Final Research Output Final Najd Ni
Final Research Output Final Najd Ni
Final Research Output Final Najd Ni
Participation in Class
A Thesis
In Partial Fulfillment
By:
Aniban, Rodel S.
Vistal, Richard
1). What are the positive and negative effects of Mobile Legends to the Senior
2). How does it affects to the Senior High School students’ participation in class?
This study is mainly concern and limited only to the impacts of Mobile
Legends game to the Senior High School Students’ participation in class. The
study will be conducted within the premises of University of Cebu Lapu-Lapu and
Students of the University who only play Mobile Legends game. The study’s
target population is consist of 50 students from the five different strands namely
General Academic Strand (GAS) and STEM-Maritime Strand. During the gathering
of data the researchers will interview 10 students from each strand. This will be
done randomly and the researchers will not force the students to take part in the
interview.
ACKNOWLEDGEMENT
First and foremost we thank our almighty God for giving us strength,
wisdom and perseverance to face the challenges in making this research study
possible.
We are deeply grateful to Ms. Florie Catherine Casida for guidance and
To our wonderful parents, sisters and brothers, also to our relatives and
loved ones thank you for your unconditional love, encouragement and support.
We would also like to extend our heartfelt thank you to all the people
-The researchers
DEDICATION
We would like to dedicate this research paper to our family, friends and mentors.
In the history of online gaming Covey (2012) on his book, " Technology
gaming, but has evolved to include online gaming servers and massive-
2003). Other sources have noted positive impact on students' performance. One
has been mixed, but it seems that video games can have a positive effect on
Playing video game is often associated in our society with poor academic
found a negative correlation between GPA and time spent playing video games
(Anderson & Dill, 2000). The correlation was relatively small. Time alone
accounted for a variance in GPA, yet the findings are significant. However,
several older studies contend that the results of research has been mixed. A
1997 study suggests that there is no clear causal relationship between video
The effect that interactive digital media has on the learning process is not
completely negative. It is not that the medium itself is inherently flawed, but
much of the information that gets transmitted through it may be. As was noted
is positive, then positive results can be expected. If the content being consumed
is negative, then negative results can be expected. The study examined research
As stated by Hassan (2011) online gaming is either good or bad. Good for
those who know their limits and bad for those who fix themselves in the seats
for long hours and cut off the interaction with rest of the world. Teens who play
online games are just having fun. They do not just actually play because of some
sort of seriousness, but also because they just want to feel relief, (Kuss &
Griffiths, 2012). During school hours, students tend to feel stressed due to load
RESEARCH METHODOLOGY
Research Design
This study will apply the qualitative approach of data analysis and
research for the identification and selection of information-rich cases for the
most effective use of limited resources. This involves identifying and selecting
identify and select the respondents of the study, since it only focuses to the
According to Garcia, in this part the researcher explains the details and
methods used in data gathering which is needed and used in order to solve the
questions that would only be given to the chosen participants. The first section is
ranking type survey form where the participants should rank each questions
according to their preference. The last section is a multiple choice type of survey
taken by the participants. They will only to choose the answer that best suits
their preference.
Theoretical Background
The rich virtual worlds of video games create powerful contexts for
connection between abstract ideas and the real problems they can be used to
solve. Games are most powerful and most complex when they are personally
A key distinction that emerged from early learning research with animals,
performance is the observable use of the newly acquired information. People can
Social problem-solving
ways that are congruent with one's own goals. There are four processes used in
social situation (a) encoding and interpreting environment cues, (b) generating
and selecting goals, behaviors, or scripts to guide behavior. (c) Evaluating how
Cognitive Theories
(Anderson et al, 1998; Berkowitz, 1990; Collins & Loftus, 1975). According to
cognitive concepts are known as nodes; as we learn more about a concept, links
are developed connecting that node with others or links may be developed to
connect concepts that have been experienced together. When a set of nodes
Well-known scripts are knowledge structures and as such they can include
from experience; (b) influence perception; (c) can become automated; (d) can
contain affective states, behavioral scripts and beliefs; and (e) are used to guide
Complexity Theory
transformations in learners. Video game players who play the same game
become agents of a complex system of gamers engaged in game-play where
play derives its meaning within an environment that is interactive, dynamic and
flowing where there are infinite possibilities, a to and fro process, and limits
provided by the structure or rules of the game ( Hopper, Sanford & Clarke,
2009).
1. Diversity among the learners that provides generative possibilities for game-
3. Liberating constraints or guidelines and limitations for the activity that serve
5. Learning is distributed, recognizing that concepts like cognition or skill are not
just confined to the brain, but are distributed over the body, other people and
The advancement of technology has been associated with the rapid rise of
video games. Eyesenback et al., (2004) stated that video gaming has become a
world phenomenon in the field of entertainment. Video gaming has also been
works in the real world. But the rapid rise of technology around the world is
inevitable, yet some professionals are still seeking ways of diminishing the
According to Shaffer, Halverson, Squire and Gee (2005), video games are
the people since they are to pretend to be someone who are not really
themselves.
Playing video games is often associated in our society with poor academic
performance. This idea is supported by some research. Anderson and Dill (2000)
found a negative correlation between GPA and time spent playing video games.
The correlation was relatively small. Time alone accounted for a 4% variance in
in school performance when the student was addicted to gaming. They found
suggested that not only does gaming have an impact on performance directly,
but it also triggers a higher level of aggression, which often linked to problems in
Jackson et al (2008) found that time spent playing games was a negative
predictor of academic performance and that those who played video games more
homework, etc.
promoting violence. Finally, they noted that playing video games took time away
2008).
game play and English test scores, which suggests that gaming can actually lead
to better test scores. North Carolina State University is even experimenting with
a synchronous online graduate course that integrates video game design with
science curriculum.
games and academic performance, Anderson and Dill (2000, pg.17) quite aptly
state the predicament in researching this topic. As the studies show, much has
been said to support every aspects of the topic both positive and negative.
Research Procedure
The first thing to do is to outline the research strategy. Second, the procedures
for implementing the strategy will be defined. Third, the procedure used to select
the participants of the study will be stated. Fourth, the instrumentation for the
survey will be discussed. Finally, the analysis procedure to be applied to the data
will be presented.
APPENDIX B
QUESTIONNAIRE
OVERVIEW: This survey will further assess the impacts of Mobile Legends
towards the class participation of Senior High School students. The effects of
Mobile Legends will be the core of the researchers’ research. Moreover, the data
collected will be analyzed and presented to the students and the institution to be
Directions: Answer the questions promptly and Check your preferred answer.
[ ] Everyday
[ ] Twice a weak
[ ] Once a week
[ ] 30-60 minutes
[ ] 2-3 hours
[ ] 4-5 hours
[ ] Yes
[ ] No
[ ] Sometimes
[ ] House
[ ] School
[ ] 6 months below
[ ] 6-12 months
[ ] 1-2 years
Is there any effect that you had observed when you start playing mobile
legends?
[ ] Yes
[ ] No
[ ] Yes
[ ] No
[ ] Sometimes
Did you experience playing mobile legends overnight?
[ ] Yes
[ ] No
[ ] To reduce stress
[ ] Enjoyment
[ ] Peer Influence
Did you feel tired when you can't play mobile legends?
[ ] Yes
[ ] No
Will you consider that playing mobile legends is now your habit?
[ ] Yes
[ ] No
[ ] Socially competence
[ ] None
[ ] Financial lost
[ ] Tardiness
[ ] None
Rate the game mobile legends from 1-10. ___ (1 for not so really helpful and 10
Rate the positive effect of playing mobile legends from 1-10. ____
INTRODUCTION
RATIONALE
one's mind and life experiences by creating productive works in schools, offices,
and even at home. Nowadays, this can be a person's most efficient strategic tool
for enabling himself to take charge and cope with the fast growing technology.
The fact that people live in on informative lifestyle where everything is updated,
smartwatch, PDA, portable media player or graphing calculator. The latest known
game on a mobile phone was mobile legend: MOBA created by Moonton. Today,
Mobile Legends are usually downloaded from app stores as well as from mobile
operator's portals, but in some cases are also preloaded in the hand held devices
by the OEM or by the mobile operators when purchased, via infrared connection,
bluetooth, memory card or side loaded onto the handset with a cable.
Carey (2012) found out that the history of online gaming included
multiplayer gaming, but has evolved to include online gaming servers and
massively-multiplayer online gaming setting. When you hear about the effect of
Mobile Legends you tend to think about the negative effects first. Like the fact
surrounded by people that who prefer to spend time alone with their mobile
Kruss and Griffiths (2012), teens who play online games are just having
fun. They do not just actually play because of some sort of seriousness, but also
because they just want to feel relief. During school hours, students tend to feel
stressed due to leads of school works and though playing it will relive their
stress.
Mobile Legends consume more and more of our time each day. It does
not only cause negative impact to the players but positive as well. So the
researchers came up to this study to show that there is also positive or negative
09566004367
I. Personal Information
Nickname: Rodel
Gender: Male
Citizenship: Filipino
Past time Activities: Playing Volleyball, Watching Volleyball Replays and Watching
Make-up Tutorials
Occupation: Housewife
HIGHSCHOOL:
Senior High School- University,of Cebu Lapu- Lapu and Mandaue
2018- Present
2014-2018
2008-2014
- Best in Science
- Best in Math
- Best in TLE
- Best in Filipino
- Leadership Awardee
IV. Skills
- Cooking
- Singing
- Acting
- Dancing
RHEA JEIL M. IBAG
09565542011
I. Personal Information
Nickname: Rhea
Gender: Female
Citizenship: Filipino
Occupation: JO
HIGHSCHOOL:
Senior Highschool - University of Cebu Lapu-Lapu and Mandaue
2018-2019 - Present
2017-2018
2014-2015
IV. Skills
-Singing
-Dancing
JOHN ARGEL L. PANTOJA
263- 1103
I. Personal Information
Nickname: Gel
Gender: male
Citizenship: Filipino
2018-2019 - Present
2017-2018
2014-2015
IV. Skills
Poetry
Basketball
ALYSSA MARIE P. PEPITO
263-1103
I. Personal Information
Nickname: Isang
Gender: Female
Citizenship: Filipino
Occupation: Mechanic
Occupation: Housewife
HIGHSCHOOL:
Senior Highschool -University Of Cebu Lapu-Lapu and Mandaue
2018-2019 - Present
2017-2018
2014-2015
IV. Skills
- Cooking
- Drawing
- Time Management
RICHARD B. VISTAL
09289175799
I. Personal Information
Nickname: Vistal
Gender: Male
Citizenship: Filipino
Occupation: Carpenter
Occupation: Housewife
HIGHSCHOOL:
Senior Highschool University Of Cebu Lapu-Lapu and Mandaue
2018-2019 - Present
2017-2018
2014-2015
- Best in Math
- Best in Science
- Best in Art
- Leadership Award
IV. Skills
- Singing
- Solving
- Sports
- Cooking
References
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts,
feelings, and behavior in the laboratory and in life. Journal of Personality and
Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game
Anderson, C. A., Gentile, D. A., & Dill, K. E. (2012). Prosocial, antisocial, and
Handbook of children and the media (2nd ed.) (pp. 249-272). Thousand Oaks,
CA: Sage.
Barab, S. A., Cherkes-Julkowski, M., Swenson, R., Garrett, S., Shaw, R. E., &
410-427.
Clarke, A., & Collins, S. (2007). Complexity Science and Student Teacher
Erlbaum Associates.
Gee, J. P. (2007a). What video games have to teach us about learning and
Gee, J. P. (2007b). Good video games + good learning. Peter Lang Publishing.
Hopper, T., Sanford, K., & Clarke, A. (2009). Game-as-teacher and game-play:
(2008). Race, gender, and information technology use: The new digital divide.
Putman, R. & Borko, H. (2000). What do new views of knowledge and thinking
4-15
Schell, J. (2008). The Art of Game Design: A Book of Lenses. Burlington, MA:
Elsevier.
Shao-I, C., Jie-Zhi, L., & Der-Hsiang, H. (2004). Video game addiction in children and
Skoric, M., Teo, L., & Neo, R. (2009). Children and video games: Addiction, engagement,
Wood, R., Griffiths, M., & Parke, A. (2007). Experiences of time loss among
38-44
SIGNIFICANCE OF THE STUDY
The outcomes of this study will give information to everyone. This will also
provide awareness to everybody about the effects of Mobile Legends game. This
This study is primarily important to students for it will give them information
about the effects of playing Mobile Legends to their participation in class. This
will also give them awareness so that they will be more conscious on the said
effects.
This study will help the parents to have enough knowledge about the effects
basis to help share with other parents the information about certain game to
help each other in parenting. Lastly, it will help them understand the behavior
and study habits of their children when they are engage into such activity.
This will help the teachers to design disciplinary actions for those students
who did not participate well in class. It will also provide additional knowledge on
what strategy to use to educate students about the well known effects of Mobile
It will help the future researchers that are interested in this study. This
may also serve as basis for future researchers that will be conducted under the
same topic.