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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. Jedskydepedro@yahoo.com

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. Princecarlenriquez@yahoo.com

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. decastrojenny18@gmail.com

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. Joydimaculangan9@gmail.com
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. diolakhate@gmail.com
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)

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