Practical Research
Practical Research
A Research Study Presented to the Faculty and Stuff of Holy Child Academy of
Marihatag, INC.
Prepared by:
Brix Calising
Meljude Covera
Jerald Renopal
Rolly Decin
Gerald Hapis
Jomar Malinao
Chuna Corvera
Jessabel Lagutan
February 2021
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
ACKNOWLEDGEMENT
This study could have been unsuccessful without the guidance and help of
these individuals who in one way or another contributed or extended their valuable
Ms. Mary Rose Lozada and to our Practical Research instructor Mr. Jason Patrick
Santa for the guidance in making the research book and for
And above the almighty God, the absolute goodness, for all the blessing and
APPROVAL SHEET
This Research entitled, “MOBILE GAMES: Effects of Mobile Legend Bang Bang to
the Academic Performance And Health of the Senior High School Students”,
prepared and submitted by Ryan Banas, Rhea Mea Delos Reyes, Chona Corvera,
Jessabel Lagutan, Meljude Covera, Jenard Renopal, Jomar Malinao, Marry Ann
Abeira, Gerald Hapis And Rolly Decin in parcial fulfillment fo the requirments for the
Adviser
Technology Vocational Livelihood (ICT And H,E) by the Oral Examination Panel with
a grade of
Chairman Member
Accepted in partial fulfillment of the requirements for the practical research of H,E and
ICT.
RICARDO E. BASA
SHS. INCHARGE
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
DEDICATION
We dedicate this manuscript to our family, friends, and mentors. We are truly grateful to
your support. Your guidance, understanding, and encouragement have been a true
inspiration to us.
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
TABBLE OF CONTENT
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
LIST OF FIGURE
FIGURESS:
LIST OF TABLE
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
ABSTRACT
Thesis Title: “MOBILE GAMES: Effects of Mobile Legend Bang Bang to the Academic
Brix Calising
Meljude Covera
Jerald Renopal
Rolly Decin
Gerald Hapis
Jomar Malinao
Chuna Corvera
Jessabel Lagutan
Keyword: Effects of Mobile Legend Bang Bang to the Academic Performance And
The main purpose of the study is to investigate how Mobile Legend Bang Bang affect
the Academic Performance And Health of the Senior High School Students.
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
Chapter 1
Introduction
Internet is the source of information plays an important role in developing one’s mind
And life experiences by creating producing productive works in school, office and even
at home.
Nowadays, thus can be a person’s most efficient strategic tool for enabling himself to
take change and cope with the past growing technology (Dumrique and Castillo, 2018).
According to Rock (2019), and this development, online gaming was created to give
Entertainment to people.
Online gaming is very popular nowadays, One of these game is the Mobile Legend:
Bang Bang, Mobile Legend is one of the most played online game worldwide. It has a
total of 100 million download in Google Play Store. Dou to the increased popularity of
Mobile Legend, it became part of the lives of many people, most of these player are
Mobile Legend: Bang Bang is made with the aim to reduce the level of stress and
anxiety level duo to activities or daily activities that are done by humankind. In fact the
opposite happened, according to Fajofharapan (2018) the game even add to the
Mobile Legend: Bang Bang is very addictive, the reason why every player
must know the effects of that game that might result. The student needs to be
aware about the effects of Mobile Legend to their academic performance and
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
health. The purpose of this research is to study on how playing Mobile Legend
want to study whether the game has positive or negative effects to the
academic performance. Moreover, based on what be the result of this study, the
researchers will also provide the recommendations to the students in relating of effects
Conceptual Framework
PROCESS OUTPUT
INPUT
The diagram above was prepared to show the variables and process that were used in
the study. The diagram shows the materials used in the study. The input contains the
interviews and questionnaires. Then the process in conducting research study, and the
output, which is the effects of playing Mobile Legend: Bang Bang to the academic
According to some research, this game Mobile Legend: Bang Bang is very addictive.
most of the teachers of Holy Child Academy of Marihatag. INC complained about their
students who are playing this game during class hours. According to them, some of the
students even skips classes just to play the game. Currently, there is no research study
that has been conducted in Holy Child Academy of Marihatag about the effects of
playing Mobile Legend to student performance. In this study, the researchers want to
determine the exact effects of playing online game Mobile Legend: Bang Bang to the
1. How many hours students spend in playing Mobile Legend: Bang Bang a day?
3. How does students manage their studies and playing Mobile Legend: Bang
Bang?
4. What are the impact of plying Mobile Legend: Bang Bangto the academic
1.1 Age
1.2 Gender
1.3 Grade Level
Republic of the Philippines
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Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
The findings of this research study will be beneficial to the students, parents, teachers
and to the future researchers. First, the research study will be beneficial to the student;
in way of giving them awareness to the effect of Mobile Legend: Bang Bang in their
academic performance and health . Through this awareness the students will be able to
avoid the negative impact of playing Of playing Mobile Legend to their academic
performance. Second, this research study is also beneficial to the parents, because this
research will serve as their guide for disciplining their child in regards with the usage of
the game. This research study also gives information for the parents to be aware of how
their children’s game affect them in their academic performance in school. Third, the
research can also get benefits from this research study because this research study will
help them to be conscious of the effect of playing Mobile Legend to their academic
performance. This research will also help them in order to orient their students about the
possible effects of Mobile Legend Bang Bang. Lastly, this research study is also
beneficial to the future researchers, this research could serve as their basis and guide
This research study will only focus in one secondary school of Marihatag
Surigao del Sur, the Holy Child Academy of Marihatag inc. that is located at Purok
Miramar II, Poblacion, Marihatag, Surigao, del Sur. The researchers selected this
school because this is the same school where the researchers study and also many of
teachers from this school reported about the addiction of their students to Mobile
Legend; Bang Bang. The researchers only selected one school to avoid lacking time
It would be better for the study if there were many respondents in order to collect the
numerous data. Apparently, having a lot of respondents will be consuming time. The
researchers decided to only focus on the selected students of Holy Child Academy of
Marihatag INC.
Definition of Terms
Influence – how the Mobile Legend affects the academic performance of the students
Study – the activity or a process of learning about the effects of Mobile Legend to the
academic performance of the students.
Chapter 2
unpublished theories and discussions on related literature and studies both local and
foreign, which provides relevant facts about the effect of online gaming towards the
academic performance of the student. That helps in familiarizing that are relevant and
Related Literature
Local Literature
Vinluan (2016) stated that computer gaming is one of the fast-developing sectors of this
generation of computer technology. Computer games offer their patrons with a new
dimension of virtual entertainment. The youth especially, college students are the usual
patrons of computer games. According to NIKO Media Research (2017), the projected
number of online gamers in the Philippines rose from 21 million in 2012 to 28.72 million
in 2014. Meanwhile, statistic from Juha Sompinmaki of Tech in Asia show that about
409, of the gaming population of the Philippines is aged 18-24 years old. Furthermore,
many multiplayers games such as DOTA or Defense of the Ancient and LOL or league
of legends involve cooperation with other online players in order or win. These games
encourage players to make the most of their individual skills to contribute to the team.
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
Foreign Literature
Dockrill (2012) stated that students who regularly spend time playing online games are
developing analytical and problem-solving skills that can also help them in their school
work. He also said that when you play online games you’re solving puzzle to move to
the next level and that involves using some of the general knowledge and skills in math,
reading, and science that you’ve been taught during the day. Computer games have
become one of the most important entertainment tools for children, teenagers and even
adults all around the globe. Allowing access to the virtual world with unlimited
possibilities, computer games compulsively attract many people. In fact, they have
become an integral part of human society. In other words, by providing virtual fun and
entertaining environments (Demirbileka & lema Tamer, 2010) and having characteristics
such as being interesting and exciting, computer games stimulate motivation and create
a sense of enjoyment of learning. They not only have become one of the most
significant recreation for all aged groups, but also they potentials to be used for
educational purposes as a new strategy (Prensky, 2003; Tuzuan & et al., 2009; Grimley
& et al., 2011). Therefore, video games can no longer be seen as mere entertainment
tools. Today the positive effect of video games are emphasized more than ever. As
games have become a tool to communicate, tech, and influence attitudes and behavior,
numerous studies have suggested that they have positive effects on problem solving,
achievement as well as creating interest and commitment in learning (Tuzaun & et al.,
2009; Kim, Park, & baek, 2009). In experiment by Williams (2006), school performance
Republic of the Philippines
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Senior High School Department
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Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
increased after the participants dramatically decreased (limited time spent using
technology to 30 minutes per day) their usage of all technology, including video games.
Finally, Jaruratanasirikul, et al, (2009) found that the excessive playing of video games
(five hours or more per session) resulted in school grades that were below a 3.00
average, and that time spent playing was a predictor of academic performance. They
also suggested that video games indirectly lead to decreased performance through
promoting violence. Finally, they noted that playing video games took time away from
school activities, homework, social interaction, etc. However, there is also plenty of
research to suggest that interactive video games can actually lead to decreased
Related Studies
Online gaming has emerged as a popular and successful source of entertainment and
play for people of all ages, especially for the students. If refers to the games that are
played over some forms of computer network, typically on the internet. These games
are played online, in which you can connect with multiple players. It is normally platform
independent, relying on the web browser and appropriate plug-in (Robinson, 2016).
Skoric et al (2009) found that while game addiction leads to negative academic
academic setting. They found a positive correlation between game play and English test
scores, which suggests that gaming can actually lead to better test scores. Studies of
showed that rate of playing computer games has negative correlation with student
achievement; while other research (Durkin and Barber , 2002) showed that there is no
al, (2004) also studied addiction (once again no definitive definition was given) and
noted a decrease in school performance when the student was addicted to gaming.
They found that gaming addiction physically impacts academic achievement because
the student is too involved in the game to do homework or prepare academically .There
are also others that have found decreased academic performance in relation to
involvement in playing video games. Anderson and Dill (2007) studied video games and
aggression and suggested that not only does gaming have an impact on performance
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
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directly, but it also triggers a higher level of aggression, which is often linked to
(2009) also found a negative correlation, although the relationship between GPA and
academic performance in their study was not significant. Jackson et al (2008) found that
time spent playing games was a negative predictor of academic performance and that
those who played video game more often had proper grades than those who played
video games more often had proper grades than those who played less a study
participants to report different feelings about playing video games. Some of the negative
missing lectures, skipping homework, etc. They also found that these consequence
were more likely to impact males, because males play more often and were more likely
Chapter 3
Research Methodology
Introduction
Mobile Legend Bang Bang to the students of Holy Child Academy of Marihatag inc.
Research Design
This study used the quantitative approach to allow the reporting of summary
studied. Therefore descriptive research is used when the objective is to provide the
descriptive researcher gather quantifiable information that can be used for statistical
inferences on your target audience through data analysis. Quantitative approach is used
to analyze variable.
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Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
Research Locale
This study conducted specially to the Grade 11 and Grade 12 Senoir High
School Students of Holy Child Academy of Marihatag, Inc. Formerly name eastern
pacific Institute (EP) which is a corporate institution owed by a few elite Marihatagnon,
The office of the corporation unanimously agree to turn over the school to the parish
and change its name to Holy Child in honor its patron saint.
Research Respondents
The respondents of this research are the students of Holy Child Academy
of Marihatag, Inc. This includes Senior High School Students. The respondents of this
study are about 100 out of 450 Students. The study made use Slovene formula in the
selection of respondents.
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
Variable Measures
How does playing games affect the academic What was your recent grading period
performance of the students in terms of; average?
How many hours do you spend on
studying?
Absences in class
What are the advantages and disadvantages Formulate strategies and develop
of playing online games to the academic multitasking
performance of the students? Enhance creativity
Enhance critical thinking
Improves technological abilities
Enhance problem solving and logic
Formulates hand and eye coordination
Sharpen the mind (brain challenges)
Enhance cooperation in a team
Enhance decision making
Learns to manage resources that are
limited
Skip class to play online games
Skip sleep to play online games
Skip meals to play online games
Late in class because of playing online
games
Feel sleepy in class
Missed any deadlines of projects
Received low grades
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
Missed school
Play online games during class
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
Table 1
Grade 11
Grade 12
Total
Sampling Procedure
individuals bearing the numbers that the researchers picked are the respondents
of the study to determine the numbers of the respondents as a part of the study.
n= N
1+ ne 2
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Where:
The first step before going to conduct the test is the researchers sent a letter
address to principle and the concern subject teachers asking permission to distribute
After all data gather from the respondents the researchers will collect it for
The researchers utilize the ranking and percentage to analyze the data. The researcher
used ranking to solve the position of scores and arrange it from highest to lowest. In
percentage, the result were obtained by dividing the frequency to the total of
respondents.
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Frequency Count
Weighted mean
attribute of the data. It is use to find out how mobile Legend Bang Bang effect the
RESPONDENT’S PROFILE
Ethical Considerations
was due to the potentially invasive nature of the research design and the explorative
characteristics of the research study, The participants were formed about the study
in great detail before asking for their consent to take part. The consent letter was
together with details about the data collection process were explained to the
participants. The participants were informed that they could withdraw from the study
from any time without questions being asked. The researchers will treated as
confidential as the answers of the respondents and use for the academic purpose.
All data collected was presented anonymously by replacing the participants names
Name (optional):
Age:
16 – 18
19 – 20
21 above
Gender:
Male
Female
Grade level
Grade 11
Grade 12
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
Chapter 4
This chapter presents, analyzes and interprets the data gathered in the
study to answer the problems raised in the previous chapter. This study utilized the
tabular and textual modes of presentation. The research problems enumeration in
chapter 1 serve as the guide for the presentation, analysis and interpretation of data.
The study included several profile variables to gain the information about the
respondents of the study. These were presented in the following figures.
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3%
17 years old
18 years old
45% 52% 19 years old
20 years old
Female
50% 50%
Male
The graph shows that fifty (50%) of the respondents are female and fifty
(50%) of the respondents are male.
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7%
21%
Hardcore
Casual
Prefer not to answer
72%
The graph shows that 72% of the respondents are hardcore gamer, 21%
said that they casual gamer. The least 7% prefer not to answer the question.
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TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
3%
17%
League of legends
Clash of clans
15%
Mobile legends
Special forces
65%
As shown in the graph, it’s clearly stated that Mobile Legends is commonly
played game than the following games which is Clash of Clans, League of Legend and
Special Forces.
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
50%
50%
45%
40%
35%
35%
30%
25%
20%
15%
15%
10%
5%
0% 0%
0%
Always Often Sometimes Rarely Never Prefer not to answer
Chapter 5
This chapter summarized the whole research process. A brief summary of the whole
study is given. It also provides a summary of the main findings of the study, conclusion
of the study, recommendations and suggestions for further research.
A. Facebook
B.Gmail C.Twitter
D. Instagram
3. How many hours per day do you spend using your social media account?
4. How often do you use your social media account within a week?
A Daily
B.5-6 days
C.3-4 days
D. Twice a week
E. Once a week
F. Never
A. Rules of Survival
B.Clash of Clans
C Mobile Legends
D. Arena of Valor
A. Must-do activity
B. Should do activity
C. Can-do activity
7. How many hours per day do you spend time playing mobile online games?
A. Daily
B. 5-6 days
C. 3-4 days
D. Twice a week 9 Does social networking sites help you in your study
Republic of the Philippines
HOLY CHILD ACADEMY OF MARIHATAG, INC.
Senior High School Department
TECHNOLOGY VOCATIONAL LIVELIHOOD (TVL) ICT,HE
Purok Miramar ll, Rizal St. Poblacion, Marihatag, Surigao del Sur
CURRICULUM VITAE
Sex: Male
Age: 18
EDUCATIONAL ATTAINMENT
CURRICULUM VITAE
Sex: Male
Age: 21
EDUCATIONAL ATTAINMENT
CURRICULUM VITAE
Sex: Female
Age: 18
Email Address:
EDUCATIONAL ATTAINMENT
CURRICULUM VITAE
Sex: Male
Age: 17
Email Address:
EDUCATIONAL ATTAINMENT
Senior High: Senior High School - Holy Child Academy of Marihatag. INC
CURRICULUM VITAE
Sex: Female
Age: 18
Email address: