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April 20, 2019

Ms. Jhoanne L. Costillas

Principal of Saint Joseph College (SHS)

Dear Ms. Costillas,

Greetings!

We would like to ask for your permission to work in the research: Mobile Legend engagement As

a Factor to Boost Self- Esteem. This research is an important part of our requirements, we have

tried our best to work on it carefully and sincerely to create important research.

With your permission, we can get a very remarkable experience that will surely be useful in the

future.

We thank you in advance of this task.

Sincerely yours,

Selene Julliane Tagra

Approved by School Principal SHS Department

Ms. Jhoanne L. Costillas


Mobile Legend Engagement as a

Factor in Developing Students

Self- Esteem

A research paper presented to the SHS department of Saint Joseph College as a partial

requirement for the subjective RES 101- Practical Research 1 by names of the groups.

Arot, Roland

Asis, Ashi Gwenn

Cabato, Ajay

Gatbonton, Mark

Labata, Wendell

Lambus, Vincent Lloyd

Montederamos, Jhon Paul

Palima, Aljie

Pacaonsis, Stephen

Pasaylo, Jaybe

Quirong, Eunik Louie Jay

Tagra, Selene Julliane


Chapter 1

The Problem and Its Scope

Introduction

There has been related studies indicating the diverse effects of online games towards

teenagers nowadays particularly on the studies. One of the famous online games that is

commonly played by a group is best known as Mobile Legend. It was released on July 11,

2016(android) as has gained vast popularity among online players.

Majority of the students talked about it during vacant hours and often plan to meet a certain

computer café after class hour or even in their android phones, it is likely, Mobile Legend already

become part of their daily routine. When they are in the game, they think and feel like they are

heroes in the game and live in that new world dimension.

But this study would like to examine also the relative effects of playing Mobile Legend in

relation to their self-esteem. Self-Esteem refers to the individuals overall subjective emotional

evaluation of their own world. It is the decision made by an individual as an attitude towards the

self. Self-Esteem encompasses beliefs about oneself. It cannot be derive the fact that their

interpersonal skills/relations is to improve due to its high socializing impact while playing with their

friends or meeting new friends.


Self Esteem theory by William James

James describes self-esteem as how we view our self-image, and whether or not

we approve of it. The idea of self-esteem is defined by our concepts and how well we like

ourselves. It also links in with our inner values which define our ego that was mentioned

before. The self-image is further described as being our social roles, body image, and

personality traits.

The way that self-esteem is derived is by measuring the gap between the ideal self

and the self-image. The ideal self is a person's concept of what the perfect person should

be, as well as what they see as their full potential (usually a potential that cannot be

achieved). This ideal self may be close to a person's self-image, which would mean that

this person has a high self-esteem. The greater the difference between someone’s self-

image and ideal self, the lower the resulting self-esteem.

The "Me" is a component of the self that is broken down into the Material, Social,

and Spiritual. Each of these is then broken down into Self-Seeking and Self Estimation.

The material aspect encompasses every material thing that a person values and desires.

The attainment of these materials can help someone build up their self-image. The social

component is important because it highlights a person’s position in society. This is an

aspect of the self-image that is often underestimated. However a person's role in society

can often work to shift their self-esteem in either way. Finally the Spiritual "me" is the

hardest to fully understand. It basically states that a person’s values and morals combined

with intellect can build play a role in their self-image and the "me"

Social Self Theory


George Herbert Mead, a sociologist from the late 1800s, is well known for his

theory of the social self, which includes the concepts of 'self,' 'me,' and 'I.' In this lesson,

we will explore Mead's theory and gain a better understanding of what is meant by the

terms 'me' and 'I.' We will also discuss the concept, derived out of Mead's work, of the

looking-glass self.

Mead's work focuses on the way in which the self is developed. Mead's theory of

the social self is based on the perspective that the self emerges from social interactions,

such as observing and interacting with others, responding to others' opinions about

oneself, and internalizing external opinions and internal feelings about oneself. The social

aspect of self is an important distinction because other sociologists and psychologists of

Mead's time felt that the self was based on biological factors and inherited traits.

According to Mead, the self is not there from birth, but it is developed over time from social

experiences and activities.

Development of Self

According to Mead, three activities develop the self: language, play, and games.

Language develops self by allowing individuals to respond to each other through

symbols, gestures, words, and sounds. Language conveys others' attitudes and opinions

toward a subject or the person. Emotions, such as anger, happiness, and confusion, are

conveyed through language.

Play develops self by allowing individuals to take on different roles, pretend, and

express expectation of others. Play develops one's self-consciousness through role-

playing. During role-play, a person is able to internalize the perspective of others and
develop an understanding of how others feel about themselves and others in a variety of

social situations.

Games develop self by allowing individuals to understand and adhere to the rules

of the activity. Self is developed by understanding that there are rules in which one must

abide by in order to win the game or be successful at an activity.


Mobile Legend
Engagement as a Factor
in Developing Students’
Self-Esteem

Self Esteem theory


Social Self Theory
by William James
George Herbert Mead

Mobile Legend can be a factor by enhancing

student’s self-esteem.

Mobile Legend became a factor because through

playing lots of self-esteem they gain.

Through the changes of their personality an attitude

bring by Mobile Legends to the players.

Fig.1 Theoretical Framework of the Study


Statement of the Problem

This study aims to understand the contribution of Mobile Legends to the

development of the student self-esteem. They have many students in this world that has

no more confidence to face other people, to socialize or to make friends with them. The

problem is that, there are many people who lack of self- esteem, then we try to make a

study about the Mobile Legends if it slowly develop their own self-esteem by playing. The

person who has no self-confidence in his/her daily life, he/she will find difficulty to stand

in his/her own feet.

Significance of the Study

The result of this study will be beneficial to the following:

Parents. For them to better understand why their children in school keep on playing

Mobile Legend.

Players. This study will bring awareness towards them regarding the positive and

negative and effects of playing the game.

Non-players. The study will give them valuable information as to the possible results if

they start playing this game.

School Administration. That they will be guided on the result of this study in formulating

school policies in relation to playing online games within school premises or during

classes.
Teachers. That they will be more observant to those students whore fond of playing the

game and will serve as vehicle to explain to the student the benefits or effects that Mobile

Legend can give.

Internet Café owners. That this study will help them in regulating students in playing

mobile legends during class hours.

Future Researchers. This could help them in formulating concepts, ideas related to the

topic for the completion of their future researches

Scope and Limitations of the Study

The study is limited only to the Grade XI students of Saint Joseph College-High

School Department as gamers of Mobile Legends as ways to examine its impact on

developing their self-esteem.

Definitions of Terms

Mobile Legend Bang Bang is a multi-player online battle arena. It is mobile game

develop and published by Monton

Self-Esteem is a confidence of an individual and reflects an individual’s overall

subjective emotion evaluations of their own worth.

Diverse is composed of distinct forms or qualities.

Vast is very great in size, amount, degree, intensity or extent.


World Dimensions is essential a flat map, like playing fields in games such as

Battleship of chess.

Socializing is to adapt social needs and or status.


Chapter IV

RESULTS AND DISCUSSION

Forty respondents were involved in the study. Survey questionnaires/checklist

were used to get the results which were then collated, tabulated and interpreted.

A. Respondent’s Basic Profile

1. Age

Table 1 shows the respondent’s age distribution. Those between the ages of 17-

18 (77.5%) got the highest number followed by ages 15-16 (15%) then the lowest was

19-20 (7.5%) years old.

The data implies that in this research, there are more minors who are greatly

involved in playing mobile legends. This is basically the time when teenagers are more

attached to their mobile phones(gaming) adapting the so –called technological era.

Table 1. Age Distribution


Age Group Frequency Percentage (%)

15-16 6 15

17-18 31 77.5

19-20 3 7.5

Total 40 100
2. Education

All the research respondents in this research are Grade XI students of Saint

Joseph College-Senior High School Department. They are also all currently taking

Humanities and Social Sciences (HUMSS) strand. Basically, the research respondents

were chosen through random sampling method coming from the different sections. There

are 360 student population under the HUMSS track, and the respondent is basically 11%

only out of the total population.

B. Impact of playing Mobile Legends

The table 2 presents the respondents’ love for the game. Majority of them said that

they do love playing mobile legends being in the highest percentage (82.5%). Only 12.5%

of the respondents said that they do not love the game specially when they are losing the

game and experience bully from other online players. The lowest percentage (5%) are

neutral, sometimes they do, and sometimes they are not into the mood of playing the

game.

Table 2. Love playing Mobile Legends


Frequency Percentage (%)

Yes 33 82.5

No 5 12.5

Maybe 2 5

Total 40 100
Table 3 presents the people who influence the respondents to play mobile legends.

It is very clear that friends were the common influencer since the game is commonly

played by a group. They got the highest percentage of 72.5% in the survey. It is rare but

sometimes family members also influence by their siblings who are also fond of playing

the game. And when in school, it would their classmates who would encourage them to

do so.

Table 3. Influencer for playing the game

Frequency Percentage (%)

Friends 29 72.5

Family 3 7.5

Classmates 8 20

Total 40 100

The students were asked if they were happy while playing mobile legends. Table

4 presents their varied response. It is undeniable that majority of them (57.5%) said that

they are enjoying and happy in the game. It is because, it is fun and exciting at it also

making them feel that they are heroes in the game. Winning the battle would always make

them happy. While losing in the game would make them sad.

Table 4. Happy playing the game

Frequency Percentage (%)

Yes 23 57.5
No 11 27.5

Sometimes 6 15

Total 40 100

The students were also asked in the survey their feeling losing in the game. It is

presented in table 5. Their response shows that most of them are motivated (42.5%) to

do better in the next game. Such attitude is being optimistic that not all the time they would

definitely losing in the game. Some are also feeling down (35%) and feeling hurtful

(22.5%) for sometimes they are being bullied and even criticize by their fellow players for

the poor performance in the game.

Table 5. Feeling losing in the game

Frequency Percentage (%)

Hurt 9 22.5

Motivated 17 42.5

Feeling down 14 35

Total 40 100

Table 6 below presents the data if playing mobile legends helps them in doing their

daily activities. Knowing that the respondents are students, it is expected in their routine

of having also school activities, projects, assignments and other important matters to do.

The result shows that the influence of playing mobile legends would allow them to

procrastinate or delay the things they need to do first, most especially when they are in

the mood of playing by friends. It is why 52.5% of them said that mobile legends is not
helping them performs such aforementioned tasks. And only 10% of them said it helps,

for others are making it as a way to boost their energy or the so-called “pampagana”

mentality.

Table 6. The game helps in daily activities

Frequency Percentage (%)

Yes 4 10

No 21 52.5

Sometimes 15 37.5

Total 40 100

In table 7, it shows the feeling of the players in terms of being valuable in the game.

Surprisingly, there are 17 of them or 42.5% said that they are not sure if they are of value

in the game. It is because the main purpose of the game is to win or defeat the other

players at any means. It they win the game, they receive appreciation from the team

(27.5%) and if they lose, they receive critics and embarrassment so they don’t feel

valuable anymore (30%).

Table 7. Feeling more valuable playing the game

Frequency Percentage (%)

Yes 11 27.5

No 12 30

Maybe 17 42.5

Total 40 100
Table 8 presents the data so as to know if the game is a way to socialize to people.

It further shows that 45% of them believe that playing mobile legends helps improve their

socializing skill. The game is highly designed to interact with people. Since the game is

played online, it is inevitable to meet new friends. And sometimes, the friend of other

players would eventually become the friends of everybody.

Table 8. The game is a way to socialize people

Frequency Percentage (%)

Yes 18 45

No 12 30

Sometimes 10 25

Total 40 100

In table 9 below, it shows that playing mobile legends boost the student’s self-

confidence. However, it is not developed directly but it happens gradually. As shown,

37.5% of them already said that they have boost their self-confidence. Others said that,

they have not yet developed their confidence, particularly to those new players.

Table 9. The game boost self-confidence

Frequency Percentage (%)

Yes 15 37.5

No 13 32.5

Sometimes 12 30

Total 40 100

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