and 2.52 N
collaboration skills.
9. Mobile Legends encourages creativity and strategic 3.17 N
planning in gameplay.
10. Mobile Legends serves as a form of escapism from 4.32 SD
real-life challenges and problems.
11. Mobile Legends promotes problem-solving abilities 3.17 N
and critical thinking skills.
12. Mobile Legends provides a platform for social 2.2 A
interaction and bonding among players.
13. Mobile Legends fosters competitive spirit among 3.66 D
players, driving them to improve their skills.
14. Mobile legend has a positive technological 4.08 D
development.
CUMULATIVE MEAN: 3.39
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Discussion
The data presents a mixed picture of Mobile Legends' impact on grade 11 students at
Pawing National High School. With a cumulative mean of 3.62 for academic impact and 3.39 for
personal impact, both fall under the "Disagree" category, suggesting a generally negative
perception. This reveals mixed opinions on its effects on behavior, sleep, stress, focus, and
grades. Some see it as a stress reliever, while others struggle with schoolwork and grades.
Concerns about addiction and social problems also arise. While some students acknowledge
potential benefits, they also report arguments with loved ones and hiding gaming habits.
students' academic achievement. It shows that most people have an unfavorable opinion of how
mobile games affect students. Particularly, most participants agree or strongly agree that playing
mobile games might negatively impact children's conduct, academic achievement, behavior in
Famous child psychologist Dr. Karen Z. Goldberg claims that playing mobile games such
as Mobile Legends excessively might cause students to build up addictive habits, damage their
cognitive development, and experience higher levels of stress and anxiety. Educational scholar
Dr. Michael A. Carter agrees, pointing out that mobile apps can be distracting in the classroom
and negatively impact students' ability to concentrate and learn. On the other hand, several
respondents shared favorable opinions, suggesting that playing Mobile Legends can help people
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Expert in educational technology Dr. Emily Kim emphasizes the potential educational
advantages of mobile gaming as learning and skill-building tools. She supports a well-rounded
strategy that minimizes the negative impact of mobile gaming on academic achievement while
Given these different viewpoints, it is critical to recognize the multiple ways in which
mobile games affect students. Even while issues with social arguments, academic distraction, and
addictive habits are real concerns, it's important to recognize the potential for skill development
and technical innovation. As a result, it is critical that parents, teachers, and legislators work
together to design practices and laws that support children's responsible use of mobile games and
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Chapter 5
SUMMARY, CONCLUSION, AND RECOMMENDATIONS
Summary
This study aims to determine how mobile games, particularly mobile legends, affect the
performance? How does easy access to the internet by means of playing Mobile Legend to the
academic performance of students. How does frequency of playing Mobile Legends affect their
academic performance. What action plan should the parents propose to minimize the time spent
To find answer to the foregoing question the researcher conducted a survey using the
quantitative method of research with the questionnaire as the primary data gathering instrument
which was validated and administered to 100 grade 11 respondents from Pawing National High
School. The data gathered from the respondents were analyzed and interpreted through simple
percentage for their demographic profile and the correlation analysis for the relationship between
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Conclusions
1. The respondents are generally in their middle adolescence period and have played Mobile
for social interaction (score: A), others report arguments with loved ones (score: D). This
highlights the need for responsible gaming that fosters positive social connections.
healthy gaming habits. Collaboration between parents and teachers (score: SD) and
beneficial strategies.
4. The long-term effects of Mobile Legends on academic performance and despite having
an overall well-being remain unclear (scores: SD & D), It just shows that mobile legends
can affect Students Academic life. Though further research is necessary to gain a deeper
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Recommendation
1. Mobile Legends offers fun, strategic thinking, and teamwork skills, but it should be
played in moderation. Set daily time limits to avoid distractions and ensure enough rest
and time for schoolwork. A balanced approach is crucial for maximizing the benefits of
2. Open communication between parents and teachers is crucial for teens to understand the
impact of Mobile Legends on their mental health. Establishing healthy gaming habits,
setting time limits, and creating distraction-free classroom environments can help prevent
break and unwind with activities like spending time with family, listening to music,
reading, or exercising. Remember, your well-being is more important than virtual wins.
4. Schools and teachers can promote healthy gaming habits by creating safe spaces for open
students about potential downsides like sleep deprivation and neglecting schoolwork.
This can be achieved through workshops, guest speakers, or integrating discussions into
existing classes.
5. I recommend future researchers consider expanding the scope of the study to analyze not
only the impact on grades but also on other aspects of the students' lives. This could
include factors like sleep habits, social interaction, and participation in extracurricular
activities. A more holistic view would provide a richer understanding of how Mobile
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