Impact of Mobile Legends on HUMSS Students
Impact of Mobile Legends on HUMSS Students
STEM 12
Presented by:
Cabrera, Gian Carlo B.
Catipay, Mark Gabriel
Corimo, Kervy T.
Garcia, Keith Mechelle T.
Hadlocon, Jiven H.
Zamoras, Dotsen James I.
October 2023
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CHAPTER I
INTRODUCTION
our society. One of the most popular and loved by many young people and students today is
mobile games like Mobile Legends. It is an online Multiplayer Online Battle Arena (MOBA)
game that allows players to fight in virtual worlds using their mobile devices, despite the fun
and excitement caused by Mobile Legends, there are skepticism about its impact on students
learning.
Looking at the history of digital games, we can see that a new internet culture has
emerged. Although game activities can be practiced individually, when computers came into
our lives they turned into an interactive zone. Previously, the interaction was between only
the player and the producer, but later it turned into a game with multiple participants. With
the widespread of the internet, unlimited number of participants became involved in games
(Tabanlı, 2010).
According to Kim and Park (2006, 2007), some conditions motivated individuals to
play online games. For example the need for escapism, leisure, achievement, satisfaction,
entertainment and the need to kill time. The findings showed that players’ motivation was
significantly associated with online game addiction (cited in, Khang, Kim & Kim, 2013)
Playing Mobile Legends has various potential effects on student’s learning. Mobile
Legends can be positive through developing skills such as planning, cooperation, and
decision-making by players. On the other hand, Mobile Legends can also cause an impact on
student’s learning. Playing too much of it can result in less time that should be spent studying.
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Players maybe distracted from their school works and this may cause a decrease in their
While numerous studies have examined the effect of online game addiction and
academic performance, there remains a significant research gap, especially when considering
specific grade levels like Elementary and Junior High School. Most existing research has
concentrated on Humanities and Social Sciences (HUMMS) field and students in higher
the specific challenges and consequences associated with Mobile Legends game addiction
Ultimately the inclusion of this research aims to provide a clear understanding of the
effects of playing Mobile Legends on student’s learning. Through the findings of this study,
many solutions and strategies can be offered for parents, teachers, and students to properly
manage time and the use of Mobile Legends without affecting their learning and
development.
This study seeks to find out the Effect of Playing Mobile Legends on the Academic
Performances of Grade 12 HUMSS student’s learning and aims to address the following
questions:
a). Age;
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2. What is the level of attitude towards Mobile Legends of the selected HUMSS 12
Playing Mobile Legends has become a popular source of amusement and social
engagement among high school students as smartphone use among young people increases.
But the effects of extended gaming on their life are largely unexplored.
Therefore, the purpose of this study is to provide insight on how Mobile Legends
affect kids in senior high school. The findings of this study can be used as a foundation for
creating policies and initiatives that encourage responsible gaming behavior and strike a
balance between gaming time and social and academic obligations. Additionally, it can shed
light on the potential dangers of playing Mobile Legends too often, including as addiction,
Additionally, the research can advance the field's understanding of the beneficial and
Students. The students in Grade 12 themselves will benefit most from this study, as it
seeks to understand how playing Mobile Legends affects their academic achievement. The
study's findings can offer information that will aid students in choosing how to divide their
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time and effort between their academic work and extracurricular activities like playing video
games.
Parents. The study can assist parents in understanding how playing games affect their
children's academic performance. They may use this information to decide with confidence
how much time their youngster should spend playing Mobile Legends. If parents learn that
Mobile Legends has an impact on their child's academic performance, they can take steps to
Teachers. The impact of playing mobile games like Mobile Legends on academic
performance is clear to teachers. They can determine whether playing video games affects
students' academic performance favorably or unfavorably and whether the effect is large
enough to qualify as a distraction. For the purpose of developing effective teaching strategies
based on interactive games such as Mobile Legends, teachers can use this study's findings.
They're going to be able to create innovative educational activities that are engaging
They can create strategies and interventions to assist students in maintaining a good
balance between academic work and leisure time by understanding the effect of playing
This study primarily focuses on investigating the impacts of excessive online game
from Humanities and Social Sciences (HUMSS) 12 strand at Polanco National High School
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Despite the comprehensive scope, this study is not without limitations. The first
limitation revolves around the sample size, as the findings are confined to a spicific selected
group of HUMSS 12 students at Polanco National High School. It is crucial to recognize that
the insights gained from this research may not be universally applicable and may not
accurately represent the experiences of all HUMSS students. Additionally, the study relies on
self-reported data, which can introduce the potential for biases and inaccuracies. Participants
may not always provide completely accurate information about the effect of Mobile Legends
and academic performance. Furthermore, while the study includes the examination of gender,
age, and online gaming habits as extraneous variables, there may be other unaccounted
Definition of Terms
The following terms are defined both conceptually and operationally for clearer
understanding.
Addiction – is a treatable, chronic medical disease that involves complex interactions among
Discipline– means self-control to do bad things, or the following the rules you know are
right.
Mobile Legends: Bang Bang - is a type of Multiplayer Online Battle Arena (MOBA) game.
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Online Games - online games are a game that you play only when you have internet
connection.
Technology – it is the advancement and application of tools, equipment and processes to help
THEORETICAL FRAMEWORK
Mobile Legend Bang Bang is believed to affect a wide range of outcomes. Plass et al.
(Citation2015) described four different theoretical perspectives for Mobile Legend Bang
Bang research that refer to the game design as well as the outcomes that games are targeting:
sociocultural perspective.
Cognitive outcomes. This category aligns with Plass’s cognitive perspective and
combines Hainey’s categories (1) knowledge acquisition and content understanding and (3)
perceptual and cognitive outcomes, as these two categories contain relatively overlapping
constructs that are hard to distinguish. Outcome variables within this category are for
Motivational outcomes. In line with Hainey, affect and motivation were combined
into one category motivation. We understand motivation as affect towards a task which can
be called differently depending on the theory used (e.g., intrinsic motivation (Ryan & Deci,
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Behavioral outcomes. Aligning with Hainey, we added the category behavior. This
category includes various behavioral outcomes, such as self-reported strategy use, behavioral
Unlike the other three perspectives, the sociocultural perspective of Plass et al.
(Citation2020) does not specify a category of outcomes. Rather, it focuses on specific game
features (individual versus collaborative), which is beyond the scope of the present study as
the present study focuses on the moderating role of different student characteristics.
THEORETICAL MODEL
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PLAYING MOBILE ACADEMIC
LEGENDS PERFORMANCES
Figure 1
CONCEPTUAL FRAMEWORK
Extraneuos Variable
Time
Environment
Focus
Figure 2
INTERPRETATION
The Conceptual framework that we use is the IV-independent variables and DV-
dependent variables or IV-DV model. As shown above, the (IV-DV) framework was used to
show the effect of playing Mobile legend to Academic performance, it is viewed as series of
boxes (processing elements) it connected through arrows, as you can see in the first box
contains the independent, which is the playing Mobile Legends, the second box contains the
dependent which is the academic performance of the grade 12 students, and the third box
which is the last box, contains the extraneous variable which both effects the independent and
dependent variables.
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There are also two arrows and these are just single-headed arrows that means they are
one-directional arrows. The first connect to the dependent that means the independent
(Playing Mobile Legend) effect to dependent (Academic Performance), well because
engaging in intense gaming sessions, especially before during critical study periods, can
affect a student's ability to concentrate and retain information, and the second arrow connects
to both independent and dependent from extraneous variable that means it affects the both
boxes.
CHAPTER II
This chapter highlights some related literature and studies on this topic. It contains
various sources obtained by the researcher from the internet and other electronic sources.
Introduction
Mobile Legends is a popular online mobile game that has been found to have negative
effects on the academic performance of students. Studies have shown that excessive and
unrestrained playing of Mobile Legends can lead to stress, depression, isolation, and lack of
actual communication and socialization, which can badly affect academic performance.
A study conducted by Embon (2021) found that playing Mobile Legends greatly
affected study time, especially when students were in a losing streak and craving for victory.
The study also found that excessive playing of Mobile Legends can lead to tardiness, lack of
focus, and anger management issues, which can degrade academic performance. Another
study conducted by De Los Santos et al. (2020) found that the amount of time spent playing
mobile games, specifically at home and the commonly played online mobile game at school,
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can affect academic performance. Cadosales (2018) found that spending too much time
playing Mobile Legends has a negative impact on students’ learning motivation and academic
performance. Dizon et al. (2021) found that playing Mobile Legends can lead to tardiness,
lack of focus, and anger management issues, which can degrade academic performance.
Pahayahay et al. (2021) found that playing Mobile Legends can lead to time management
Another study by Sri Rochmayanti et al. (2021) titled "The Impact of Mobile Legends
Games on Student Learning Motivation: The Role of Parents and Teachers," stated in the
findings that Mobile Legends have an impact on students' drive to learn. The study aims to
investigate the impact of Mobile Legends games on student learning motivation and the role
of parents and teachers in this regard. The study concludes that the use of Mobile Legends
games has a positive impact on student learning motivation, and parents and teachers play a
crucial role in enhancing this motivation. However, it is important to note that the study was
conducted in Indonesia, and the results may not be generalizable to other countries or regions.
In addition, according to the study "The Intensity of Playing Mobile Legends Games
with College Student Academic Procrastination" by Muhammad Zaki Mubarok et al. (2022),
there is a connection between students' academic procrastination and the intensity of their
Mobile Legends game play. Academic procrastination among students increases with the
severity of this game played; conversely, academic procrastination among students decreases
Other studies conclude that playing Mobile Legends can help the students
educationally. According to Kobis, Dewi & Tomatala, Michel. (2020) study, "Students'
Perception of the Use of Mobile Legends Bang Bang to Assist English Language Learning,"
students view using Mobile Legends Bang Bang to help with English language learning
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favorably. It seemed to them that engaging in Mobile Legend Bang lessened their tension and
anxiety when studying English. In addition, a lot of respondents thought that playing this
Students' Achievement in Aceh" by Faizatul Husna et al. (2021), boys are more likely than
girls to be avid gamers, and those who play online games are typically between the ages of 11
and 12 and log on for three to five hours a day on average. They draw the conclusion that
there is a negative correlation between online gaming and academic performance. This is due
to the fact that prolonged game play impairs their capacity to concentrate on academic work.
In order to evaluate and ascertain the impact of online gaming on the academic
performance and social behavior of the students at the Polytechnic University of the
conducted a study titled "Online Gaming: Impact on the Academic Performance and Social
School". The results of the study showed that boys are superior gamers to girls, who
frequently engage in multiplayer video games like League of Legends, Clash of Clans,
Additionally, various studies have proposed practical solutions for addressing this
issue with educational institutions, educators and parents alike. Garnada (2020) emphasized
participation and distract students from excessive gaming. Career counselors can also provide
services to guide students and help them solve common academic problems.
Moreover, parents are advised to keep an eye on their children's online gaming habits,
limit their computer usage, and encourage them to prioritize productive activities. A study by
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Fariron et al. (2022) makes further recommendations and suggest a multipronged approach.
Computer games affect class performance, so learners are encouraged to manage their time
playing computer games. To improve their performance in class, the students are encouraged
to participate in class and pay attention to their teacher. It is recommended that parents
become more involved in their kids' education and supervise their gaming habits. Teachers,
administrators, and parents are encouraged to work together to improve student outcomes in
the classroom, and future researchers are encouraged to further investigate this area.
Conclusion
These findings suggest that playing Mobile Legends can have both benefits and
drawbacks for the students, depending on the amount and frequency of playing, as well as the
personal and environmental factors that influence their gaming behavior. Therefore, it is
important for the students to balance their gaming and academic activities, and to seek help if
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CHAPTER III
RESEARCH METHODOLOGY
This chapter presents the methodology employed in this study that includes the
research design, research environment, research respondents and sampling design, research
instruments, scoring information, data gathering procedure, statistical treatment of data, and
ethical consideration.
Research Design
The research design selected for this study is the descriptive method, which aims to
information regarding students' involvement with Mobile Legends and its potential
Numerous relevant studies have adopted descriptive methods to scrutinize the nexus
between technology use, specifically gaming, and academic performance. For example,
Johnson and Smith (2017) employed a descriptive approach to scrutinize the patterns of video
game utilization among adolescents and its correlations with academic achievements.
Similarly, Jr. Gilbert et al. (2019) employed a descriptive research design to dissect the
impact of screen time on the academic performance of high school students. These studies
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proffer methodological insights and frameworks for comprehending the dynamics between
gaming behaviours and academic outcomes, aligning with the objectives of the present
research.
Research Environment
Polanco National High School S.Y. 2023-2024, we consider the diverse local context.
Insights from Anderson and Dill (2000) emphasize the role of the school environment in
Since we are clear of the health protocols implemented during the pandemic, face-to-
face data gathering was done with the use of survey questionnaire. The researchers personally
handed out the survey to the students involved in the study and were oriented by the
researcher in front of the classroom about their rights to privacy and confidentiality.
The target respondents of the study were the grade 12 HUMSS students of Polanco
National High School that were both engaged in playing Mobile Legends and in their
Academic Performances. There were five grade 12 HUMSS section and only 70 participants
considered which were selected as per related in this study. The official list of the actual
participants along with their personal information was taken from the survey they’ve
answered.
The sampling method selected for the study investigating the effect of Mobile
random sampling method. This method involves categorizing the student population into
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distinct strata based on relevant criteria, such as academic performance levels and the
independently from each stratum, ensuring representation across various academic and
gaming behaviour profiles within the Grade 12 HUMSS cohort. By employing this method,
the study aims to provide a comprehensive and unbiased examination of the potential effects
of Mobile Legends, accounting for diverse student characteristics within the target
population. We managed to meet the target number on of respondents of the study which was
152. With this limited sample size, it provided the researchers administrative convenience in
carrying out the study. In addition, this could save their time, money, and other resources.
Table 1
Disproportionate Stratified
Population
Sample
Students
Count Percent Count Percent
HUMSS A 63 25.8 38 25
HUMSS B 62 25.4 38 25
HUMSS C 57 23.4 38 25
HUMSS D 62 24.2 38 25
N 244 244
n= = = =151.55=152
(1+ Ne ) 1+244 ( 0.05 ) 1.61
2 2
Research Instruments
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The Likert scale of the questionnaire was used as the survey instrument of this study.
The questionnaires were researcher-made and were formulated based on the ideas and
insights taken from the different authorities as reflected in the literature as well as the
suggestions and recommendations of the researchers’ adviser. There were three parts. Part I
collected data on the demographic demographic profile of the respondents such as their age,
sex or gender etc. For Part II, the data dealt with the attitude of the respondents towards
Mobile Legends. For part III, the data unveiled the knowledge of the respondents on the
game Mobile Legends. For part IV, the data dealt with the discipline in their balancing
strategy towards Mobile Legends of the respondents when it comes to the importance of
having a balanced lifestyle between academics and gaming. Table A showed the parts of the
research instrument.
Table 2
Parts of the
Title/Content
Questionnaire
Part I Respondents’ Demographic Profile
Part II Attitude towards Mobile Legends
Part III Knowledge towards Mobile Legends
Part IV Discipline in their Balancing Strategies towards Mobile Legends
For examining the reliability of the research questionnaire, Pearson Product Moment
of Correlation was used to measure the internal consistency of the items in the scale. An
initial examination of the entire first version of the questionnaire produced a correlation
coefficient of 0.947 which was very satisfactory. Based on the test results, the research
instrument was highly valid since it generated a very high correlation index.
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Scoring Information
The data gathered from the questionnaire were scored and interpreted. Descriptive
interpretation with the use of frequency counting and percentage was utilized to describe the
data meaningfully. A five-point Likert scale was used to measure the knowledge, attitude, and
performances of grade 12 HUMSS students of Polanco National High School. Tables 2, 3 and
4 showed the mean indices and adjectival equivalent of the five-point Likert scale used in this
study.
Table 3
Adjectival Equivalent of 5-Point Likert Scale and Interpretation of Mean Indices Used to
Table 4
Adjectival Equivalent of 5-Point Likert Scale and Interpretation of Mean Indices Used to
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4 Disagree 3.41 – 4.20 Unknowledgeable
5 Strongly Disagree 4.21 – 5.00 Very unknowledgeable
Table 5
Adjectival Equivalent of 5-Point Likert Scale and Interpretation of Mean Indices Used to
letter sent to the principal of Polanco National High School, requesting their approval to let
the researchers gather pertinent data on the 152 students of HUMSS 12. After the Principal of
Polanco National High School had authorized the request letter, the researchers continued to
schedule appointments with HUMSS 12 students. During these sessions, they conduct
research collections and interviews, ensuring a full understanding of various factors. The data
collected was analysed in depth, contributing to the analysis of the educational researchers
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Statistical Treatment of Data
The researchers will determine the response of the participants through the use of
descriptive statistical tools that include frequency and percentage. The researchers used the
frequency and a percentage distribution formula to determine the percentage for the
respondent's profile and also to identify the frequency of the responses on the item on the
survey questionnaire.
for demographic characteristics, the level of attitude towards playing Mobile legends, the
knowledge level regarding the effect of Mobile Legends gaming on the Academic
performances of grade 12 HUMSS of Polanco National High School S.Y. 2023-2024, and the
Discipline in their Balancing Strategy towards Mobile Legends. These statistical measures
Ethical Consideration
Autonomy or the respondents was informing them about the details of the research
study and giving them the freedom to decide for themselves whether to take part or not
through the process of informed consent. Printed informed consent for the participants was
obtained before conducting the survey. This consisted of two parts. The first part was the
information sheet and the participants were informed with the following: a) introduction; b)
duration; g) risks; h) confidentiality; i) right to refuse or withdraw any time, and j) questions
for inquiry. The second part was the certificate of consent wherein there was a signed
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statement of the researcher or person taking the consent. A copy of this informed consent was
doing well. Respondents were not placed in a situation that puts them at risk or any
discomfort in the research study upon following this principle. The researchers connected to
the respondents through a face-to-face survey to ensure that the data collected will not be
tainted in any way possible. The researchers conducted the survey during the student’s free
time to ensure that the have the right amount of time to answer the survey-questionnaire and
to avoid disrupting them during class hours. When a participant would feel uncomfortable
during the survey, he/she has the right to refuse some questions and limit their involvement or
even withdraw from the study. Participants and the data collected were kept with full
The principles of justice were supported through the chosen nature of sample
selection. The participants were treated with the utmost confidentiality and respect equally
and fairly. Knowledge generated in this study would also benefit the participants in a form of
psychosocial support and information drive programs that would be extended by the health
workers of the Department of Health to boost the awareness and confidence of the
participants. Local government units could make use of the result of this study as baseline
data for policy initiatives that would enhance the acceptance or willingness of the community
to the distribution and collection of the completed questionnaires. This research was not in
partnership with any person or institution, it was merely a prerequisite of education. The
researchers held intellectual property rights. However, the adviser of the researchers was
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permitted to co-author this work. The terms of reference consequently would not apply. As to
respondents. The researcher took necessary measures to ensure that none of the respondents
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CHAPTER 4
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
This chapter presents the data in textual and tabular form, the analysis and
interpretation based on the statistical results. Related studies are also presented to validate or
I. Demographic Characteristics
19 8 5.263 3
18 79 51.974 1
17 65 42.763 2
16 0 0.000 4
Total 152 100.000%
As shown on the table above, based on age, it was observed that 8 (5.263%) of the
respondents were 19 years old; 79 (51.974%) were 18 years old; 65 (42.763%) were 17 years
old; and 0 (0.00%) or none of the respondents were 16 years old. The above data on age
distribution indicated that the majority of the respondents were 18 years old.
Female 75 49.34 2
Male 77 50.66 1
Total 152 100.00%
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Based on sex, it was noted that 77 (50.66%) were males and 75 (49.34%) were
females. This showed that the majority of the respondents of Polanco National High School
HUMSS students were males. Male students in today's generation often engage in part-time
jobs or internships alongside their studies to gain practical experience and financial
independence. The gig economy, freelance opportunities, and remote work options have
expanded the ways students can participate in labor. Balancing work and academics is a
common challenge, but it can also provide valuable skills and insights for their future careers.
HUMSS A 38 25.00
HUMSS B 38 25.00
HUMSS C 38 25.00
HUMSS D 38 25.00
Total 152 100.00%
Based on number of respondents per section, we can see that all four (4) sections have
the same number of respondents which composed of 38 (25%) respondents per section. The
data of the number of respondents per section showed equal distribution of the grade 12
Table 9
None 89 58.55 1
With Highest Honor 0 0.00 4
With High Honor 15 9.87 3
With Honor 48 31.58 2
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Total 152 100.00%
none of the respondents were awarded with highest honor; 15 (9.87%) belonged to the with
high honor students; and 48 (31.58%) belonged to with honor students. Therefore, the
Legend:
1.00 – 1.80 (Not Affected) 2.61 – 3.40 (Moderately Affected) 4.21 – 5.00 (Extremely Affected)
1.81 – 2.60 (Slightly Affected) 3.41 – 4.20 (Significantly Affected)
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Table 10 presents the impacts of Mobile Legends in student’s academic performance
as reflected by mean in terms of attitude towards Mobile Legends. Two of the statements
showed that the respondents were having neither positive nor negative attitude towards
Mobile Legends. Each statements was rated as follows: “I believe that I spend more time
playing Mobile Legends than studying” had a mean of 3.24 (Neither Positive or Negative
Attitude): and “I believe that my academic performance has worsened due to excessive
playing of Mobile Legends” had a mean of 2.79 (Neither Positive or Negative Attitude).
However, one statement showed that the respondents were having a positive attitude towards
Mobile Legends. The statement was also rated as follows: “I believe that playing Mobile
Legends affects my focus on academic tasks” with a mean of 2.15 (Positive Attitude).
Overall, the total mean was 2.73 which signified that the respondents had neither positive nor
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and quick decision-making
which can enhance
cognitive skills and
problem-solving abilities.
Overall Mean 2.69 Moderately Knowledgeable
Legend:
1.00 – 1.80 (Very Knowledgeable) 2.61 – 3.40 (Moderately Knowledgeable)
4.21 – 5.00 (Very Unknowledgeable) 1.81 – 2.60 (Knowledgeable) 3.41 – 4.20 (Unknowledgeable)
as reflected by mean in terms of knowledge towards Mobile Legends. Two of the statements
showed that the respondents were knowledgeable towards Mobile Legends. Each statement
was rated as follows: “. Playing Mobile Legends can provide a platform for social interaction,
allowing students to connect with friends and build a sense of community” had a mean of
2.45 (Knowledgeable); and “Playing Mobile Legends can serve as a stress-reliever, helping
students unwind and recharge for academic tasks” had a mean of 2.59 (Knowledgeable).
However, one statement showed that the respondents were moderately knowledgeable
towards Mobile Legends. The statement was also rated as follows: “Playing Mobile Legends
involves strategic thinking and quick decision-making which can enhance cognitive skills and
total mean was 2.69 which signified that the respondents are moderately knowledgeable
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Statements Weighted Mean Interpretation
Legend:
1.00 – 1.80 (Very Adherent) 2.61 – 3.40 (Moderately Adherent) 4.21 – 5.00 (Not Adherent)
1.81 – 2.60 (Adherent) 3.41 – 4.20 (Less Adherent)
as reflected by mean in terms of discipline in the balancing strategy towards Mobile Legends.
All three statements showed that the respondents were adherent of the discipline in their
balancing strategy towards Mobile Legends. Each statements was rated as follows: “I have
observed self-discipline and effective time management in balancing school works and
performance than playing Mobile Legends” had a mean of 2.18 (Adherent); and “I am
school works and playing Mobile Legends” with a mean of 2.36 (Adherent). Overall, the total
mean was 2.37 which signified that the respondents were adherent of the discipline in their
CHAPTER 5
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SUMMARY OF FINDINGS, CONCLUSION, & RECOMMENDATIONS
This chapter presents the summary of findings, the conclusions obtained, and the
recommendations made as a result of the research. The purpose of this research was to
explore and understand the dynamics of the effect of Mobile Legends gaming on the
Summary of Findings
• The majority of the respondents were 18 years old (79 out of 152 respondents).
• The majority of the respondents were males (77 out of 152 respondents).
• The data of the number of respondents per section showed equal distribution (38
respondents per section) of the grade 12 HUMSS students who participated in the
research study.
• The total population of the HUMSS students in Polanco National High School is
244.
• The majority of the respondents were not honor students (89 out of 152
respondents)
• The respondents had neither positive nor negative attitude towards Mobile
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Conclusion
The findings of this research study provide some insights into the demographic
characteristics and attitudes, level of knowledge, and the discipline in the balancing strategy
The majority of the respondents were male (77 out of 152) and their age distribution
was skewed towards the 18-year-olds, with 79 out of 152 respondents falling into this
category. This age group is likely to be in their senior year of high school, which aligns with
the fact that the research study was conducted among Grade 12 HUMSS students in Polanco
National High School. Interestingly, the majority of the participants (89 out of 152) were not
honor students, which suggests that Mobile Legends may not necessarily be a priority for
high-performing students. This finding could have implications for educators who are
concerned about the impact of mobile gaming on academic performance. The equal
distribution of respondents per section (38 respondents per section) indicates that the research
study had a representative sample size, as it covered all four sections of Grade 12 HUMSS
students in Polanco National High School. This ensures that the findings can be generalized
The overall mean score for attitude towards Mobile Legends was 2.37, which suggests
that the respondents had a neutral attitude towards the game. This finding is interesting
because it challenges the common perception that mobile gaming is inherently addictive and
detrimental to academic performance. Instead, it suggests that some students may be able to
balance their gaming habits with their academic responsibilities. The overall mean score for
knowledge about Mobile Legends was 2.69, which indicates that the respondents were
moderately knowledgeable about the game. This finding highlights the importance of
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educating students about responsible gaming habits and helping them develop strategies to
balance their gaming habits with their academic and social responsibilities.
Finally, the overall mean score for discipline in balancing strategy towards Mobile
Legends was also 2.37, which suggests that the respondents demonstrated moderate
adherence to discipline in managing their gaming habits. This finding provides some
reassurance that students are able to manage their gaming habits in a responsible manner, but
it also highlights the need for continued education and support in this area. Overall, these
findings provide some insights into the attitudes and behaviors of Grade 12 HUMSS students
towards Mobile Legends and can inform future research and interventions aimed at
Recommendation
Based on the findings and conclusion presented, the following recommendations are
b) Encourage the integration meditation into daily routines, such as study breaks or
relaxation periods.
c) Provide resources and training for educators to understand and leverage the
d) Provide clear rules and regulations regarding the use of gadgets or mobile phones
during class hours. This policy should be carried out so that the students can focus
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in class and should also state the appropriate penalties for those who will violate
this policy.
b) Parents should guide their children and give advises to them in order to let them
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_Muzzien
35
APPENDIX A
CORRESPONDENTS
36
Republic of the Philippines
Department of Education Region IX
Polanco National High School
Poblacion South, Polanco, Zamboanga del Norte
LETTER OF PERMISSION
November 2023
Dear Sir,
Greetings of Peace!
In partial fulfilment of our requirements for our subject Practical Research II we grade 12
students of section Stem namely: Keith Mechelle Garcia, Jiven Hadlocon, Kervy Corimo,
Mark Gabriel Catipay, Dotsen James Zamoras, and Gian Carlo Cabrera would like to ask for
permission to conduct a research study entitled " The Effect of Mobile Legends Gaming on
the Academic Performances of Grade 12 HUMSS Students of Polanco National High School
S.Y. 2023-2024”
In connection with this, we would like to ask your permission to allow us to conduct our
research study in the Senior High Department specifically on the Grade 12 HUMSS. Rest
assured that the data we will gather will remain absolutely confidential and to be used in
academic purpose only.
We believe that you are with us in our enthusiasm to finish the requirement as compliance for
our subject and to develop our well-being. We hope of your positive response on this humble
matter. Your approval to conduct this study will be greatly appreciated.
Respectfully yours,
KEITH MECHELLE T. GARCIA
Group Leader
37
Republic of the Philippines
Department of Education Region IX
Polanco National High School
Poblacion South, Polanco, Zamboanga del Norte
To the participants:
Read this consent form and ask questions and clarifications before you
decide to participate in this study or not. You are also free to ask questions
during your participation in this research.
----------------------------------------------------------------------------------------------------
Project Information
Phone: 09108880856
38
Specifically, this study aims to answer the following questions: (1) Is
there a significant difference in the academic performances of the students?
(2) Can playing Mobile Legends help students in a positive way? (3) Is there a
significant difference between the students who plays Mobile Legends but still
have a time set up for doing school works and students who plays Mobile
Legends without proper self-discipline?
II. PROCEDURES
The researchers will ask the class if there are Mobile Legends player
among the students this is because our research focuses on Mobile Legends
players, if the section does have Mobile Legends players then the researchers
will hand-out the questionnaires to those students. You will then be instructed
to fill out the information needed as per the instructions on the questionnaire
so please READ THE DIRECTIONS CAREFULLY AND ANSWER THE
QUESTIONNAIRE HONESTLY.
No possible risks can pose danger to you in any form during the conduct
of this study. The survey may last for 10-15 minutes so there is no need to rush
in answering the questions on the survey.
The findings of this research will benefit students, teachers, and parents.
It may reveal patterns of distraction, time management issues, or even foster
collaboration and strategic thinking during gameplay. Understanding these
dynamics can inform educational strategies and support systems for students.
V. FINANCIAL CONSIDERATIONS
VI. CONFIDENTIALITY
39
Your identity in this study will be treated with utmost confidentiality.
The results will be published for academic purposes only. However, any data
obtained as a result of your participation in this study may be checked by the
sponsor, by the person conducting this study and or by the research
panellists.
You are free to choose whether or not to participate in this study. There
will be no penalty if you choose not to participate. You may withdraw from
your participation at any time without penalty.
Any further questions you have about this study will be answered by the
researcher.
VIIII. AUTHORIZATION
_____________________________________
Participant’s Signature Over Printed Name
Date: ________________________________
_____________________________________
Researcher’s Signature Over Printed Name
Date: ________________________________
40
APPENDIX B
SURVER QUESTIONNAIRE
41
Republic of the Philippines
Department of Education Region IX
Polanco National High School
Poblacion South, Polanco, Zamboanga del Norte
SURVEY QUESTIONNAIRE
Direction: Respondent is required to fill up the needed data below honestly and accurately.
Name: _____________________________________________________________________
Date:__________ Age:_____ Sex:_____ Section:__________ Honor Received:__________
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
2. I believe that I spend more time playing Mobile Legends than studying.
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
42
PART II: Knowledge towards Mobile Legends
Direction: Shade the circle that corresponds to your answer accurately by choosing the
option that aligns most closely with your experience or opinion.
1. Playing Mobile Legends can provide a platform for social interaction, allowing students to
connect with friends and build a sense of community.
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
2. Playing Mobile Legends can serve as a stress-reliever, helping students unwind and
recharge for academic tasks.
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
3. Playing Mobile Legends involves strategic thinking and quick decision-making, which can
enhance cognitive skills and problem-solving abilities.
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
1. I have observed self-discipline and effective time management in doing school works and
playing Mobile Legends.
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
43
2. I prioritize academic performance than playing Mobile Legends.
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
o Strongly Agree
o Agree
o Neutral
o Disagree
o Strongly Disagree
Participant’s Feedback:
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
44
GOD BLESS
45
CURRICULUM VITAE
PERSONAL INFORMATION
Age: 17
Gender: Female
Civil status: Single
Date of Birth: July, 5, 2006
Place of Birth: Poblacion North, Polanco, Z.N.
Citizenship: Filipino
Name of Parents: Mr. Viany C. Garcia
Mrs. Nenita T. Garcia
46
CURRICULUM VITAE
JIVEN H. HADLOCON
Purok Gabi, Isis, Polanco, Z. N.
Email: [email protected]
Contact Number: 09855114879
PERSONAL INFORMATION
Age: 18
Gender: Male
Civil status: Single
Date of Birth: July, 10, 2005
Place of Birth: Minaog, Dipolog City
Citizenship: Filipino
Name of Parents: Mr. Joel P. Hadlocon
Mrs. Geneveve H. Hadlocon
47
CURRICULUM VITAE
KERVY T. CORIMO
Purok Central, Labrador, Polanco, Z. N.
Email: None
Contact Number: 09122809655
PERSONAL INFORMATION
Age: 17
Gender: Male
Civil status: Single
Date of Birth: June, 2, 2006
Place of Birth: Letapan, Polanco, Z.N.
Citizenship: Filipino
Name of Parents: Mr. Placido P. Corimo
Mrs. Roselyn T. Corimo
48
CURRICULUM VITAE
PERSONAL INFORMATION
Age: 18
Gender: Male
Civil status: Single
Date of Birth: September, 11, 2005
Place of Birth: Dipolog City, Z.N.
Citizenship: Filipino
Name of Parents: Ms. Florimen R. Catipay
49
CURRICULUM VITAE
PERSONAL INFORMATION
Age: 17
Gender: Male
Civil status: Single
Date of Birth: February, 1, 2006
Place of Birth: ZN Integrated Provincial Health Office
Citizenship: Filipino
Name of Parents: Mr. Charina I. Valles
Mrs. Jame S. Zamoras
50
CURRICULUM VITAE
PERSONAL INFORMATION
Age: 17
Gender: Male
Civil status: Single
Date of Birth: October, 21, 2006
Place of Birth: Poblacion North, Polanco, Z.N.
Citizenship: Filipino
Name of Parents: Mr. Johann M. Cabrera
Mrs. Joann B. Cabrera
51