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435905075 1The Effects of Mobile Legends on Academic Grades of Selected CSS12 Students

The Effects of Mobile Legends on Academic Grades of Selected CSS12 Students
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The Positive and Negative Effects of Mobile Legends of Selected CSS Students

Statement of the problem

This research aims to determine the effects of playing Mobile Legends on CSS 12 Students of Dr. Jose P. Rizal Senior High School.

Profile of Respondents

  1. What is the profile of the respondents in terms of:

a. Age

b. Sex

c. Year started of playing Mobile Legends

d. Average hours spent in playing Mobile Legends in a day

e. Academic average on CSS to selected respondents

  1. How does Mobile Legends affect the respondents ‘ academic grades?

  2. Based on the result, what intervention program can be implemented

Chapter I

Introduction

Mobile Legends: Bang Bang is a Multiplayer online battle arena a Mobile game developed and publish by Shanghai Moonton technology. The game has become popular in Southeast Asia and will be. Event at the 2019 Southeast Asia Games. Is arguably one of the most popular Mobile games currently being played.

Mobile Legends was Indonesias highest ranked Mobile Legends games for both downloads and gaming in January 2018. In Spain Mobile Legends is grossing well too, Also dropping out of the top 200 only three time. In the Philippines Mobile Legends is also the most grossing free online games to download and recognized that the Mobile Legends is popular among Filipinos and that we are one of the top countries to play the game, Manila-Philippines is where the most venue are being held of the Mobile Legends: Bang Bang professional League or MPL that is inviting teams to play like the teams Aether Main, Bren Esports, EVOS PH, EXECRATION, Cignal Ultra, ArchAngel, Etc.

Most of the students are playing Mobile Legends to reduce the level of stress or Anxiety level due to activities in daily living but some of them is getting addicted to the game and that has a big factor in their studies. Teacher and Parents should train the students to set limits on playing Mobile Legends and accepts the responsibilities within the study not within the game.

The objective of this study is to know or determine the effects of playing Mobile Legends on the CSS12 Students.

cudible stimuli, such as a bell. In his experiment in the early 1990s and they were replicated by many others researches throughout the 20th Century. John B. Watson Among the first Americans to follow Paulovwork, saw it has a branch natural science. Watson became a mayor proponents of Paulov and is generally credicted with coining the term behaviorism. He urged that mind and consciousness are unimportant in the learning process and that everything can be studied in terms of stimuli and response. In our study if the student engaging in playing Mobile Legends therefore if playing mobile legends their behavior change they became more lazy and focuses more on playing Mobile Legends and their most of time affecting their academic performance and their grade is failing.

Conceptual Framework

A conceptual framework represents the researcher’s synthesis of literature on how to explain a phenomenon. It maps out the actions required in the course of the study given his previous knowledge of other researchers’ point of view and his observations on the subject of research.

In other words, the conceptual framework is the researcher’s understanding of how the particular variables in his study connect with each other. Thus, it identifies the variables required in the research investigation. It is the researcher’s “map” in pursuing the investigation.

As McGaghie et al. (2001) put it: The conceptual framework “sets the stage” for the presentation of the particular research question that drives the investigation being reported based on the problem statement. The problem statement of a thesis presents the context and the issues that caused the researcher to conduct the study. The conceptual framework lies within a much broader framework called theoretical framework. The latter draws support from time-tested theories that embody the findings of many researchers on why and how a particular phenomenon occurs.

There are three elements that comprises the research paradigm as presented below:

Input Process Output

Review of Related Literature and Studies

Social Networking Social networking is the use of internet-based social media programs to make connections with friends, family, classmates, customers and clients. Social networking can occur for social purposes, business purposes or both through sites such as Facebook, Gmail, Google, and Messenger applications. Social networking is also a significant target area for marketers seeking to engage users. Networking is a process that fosters the exchange of information and ideas among individuals or groups that share a common interest. It may be for social or business purposes (Investopedia& LLC, 2018). Social networking sites are social network services that focus on building online communities of people who share interest or activities. Many years had passed, social networking is very popular today. The term “Social Networking Sites” from the word “Networking” refers to relationship. A practice of a public discourse or looking to meet new people through communicating online (Banquil, Chua& Rivero, 2009). Social networks have the power to open the world up to you, making it a smaller place than it has ever been before. Social networking sites can help you make and keep friends. Social networking sites can act as a kind of group therapy session. Social networking sites allow you to live a life unhindered by small talk. Social networking sites can help foster friendships and

perhaps more besides. Social networking sites make fitting in easier, as long as you open up a little. Social media can be very influential on society in both positive and negative ways. It gives people a way to stay in touch with people who live far away. It lets people share fun, interesting and informative content. It gives businesses a way to engage with customers of the problems, however, is that anybody can share anything, including

material that may not be accurate. In some cases, real harm is done when people spread inflammatory, unverified or outright false information. This can harm private individuals, as when someone is bullied online. It can also have a harmful impact on society as a whole. Social media has made it very easy to spread information quickly. Because

Facebook and Twitter timelines move so quickly, viewers don’t often verify what they’ve seen. A great deal of content is also spread through images and memes, which may or may not be based on valid information. Of course, many memes are created to be funny, cute or outrageous. Others, however, are intended to influence our thinking. Even links to real articles can be misleading. It’s safe to say that most people who see a headline and link never read the whole article. Social Media is useful but there is an evident that it gives negative impacts to students who are not aware of the proper use of social networking sites. Students can help to access basic information like they are gaining knowledge to become a competitive individual. The problem is that instead of students would do their homework’s, they give more priority in checking their social media

According to the mobile analytics company named App Annie(2018),Chinese mobile game publishers saw a significant rise of over 40 percent on year-on-year on overseas revenues from Apple Incorporation iOS App Store and Google Play store during the first half of this year, hitting $2 billion. Gaming app publishers reported 1 billion downloads via Google Play and iOS App Store in the first half of 2018, compared with 1 billion in the same period last year, according to App Annie’s data. The report said China saw a slowdown the first- half domestic mobile game revenues, proving overseas markets such as Japan, South Korea and Germany, and expansion is a necessity for Chinese publishers. By the end of June, more than 200 Chinese mobile games apps had been downloaded more than one million times around the world, each earning $ million globally (Shijia, 2018). The concept that gaming could become an addiction first gained traction in 2013 when the disorder was included in the "Diagnostic and Statistical Manual of Mental Disorders" (DSM). At the time, the disorder was only listed as a "condition for further study." "Excessive gaming may lead to avoiding negative moods and neglecting 'normal' relationships, school or work-related duties, and even basic physical needs," review author Frank Paulus said in a statement Mark Griffiths, a professor of behavioral addiction at Nottingham Trent University in England concurred that most child gamers do not suffer from addiction. It is because it's not about the amount of time a child spends in front of a video game," Griffiths explained. "It's about the content and context in which that screen time figures into

his or her life. “If your kid is not suffering educationally, and has got a wide network of friends, is doing his chores and engaging in physical education, then what they're doing with their spare leisure time is not negatively impacting their life and cannot be called an addiction -- even if the parent thinks it's excessive," he said. Contrary to the traditional belief that mobile-online gaming is merely an addictive source of entertainment and diversion, recent research has proved that mobile-online gaming has numerous benefits and key among them, is the development of cognitive skills in both children and adults. Just as physical exercise helps in improving and strengthening your muscles, cognitive games help to indulge one's brain in constant stimulation, thus improving the brain's performance. The following are some of the cognitive benefits of playing mobile-online games according to Sheila Eugenio: (1) Improves coordination an adult or child is playing a mobile-online game, he or she is not only staring at the computer inactively. The activities and actions on the screen provide a lot of mental stimulation. For one to play, he or she will need to coordinate their visual, audial and physical movement.(2) Improves problem-solving skills-online games involve certain rules. This means that the player has to think carefully before making any move to ensure that they stay within the required rules of that particular game. (3) Enhances memory your favorite mobile-online game may require both visual and audial memory. The player is required to read or listen to the instructions which might only be provided at the beginning of the

enables many players to engage in a particular game simultaneously. As such, there is constant communication between the players which in turn results in the development of meaningful as well as casual relationships among them helps players meet new friends while also strengthening bonds with their old friends.

Academic Performance

Kyoshaba (2009) stated that academic excellence or achievement plays an important role in an individual placement, be it in the academic institutions or job placement. Due to this, many people are concerned with the ways they can enhance their academic achievement. The emphasis on academic excellence which is also prevalent worldwide has encouraged many studies about the conditions promoting it. The role of academic achievement as one of the predictors of one’s life success and also in the aspect of academic placement in schools to higher institutions as well as the level of employability in one’s career is inevitable. Likewise, academic performance refers to the ability to study and remember facts, being able to study effectively and see how facts fit together and form larger patterns of knowledge, and being able to think for self in relation to facts and being able to communicate your knowledge verbally or down on paper. There are several factors affecting student’s academic performance. Some are home, school, teacher, and student factors. Most of the factors are home related:

family size, financial burden, work at home, parental attitude through education and parenting style. The academic performance of the learners must therefore be viewed on the four mentioned factors and may this article provide some ideas for some corrective and tangible measure that would lead to the understanding of the issue (Garcia, 2012).

Related Studies Foreign A thesis made by Ravichandran (2009) in New Zealand, aimed to gain an overall understanding of teenagers’ mobile-phone usage (positive purposes and negative impacts). A mixed methods approach was employed to explore the research problem. Quantitative data was collected through questionnaires ( closed and 02 open ended questions) and qualitative data through interviews (approximately 21 questions). The results shows that Teenagers’ possessing mobile phones 96 % (n=111). The overall findings from this study reveal that parents (caregivers’ perceptions of teenagers’ mobile phone usage are not satisfactory. Although a mixed opinion, they lean towards negative impacts. According to previous study of Kuss & Fernandez (2016) that aimed to maximize the interest, game addiction is the ultimate goal rather than intention, which means attractive products will enable users to play games frequently and even become loyal user. Since the study confirmed the vital role of perceived visibility in forming addiction, game developers should realized the vital role of

in the students’ academic performance; and Students should be monitored by teachers and parents on how they use these sites This is to create a balance between social media and academic activities of students to avoid setbacks in the academic performance of the students. This study of Sa’ad, Adamu, and Abdullah investigated the causes of poor performance in mathematics among public senior secondary schools students in Azare metropolis of Bauchi state, Nigeria. The study sample was 361 in which 300 were students and 61 teachers which were selected from the population of 5,545. The descriptive survey design was used and questionnaire was used in the collection of data. Frequency and simple percentage were used in the analysis of the data. The findings of the study led to the conclusion that students’ negative attitude toward mathematics, anxiety and fear of mathematics, inadequate qualified teachers, poor teaching methods, inadequate teaching materials, overcrowded classes were some of the causes of poor performance in mathematics in the study area. The study also found out that developing positive attitude, motivation and proper guidance toward mathematics, using proper methods of teaching the subject, provision of relevant teaching materials, additional classrooms and furniture, provision of libraries and mathematical laboratories were some of the ways of improving performance in mathematics in the study area. Finally, the study recommended that frequent inter-school competition in mathematics, frequent supervision and inspection by proper

authorities as well as enlightenment of parents on importance of children’s education should be adopted.

Local Amabao (2011) conducted a study to explore the use of social networking sites and how it affects the communication aspects of every individual. It shows the reason why they use social network sites as a way of communication and building relationship with the other person, and also would like to present the possible problem that a user might encounter using social networking sites. This study used a descriptive- survey method involved the use of questionnaires. Social networkers in the Philippines also showed the highest level of engagement on social networking sites averaged of 5 hours per visitor in February, which visitors frequenting the social networking category an averaged of 26 times during the month. A qualitative study of Bernardo (2010),research has shown that a critical variable in determining academic achievement in different cultures and educational systems is approaches to learning. In this study, the author sought to determine whether this variable influences academic achievement among Filipino college students. The learning process questionnaire (LPQ) has been the source of intensive cross-cultural study. The results indicated that: (a) the Learning Process Questionnaire (LPQ) was a valid instrument to assess the learning approaches of non-low-achieving Filipino college students; (b) the Deep and

quantitative research design that aims to show the academic excellence or achievement plays an important role in an individual placement, be it in the academic institutions or job placement quantitative research design of Sa’ad, Adamu, and Abdullah investigated the causes of poor performance in mathematics An exploratory quantitative study shows results that there is a prevalence of internet addiction and game addiction

worldwide, these are the studies of Kuss& Fernandez (2016) and Goel, Subramanyam& Kamath (2015).

Chapter III

Methodology This chapter includes the research design, the sample, the instruments, the data collection procedures, and the plan for data analysis.

Research Design

The researches will use a descriptive quantitative research design can be explained as a statement of affairs as they are at present with the researcher having no control over variable. Moreover, “descriptive studies may be characterised as simply the attempt to determine, describe or identify what is, while analytical research attempts to establish why it is that way or how it came to be” (Ethridge, D. 2004)

Descriptive research is used to describe characteristics of a population or phenomenon being studied. It does not answer questions about how/when/why the characteristics occurred. Rather it addresses the "what" question (what are the characteristics of the population or situation being studied?) The characteristics used to describe the situation or population are usually some kind of categorical scheme also known as descriptive categories. ( Wikipedia 2019 ).

Research Sampling

The study population includes respondents in the Grade 12 CSS strand in DJPRSHS of the academic year 2019-2020. The sample size is selected by

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435905075 1The Effects of Mobile Legends on Academic Grades of Selected CSS12 Students

Course: Psychology (101)

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Dr. Jose P. Rizal Senior High School
The Positive and Negative Effects of Mobile Legends of Selected CSS12
Students
Statement of the problem
This research aims to determine the effects of playing Mobile Legends on CSS
12 Students of Dr. Jose P. Rizal Senior High School.
Profile of Respondents
1. What is the profile of the respondents in terms of:
a. Age
b. Sex
c. Year started of playing Mobile Legends
d. Average hours spent in playing Mobile Legends in a day
e. Academic average on CSS to selected respondents
2. How does Mobile Legends affect the respondents ‘ academic grades?
3. Based on the result, what intervention program can be implemented
Chapter I
1

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