EFFECTS OF ONLINE GAMING IN STUDENT’S ACADEMIC
PERFORMANCE SPECIFICALLY TO THE STUDENTS OF
ALUPAY NATIONAL HIGH SCHOOL S.Y.2018-2019
An Action Research Presented to
ENGLISH DEPARTMENT OF ALUPAY NATIONAL HIGH
SCHOOL
BY:
De Castro, Jenny C.
De Pedro, Jed D.
Dimaculangan, Joy R.
Diola, Khate C.
Enriquez, Prince Carl
2019
Approval Sheet
This action research entitled “ Effects of Mobile
Legends to the Student’s Academic Performance
Specifically to the High School Students of Alupay
National High School” prepared and submitted by the
following researchers: De Castro, Jenny C., De Pedro, Jed D.,
Dimaculangan, Joy R., Diola, Khate C., and Enriquez, Prince
Carl to the English Department of Alupay National High
School has been evaluated and approved with a grade of
_____________.
Date:___________________
Shiella A. Polancos
Evaluator
Mariel G. Hungoy
Principal
Comprehensive Examination: _______________________
Date: _____________
Acknowledgement
The researchers would like to acknowledge and extend their
gratitude to the following persons who have made their help to
complete this action research:
To our English teacher, Mrs. Doreen C. Zuño who have the
intellegence of challenging us in doing such an action research.
To our evaluator, Shiella A. Polancos who help us throughout
the doing of this study.
To the Principal of Alupay National High School, Mrs. Mariel
G. Hungoy who supported the accomplishment of the research.
To their family and loved ones who support morally and
financially to the completion of the study.
And above all to the Almighty God for his love, mercy, and
determination He gave us to complete our study.
Jed De Pedro
Jenny De Castro
Joy Dimaculangan
Khate Diola
Prince Carl Enriquez
Dedication
This research is wholeheartedly dedicated to those person who
motivated the researchers to finish their task no matter what.
To our dearest parents and guardians
To our classmates and friends
And to all the person who inspired and motivated us to finish
this action research, to their support and to their guide. To all the
person who believe that we can do it and can finish this task
successfully.
J.D. De Pedro
J.C. De Castro
J.R. Dimaculangan
K.C. Diola
P.C. Enriquez
CHAPTER I
Introduction
As the world become more industrialized, its way of
communication and access of valuable information through
millions of sites became convenient especially to the students
of the current generation. Internet or the interconnection
network serves as the information superhighway for it
connects the world’s different organizations. The use of
the Internet grows yonder because of the advancement of the
technology.
Revolutionized technology is one of the indications that
a country is progressing. Technology can be a boon or a bane
for the citizens principally the younger ones or the students. It
can be a boon because it is a powerful tool for transforming
learning. Also, it can help affirm and advance relationships
between educators and students and adapt learning
experiences to meet the needs of all learners. However, it can
also be a bane when used improperly.
Due to the latest technology, many mobile applications
were created particularly online games like mobile legends.
Online games are the worrying aspects of the modern- day
technologically able youth. They become addicted that causes
them to lose focus on their studies and causes their academic
standing to descend.
Background of the Study
Online games is a MMORPG or also known as massive
multiplayer online role playing game is one of those that had
made millions of hardcore gamers lose sleep over. One of the
game that impact the gamers is Mobile legend, a multiplayer
online battle arena (MOBA) that design for mobile phones.
Shanghai Moonton is the developer of the hit mobile MOBA
game, This game has two opposing teams to defend the fort
so as not taken over by the opponent. This game is very
popular from teenagers especially Asian, hundred million
accounts are known have downloaded the game Mobile
Legends in google play store.
Statement of the Problem
This study aimed to know the effects of mobile legends to the
student’s academic performance of the students of Alupay National
High School.
The study sought to answer the following specific questions:
1. What is the personal profile of the respondents in terms of:
1.1. gender,
1.2. age,
1.3 How long the respondent play mobile legends
2. How the respondent value mobile legend and their study in terms
of:
2.1 How much time they consume in playing mobile legends
2.2 What is more valuable to the respondent
2.3 If prefer to play mobile legends than to review for the
upcoming examination
2.4 If they prefer to play games than to listen in their
teacher’s discussion
3. How the mobile legends affects their studies in terms of:
3.1. If they sleep less in order to play more games
3.2. If they forgot to do their homework because they are too
busy playing ML
3.3 If their grades suffer because of mobile legends
3.4 If they play mobile legends even in school
4. What is the effect of mobile legends to their lives:
4.1. Why they are playing mobile legends
4.2. If they feel lonely when they can’t play mobile legends
Significance of the Study
This study was conducted to enlighten people on what is the
effects of online gaming specifically mobile legends on the academic
performance of the senior students of Alupay National High School.
This study wants to find out what's the relationship between online
gaming and the performance of the students in school.
The researchers believe that this study will be beneficial for the
following:
The mobile legends' players of Alupay National High
School. The information gathered will serve as a lesson for them to
know their responsibilities, when is the right time for enjoyment and
also on how will they limit their selves in playing mobile legends too
much.
The parents of mobile legends' players. The study will help them to
give them information for online games affects their child’s academic
status.
The researchers themselves. The output of this study gave them
mindfulness on the best way to apply their insights about their topic.
The future researchers. The outcome of the study can be used as
a guide for future studies that is related to the given topic.
Scope and Delimitation of the Study
The study primarily focused on effects of mobile legends to
the student’s academic performance specifically to senior high
school students of Alupay National High School. It aims to know their
current status when it comes to academic standing, and the common
effects that online game brings to every student. This study did not
include the students on different school and the junior students who
also play mobile legends.
CITATIONS
academia.edu Living a virtual life: Social dynamics of online
gaming Castulus Kolo, Timo Baur Game studies 4 (1), 1-31, 2004
Interactive online games for more than two players or multiplayer
online games have become a popular object of investigation ever
since social and cultural sciences began studying the Internet. Whilst
initial studies on online games mainly focused on text-based virtual
realities (eg Bartle, 1990; Bartle, 1996; Bruckman, 1992; Curtis,
1996), over the course of the last few years there has been an
increasing number of publications dedicated to games with a
graphical user interface and several thousands of users playing
simultaneously. This development has been accompanied by a
series of related conferences and the establishment of specific
publication platforms as well as research associations (for example,
Aarseth, 2001). In the US, game research, or game studies, has
even become a topic covered by the general interest news media
(for example, Erard, 2004). However, in Germany apart from being
covered as a business issue, this new field is only addressed by
sporadic research, of which hardly any is based on rich empirical
data (Goetzenbrucker, 2001 being one of the few exceptions). The
specific genre of computer games called “massive multiplayer online
games,”“persistent state worlds” or “massively multiplayer online
roleplaying games” (MMORPG for short), which we address in this
paper, can be understood as a subset of all online games for more
than two players (including the purely text-based games).
MMORPGs provide a graphic environment that resembles the real
world in functionality (in the sense of possible actions) and
appearance. The players control their online persona, which we will
call characters, via a variety of modes of the human-computer-
interface, confined by technical restrictions and more, or less,
formalized and sanctioned rules. This thereby creates a parallel
space of social interactions among the characters in the gameworld
Conceptual Framework
Mobile Legends: Bang Bang is a multiplayer online battle
arena (MOBA) created by Moonton designed for mobile phones.
Two opposing teams fight to reach and destroy thr enemy’s base
while defending their own base control of a path, three lanes known
as top, middle and bottom, which connects the bases.
In each team, there are five players who controls each avatar,
known as the hero from their own device. Minions or the weaker
computer-controlled characters spawn at team bases and follow the
three lanes to the opposite teams base to fight the enemies and
turnets.
Mobile Legends becomes a worldwide hit and overtook the
previous online and mobile games. It also became the leading
MOBA game in the US and different parts of the world. It is
universally performing better among the other Moonton’s hit and
dominates the mobile world as the highest grossing game.
Review of Related Literature and Studies
Related Study (Foreign)
In this generation, most people say that online gaming is one
of the reason why students get poor academic performance in
school.
According to Anderson and Dill (2000), there is a negative
correlation between the two. Thus, meaning that there is no relation
between the number of hours played by a player and his grades. As
defence, students said that they learn something from online
gaming. A paper from EDUCAUSE backs these students up by
suggesting that the faculty learn and know about these games so as
to help students in class learning experience (Hitch and
Duncan,2005). Furthermore, another paper claims that these games
are not just for entertainment (Shatter, Squire, Halverson and Gee,
2005). They claim that these games may be used to learn and
experience different things and interact with other people that belong
to virtual community.
Related Study (Foreign)
There is negative and positive effects of online games on
people especially students. It can cause addiction to students and
this may lead to severe problems especially in school, they may
become lazy when it comes to studying and prefer playing the whole
day long. Some may even skip school in order to have more playing
time (Sujat Ali Hamzah).
Input Process Output
Effects of mobile Questionnaire The gathered
legends to the and data information will
academic distribution to serve as their
performance of the students of action plan for
the students of ANHS. them to reduce
ANHS their addiction in
Analyzing of playing the
gathered data. game.
a. low grades
b. sleep
deprivation It can be
c .mental and enlightenment
physical health on the diff.
effects of it.
Research Paradigm of the Study
The first table is containing of problems that the students of Alupay
National High school can encounter in playing Mobile Legends:
Bang Bang. The second table is the process on how to educate the
students with regards to the effects of playing Mobile Legends: Bang
Bang. The third table is the results of the presentation.
Chapter ll
Research Method and Procedure
This chapter is containing of Research Design, Subjects of the
Study, Distribution of the Study, Distribution of Respondents, Data
Gathering Instrument and Procedure, and Statistical Treatment of
Data.
Research Design
The research design is a plan made by researcher in order to
obtain specify data with rational, empirical and systematic manners
(Ary, 2010). the researcher in this research plan how to understand
particular group or current phenomenon in its own context which is
register. There are various research design stated by (Ary, 2010)
which are historical research, experimental research, ex post facto,
and descriptive research. First is Historical research this research is
to analyze documents and artifacts to get the information in the past.
Second is experimental research. This research consist of how is the
systematic manipulation of one variable can impact to other
variables. Third is Ex post factor. This research is similar to
experimental experiments but does not manipulate any variable,
because it is purely of phenomena and it affects at the time of
research. According to explanation, researcher uses descriptive
research because it is concern the phenomena of unique word and
determining the current situation at the time of this research is
conducted. Nowadays, there are unique words is register which
found in game as a subject. Furthermore, (Ary, 2010) explained that
this research seek to understand a phenomenon by focusing on the
total figure rather than breaking it down over some variables.
Qualitative methods divide into five groups. (Creswell, 2002) stated
the design which coming from anthropology and sociology in which
the researcher studies to shared patterns of behaviors, language,
and actions of cultural group in a natural setting in period of time is
called ethonography. Second is Narrative. (Creswell, 2002)
explained narrative construct series of researchers studies in one or
moresindividuals tofprovide stories abouththeir lives. Third is
grounded theory. (Ary, 2010) stated that the design used to develop
a theory of social phenomena based on the field data collection in a
study is called grounded theory. Fourth is a case study. A case study
involves a deep understanding through several types of data
sources, especially evaluation in which the researcher can develop
analysis of case, program, event, activity, and process (Creswell,
2002). The last is phenomenological. In this phenomenological
research, (Creswell, 2002) said the researcher described about the
understanding of phenomenon by participants environments. As
explained above, this research phenomenon is obviously the register
used by player on mobile legend online. The researcher uses
phenomenological in a qualitative research
which is aimed to investigate the phenomenon of register found in
game mobile legend player
Subjects of the Study
The subjects of the study were 45 students of Alupay
National High School. After selecting students, 33 male students and
12 female students were identified. The Distribution of the students
were showed in the table below.
Gender Frequency Percentage
Male 33 73
Female 12 27
Total 45 100
Data gathering instrument and Procedure
The study was design to know what is the effectiveness of
having a game plan in reducing the effects of Mobile Legends in the
academic excellence of every student. The following methods such
as making a game plan and administering surveys using
questionnaires were applied.
We as the researches will provide a game plan to minimize
the hours or days of playing.
Making of a game plan
Playing such mobile game was considered to be an
entertainment so the game plan will have the data plan and its daily
details to cut the use of internet load, the traffic details of having a
plan, and the network management in apps having a data or Wi-Fi
networks.
Administering of survey using questionnaires
Researches will provide an objective type of test using
questionnaires to know more about the gaming behavior of the
students.
After all the methods were prepared, a letter was addressed to the
English teacher to approve the conducting of the research work. So
it may be started every free time.
Statistical treatment of data
The following were used in the statical treatment of the study.
Frequency and Percentage
It’s used to describe the Alupay National High School’s mobile
legends player’s profile as regards to their gender.
Chapter III
Findings
Most of the players are males with a frequency of 33 which is
73 percent of our respondents while the females are 12 with a
percentage of 27. Their ages according to our searches ranges in
12-16. Those who has the age of 12 is 4 percent, 13 years old is 24
percent, 14 years old is 28 percent, while the ages of 15 and 16 is
both 22 percent. Also most of the respondents were playing for a
year now.
According to our searches they play for about 1-3 hours of
their leisure time. For them, both of their rank in school and in the
game were important for them. Some of them answer that their rank
in mobile legends were valuable. They also answer truthfully that
they were playing even during their discussions.
They also share that they are having sleepless night in order to play
more. As a result sometimes they tend to forgot to do their
homework. Some of them admit that they grades suffer of having
lack of study because of the game.
Most of them say that they are playing mobiles legends for fun. And
for having a thing to do to kill time. Some tell that they play to relieve
stress or a friend invited them.
And they also admit that sometimes or most of the time they feel
lonely when they aren't playing because of the fun and thrill it brings.
Conclusions
The researcher was able to conclude these statements based on
the findings of the study.
1. Most of the mobile legends players are males at the age of 15.
2. Most of the mobile legends players, played months that
consume 1-3 hours to relieve their stress and for fun.
3. Most of the mobile legends players don’t want to suffer their
grades because of mobile legends and still want to increase
more their academic standing than their rank in mobile
legends.
4. There is still a connection between the performance of the
students in school and their performance in class but most of
the students still choose studies between temporary
happiness.
Recommendations
Based on the foregoing findings of the study,here are some
recommendations to lessen the severe interaction of the students of
Alupay National High School on online gaming specifically Mobile
Legends: Bang Bang.
After some interviews, we could say that the students of the
Alupay National High School know what the importance of
academics than mobile legends is, it is impressive but yet there still
some students who do
not know what will be the result of addiction to online gaming (Mobile
Legends: Bang Bang). We may recommend that the students try to
engage their selves to some recreational activities during their
leisure time. Recreational activities like basketball, badminton and
volleyball, for them to experience real action and to achieve a
healthy body for a more active student of Alupay National High
School.
Aside from that, we have recommendations for the whole school
community.
1. For the school administration. May we suggest that they
host some recreational activity for the students to be closer
to it than online gaming.
2. For the teachers. May we recommend that the teachers
push and motivate their students to engage theirselves in
recreational activity.
3. As for the parents. Support and encourage their childrens
in playing outdoor games than online gaming.
4. For the community. Let us do our part, encourage the
students, plan programs that will help the students to be
more active on outdoor activities.
References
Marcal Mora- Cantallops|MOBA Games: A literature review|
Research Gate|
https://www.researchgate.net/publication/323328094_MOBA_games
_A_literature_review
Derlyn Tolentino| Chapter 1 INTRODUCTION Background of the
Study| academia|
https://www.academia.edu/8382300/CHAPTER_1_INTRODUCTION
_Background_of_the_Study
The effects of playing mobile legends both negative| Batangas State
University| https://www.coursehero.com/file/p4nn4r5o/The-effects-of-
playing-Mobile-Legend-both-negative-and-positive-effects-are/
Chapter 2-3-8 CHAPTER 2 Review of Related Literature and
Studies| Aims Community College|
https://www.coursehero.com/file/13510864/Chapters-2-3/
Curriculum Vitae
De Pedro, Jed D.
Alupay, Rosario, Batangas
Cell no. 09555801172
Email. [email protected]
Personal Information
Age: 16
Birthday: June 5, 2002
Birthplace: Taguig Central Hospital
Father’s Name:
Occupation:
Mother’s Name: Roselyn De Pedro
Occupation: Store Keeper
Educational Background
Secondary Alupay National High School
Alupay, Rosario, Batangas
(2015-2019)
Primary Alupay Elementary School
Alupay, Rosario, Batangas
(2010-2015)
Enriquez, Prince Carl
Sitio Polo, San Carlos, Rosario, Batangas
Cell no. 09472929318
Email. [email protected]
Personal Information
Age: 15
Birthday: May 06, 2003
Birthplace: Makati City Hospital
Father’s Name: Domingo F. Natorilla
Occupation: Engineer
Mother’s Name: Anie Enriquez
Occupation:. Teacher
Educational Background
Secondary. Alupay National High School
Alupay, Rosario, Batangas
(2015- 2019)
Primary. San Carlos Elementary School
San Carlos, Rosario, Batangas
(2011-2015)
De Castro, Jenny C.
Purok 4, Salao, Rosario, Batangas
Cell no. 09950053800
Email.
[email protected]Personal Information
Age: 15
Birthday: August 18, 2003
Birthplace: Doctor’s Hospital (San Juan, Batangas)
Father’s Name: Juanito De Castro
Occupation: Caretaker
Mother’s Name: Arlene De Castro
Occupation: BHW
Educational Background
(2015-2019)
Primary Salao East Elementary School
Salao, Rosario, Batangas
(2009-2015)
Dimaculangan, Joy R.
Alupay, Rosario, Batangas
Cell no. 09957586652
Email.
[email protected]Personal Information
Age: 16
Birthday: October, 11, 2002
Birthplace: Quezon Memorial Hospital
Father’s Name: Edwin Dimaculangan
Occupation:. Laborer
Mother’s Name: Mercy Reyes-Dimaculangan
Occupation: Housewife
Educational Background
Secondary.Alupay National High School
Alupay, Rosario, Batangas
(2015-2019)
Primary. Alupay Elementary School
Alupay, Rosario, Batangas
(2009-2015)
Gulanggulang Elementary School
Gulanggulang, Lucena City
(2013-2014)
Diola, Khate C.
Alupay, Rosario, Batangas
Cell no. 09966408178
Email.
[email protected]Personal Information
Age: 15
Birthday: April 24, 2003
Birthplace: Calamba, Laguna
Mother’s Name: Mafe Diola
Occupation: OFW
Educational Background
Secondary Alupay National High School
Alupay, Rosario, Batangas
(2015-2019)
Primary San Antonio 2 Elementary School
(2009-2015)