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Effects of mobile legends research final document 2 math final na talaga

Effects of mobile legends research final documen
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  • KB
    Where can we get the full copy? I really need your help po. Fully downloaded po
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    Chapter two pls

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Chapter 1

INTRODUCTION

Rationale of the Study

As time pass by, technology continues to evolve. Because of technology, new things were created ,one of these things are mobile games. Moblie game are games played on a feature phone,smartphone,tablet,smartwatch,portable media player or graphing calculator. One of the most played game these days is Mobile Legends. Mobile Legends is created by China developer Moontoon Technology. It is a game designed which is only for phone. This game has two opposing teams to defend the fort so as not taken over the opponent. According to Benny(2018) playing mobile games can cause loss of productivity, one may not play for hours in a row, but probably doing it several times a day, take a couple of minutes just to check the game or complete a simple action instead of concentrating on the task one is doing. It sounds inoffensive but these dozens of mictransactions add up over the day or week and cause a lot of wasted time. Since the time mobile legend was released many teenagers were hook in playing this game. Indeed the vast majority of psychological research on the effects of gaming has been focused on its negative impact: the potential harm related to agression, addiction, and depression. It is likely that this fucos will not diminish in the near future, in part because of the enormous media attention garnered when mass killings are associated with youth who play violent video games (Ferguson 2007).

But on the other hand, according to Pellis (2007) nueroscientific research with rats suggest specific brain mechanisms that help explain how play fighting in particular leads to the development of social competence. Gottman(1986) proposed that by context tough which themes of power and dominance, aggression, nurturance, anxiety, pain, loss, growth, and joy can be enacted productively. For example, in his qualitative

research on children use play for emotional mastery in their real lives. According also to Benny (2018) there are positive effects of playing mobile games such as improving brain functions. Daphne Bavelier says that the effect of video games on the brain is very similar to the effect of wine on the health: there are very poor uses of wine, there are also some very poor uses of video games. But when consumed in reasonable doses and at the right age, wine can be very good for health. Video games are the same and they have a number of ingredients that are very powerful for brain plasticity, learning, and attention or vision.

In Jagobiao National Highschool playing online games are rampant, such as playing Mobile Legends which is commonly played by most students in Jagobiao National Highschool. Since the released of Mobile legends many of the students were into this game, we observed that this affects their attention towards their reponsibilities in home and in school, they gave more their attention on playing Mobile Legends rather than doing their responsibilities. Thus, this research wanted to know what are the positive and negative effects of playing this game. So we can provide posible solutions or recommendations that could prevent the negative effects of playing Mobile Legends.

Review of Related Literature

This study assumes that playing Mobile Legends has negetive effects on the students. This study is anchored on the Craig A. Anderson and Karen E. Dill research on Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. And on Isabela Granic, Adam Lobel and Rutger research on The Benefits of playing Video Games.

Based on the study done by Craig A. Anderson and Karen E. Dill(1999), violent video games provide a furom for learning and practicing aggressive solutions to conflict situations. The effect of violent video games appears to be cognitive in nature. In the short term, playing a violent video game appears to affect aggression by priming aggressive thoughts. Longer-term effects are likely to be longer lasting as well, as the player learns and practices new aggression related scripts that become more and more

Statement of the Problem

The study aimed to know the effects of playing Mobile Legends on Grade 10 players in Jagobiao National Highschool; specifically the researchers sought to find out the answers to the following questions:

1 many sessions a player spends on playing Mobile Legends in terms of the average time span of playing this game?

  1. What are the negative and positive effects of playing Mobile Legends?

Significance of the study

This gives the effects of mobile legends. This study may provide solution on how to help students get rid of the addiction on mobile legends and prevent the negative effects of playing mobile legends.

To the Students. This study is primarily important to students, for it will give them information about the effects of playing Mobile Legends. They will be more conscious on the said effect and for them to realize that playing too much Mobile Legends is not worth their money.

To the Parents. This study will help the parents to have enough knowledge about the effects of playing Mobile Legends among their children.

To the Readers. This study will help the readers to have the understanding about the effects of playing Mobile Legends.

To the Future Researchers. This may serve as a basis for future research that will be conducted.

METHODOLOGY

This chapter presents the discussion of the research design, flow of the study, environment and respondents, research, instruments, data gathering, procedure and treatment of data

Research Design

This study carefully analyzes the possible effects of playing Mobile Legends on the students. This study is based on where data are used to examine the perceived effects of Mobile Legends to the the respondents used qualitative and descriptive under the quantitative method of research to determine the efffects of playing Mobile Legends on Grade 10 students of Jagobiao National Highschool. Such data are analyzed, organized and interpreted.

Environment

The environment of the study in Jagobiao National Highschool, one of the secondary schools under the Division of Mandaue City. It all started its operation in 1984 and it has a continuosly growing population since then. With the emergence of the Senior Highschool Department, the school is now composed of 64 teachers and 1, students. comprise the senoir high. In the Junior Highschool Department, Grade 7 has the most number of students, 467, with eight sections. Grade 8 has 402 students distributed in 8 sections followed by Grade 9 has 340 students divided with 8 sections while Grade 10 has the smallest population with only 287 students divided with 6 sections. The school has non-teaching staff, administrative staff, and one school head.

Respondents

Sixty-six (66) Grade 10 students take part in this study are the 14 identified students in Grade 10 Sapphire class, 11 identified students in Grade 10 Diamond class,16 identified students in Grade 10 Jade class, 8 identified students in Grade 10

Percentage – used to determine the ratio of the respondents that have the same answers with the total number ofespondents.

The following statistical components will use are as follows:

Formula:

a. P= F/N x 100

where:

P = stands for percentage (%)

F = number of respondents that answered the question

N = total number of respondents ,

Weighted Mean

The researcher used weighted mean as statistical treatment to determine the extent of perception of respondents to the statements in the questionnaire.

A. WM= 5f+4f+3f+2f+f/N

B=F(N)

C= Total Weghted Mean/Total Frequency of the Respondents

Where:

WM= Weighted mean

WV= Weighted value

Definition of Terms

Mobile Legend – is a listed in the category (Action). It is highly ranked in several

countries, and us also one of the most popular apps in Google Play with more than 100

million installs.

Moontoon – is an Android Developer that has been active since 2016 and has one

game (Mobile Legends:BangBang) in Google Play

Hook – To submit or pass something

Inoffensive – Not objectionable of harmful

Microtransaction – a very small financial conducted online

2 and Negative effects of Playing Mobile Legends

STATEMENTS 5 WV 4 WV 3 WV 2 WV 1 WV Total Formulate strategies and develop multi-tasking 26 1 8 0 22 1 5 0 5 0 3. Enhance creativity 14 1 15 0 20 0 13 0 4 0 3. Enhance critical thinking 23 1 14 0 17 0 7 0 5 0 3. Improves technological activities 18 1 15 0 15 0 11 0 7 0 3. Enhance problem solving and logic 21 1 11 0 18 0 13 0 3 0 3. Formulates hand and eye coordination 30 2 6 0 16 0 11 0 3 0 3. Sharpen the mind (brain challenge) 20 1 16 0 15 0 8 0 7 0 3. Enhance cooperation in a team 22 1 20 1 12 0 8 0 4 0 3. Enhance decision making 19 1 19 1 14 0 5 0 9 0 3. Learns to manage that are limited 23 1 10 0 13 0 12 0 8 0 3. TOTAL 35.

1

TOTAL WEIGTED MEAN : 3 “AGREE”

Legend:

Range (weighted mean range) Adjectival Equivalent

1.0-1 Strongly Disagree

1.6-2 Disagree

2.6-3 Neither Agree nor Disagree

3.6-4 Agree

4.6-4 Strongly Agree

As a whole, the table reveals that the respondents “Agree”

to the following positive effects of playing Mobile Legends as evidenced by the total weighted mean of 3.

Taken singly, it shows that the respondents have “Agree”, that playing Mobile Legends formulate strategies and develop multi-tasking skills (x= 3), enhance creativity (x= 3), enhance critical thinking (x= 3), improves technological activities (x= 3),enhance problem solving and logic (x= 3), formulates hand and eye coordination (x= 3), sharpen the mind (x= 3), enhance cooperation in a team (x= 3), enhance decision making (x= 3) learn to manage resources that are limited (x= 3).

STATEMENTS 5 WV 4 WV 3 WV 2 WV 1 WV Total Skip class to play Mobile Legends 4 0 0 0 6 0 10 0 46 0 1.

1.6-2 Sometimes

2.6-3 Often

3.6-4 Very often

4.6-5 All the time

As a whole, the table reveals that the respondents “Sometimes” experienced the following negative effects of playing online games to the academic performance of the as evidenced by the total weighted mean of 2.

Taken singly, it shows that the respondents have “Sometimes”, skip class (x= 1), skip sleep (x= 2), skip meal (x= 2), late in class (x= 2), feel sleepy (x= 2), missed any deadlines of homework (x= 2), missed any deadlines of projects (x= 2),receive low grades (x= 2), missed schools (x= 1), and play Mobile Legend during class (x= 2)

Chapter 3 SUMMARY OF FINDINGS, CONCLUSION, and RECOMMENDATION

This chapter summarizes 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, conclusions of the study, recommendations and suggestions for further research.

Summary

This study was conducted to determine the effects of Mobile Legends on Grade 10 students of Jagobiao National High School. Purposive Sampling Technique used to select the respondents of the study since it only focuses to the students who are inclined in Mobile Legends, a total of fourteen (66) Grade 10 students are the respondents of the said study. Researchers used questionnaires as an instrument to gathered necessary data for this study. Frequency, percentage , and weighted mean were used to analyze and interpret the data gathered.

The study was conducted to determine the effects of Mobile Legends. After the data were tabulated, analyzed and interpreted the following findings emerged.

  1. Average time span of playing online games

Majority of the respondents (44%) played online games for about 4-5 hours per day and the least (18%) answered that they play for about less than 1 hour.

  1. What are the negative and positive effects of playing Mobile Legends?

As a whole it revealed that the respondents are “Agree” on the positive effects of playing online game by the total weighted mean of 3. “Enhance critical thinking and formulates hand and eye coordination” are the two major positive effects of playing Mobile Legends.

On the other hand, it revealed that the respondents have “Sometimes” experienced the disadvantages of playing online games by the total weighted mean of 2. “Play during class” is the one major negetive effect of playing Mobile Legends.

  1. The students should step away playing Mobile Legends time to time. Sitting for long periods of time to play a game is unhealthy. Mobile Legends should be done for fun, not for an unhealthy obsessive reason.

Jagobiao National Highschool Grade 10 Sapphire Junior High School

EFFECTS OF MOBILE LEGENDS

ON GRADE 10 PLAYERS OF

JAGOBIAO NATIONAL HIGHSCHOOL

S.Y-

Lyn Mauring Angeline Gonzaga John Carlo Villarta Freshel Marie Pait Aila Crystel Espiritu Michelle Bote Lailani Moradas Lovender Tunacao 2019 References

eprints.umm.ac/38786/2/CHAPTER%20I.pdf

Instructions: Answer the following questions by writing the letter of your choice.

  1. Do you play Mobile Legends? a. Yes b

If yes, answer the following questions:

  1. How many hours in a day do you spend in playing Mobile Legend? a than one hour c or more hours b-5hours

Directions: Below are series of statements about playing Mobile Legends. There are no right or wrong answers to these statements. Please indicate the degree to each statement applies to you by checking whether you strongly agree(5), agree(4), are uncertain(3), disagree(2), strongly disagree(1).

STATEMENTS 5 4 3 2 1 1 strategies and multi- tasking 2 creativity 3 critical thinking 4 technological

abilities 5 problem solving and logic 6 hand and eye coordination 7 the mind (brain challenge) 8 cooperation in a team. 9 decision making 10 to manage resources that are limited

Instructions:Please indicate the degree to each statement applies to you by checking whether you do it all the time(5), very often(4), often(3), sometimes(2), or never(1).

STATEMENTS 5 4 3 2 1 1 class to play Mobile legends 2 sleep to play Mobile Legends 3 meal to

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Effects of mobile legends research final document 2 math final na talaga

Course: Psychology (101)

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Chapter 1
INTRODUCTION
Rationale of the Study
As time pass by, technology continues to evolve. Because of technology, new
things were created ,one of these things are mobile games. Moblie game are games
played on a feature phone,smartphone,tablet,smartwatch,portable media player or
graphing calculator. One of the most played game these days is Mobile Legends.
Mobile Legends is created by China developer Moontoon Technology. It is a game
designed which is only for phone. This game has two opposing teams to defend the fort
so as not taken over the opponent. According to Benny(2018) playing mobile games
can cause loss of productivity, one may not play for hours in a row, but probably doing it
several times a day, take a couple of minutes just to check the game or complete a
simple action instead of concentrating on the task one is doing. It sounds inoffensive but
these dozens of mictransactions add up over the day or week and cause a lot of wasted
time. Since the time mobile legend was released many teenagers were hook in playing
this game. Indeed the vast majority of psychological research on the effects of gaming
has been focused on its negative impact: the potential harm related to agression,
addiction, and depression. It is likely that this fucos will not diminish in the near future, in
part because of the enormous media attention garnered when mass killings are
associated with youth who play violent video games (Ferguson 2007).
But on the other hand, according to Pellis (2007) nueroscientific research with rats
suggest specific brain mechanisms that help explain how play fighting in particular leads
to the development of social competence. Gottman(1986) proposed that by context
tough which themes of power and dominance, aggression, nurturance, anxiety, pain,
loss, growth, and joy can be enacted productively. For example, in his qualitative

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