INTRODUCTION
Playing is very important especially for young people. In the world today,
there are different genres of online games or mobile games. Online gaming is an
essential component of the variety of virtual behaviors of children, adolescents and
mostly young adults allocate long time periods to playing online. Players often enter
club-like online communities and enjoy the mixture of competitive gaming and
computer-mediated encounters. Some researchers have found that online games or
video games are similar to addictions such as gambling which create negative social
effects. Students can become obsessed with these games and become disengaged
from schools, friends, and life in general. Online games can also have positive social
effects. Online video games also cause their players wasting or using up a lot of their
time sitting in front of the computer screens and mobile phone. This activity could in
turn make students losing their physical fitness and social skill because they will
never notice their physical and social surroundings. The condition will eventually
bring various fatal effects for their physical and mental developments (Van Rooij et
al. 2011; Mehroof & Girths 2010; Przybylski.
Today, mobile games one of the easy ways to played usually download from apps
stores as well from mobile operator’s portal and mobile games operator when
purchased, via infrared connection, Bluetooth, memory card or side loaded onto the
handset with a cable. A Mobile game is a game played on a feature phone,
smartphone, and tablets. The earliest known game on mobile phone was a Tetris
variant on the Hagenuk MT-2000 device from 1994.
A mobile legend is one of the mobile games that a lot of students spending their time
to played it. Mobile legend is commonly referred as video games. The players
interact with the game through the controller, a hand-held device with buttons and
pads. Our generation today surrounded by young people that who prefer to spend
time alone with their mobile phones instead of starting conversation with a random
stranger or having a quality time to their friends and families. So the researchers
came up this study to show that there are also effects in mobile games (mobile
legends) to the academic performance of students.
STATEMENT OF THE PROBLEM
In this study, the researchers aimed to known the effects on mobile legend to
the academic performance of students and the study conduct will be performed at
Capitol University Cagayan de Oro City. Specially, this study aimed to answer on the
following questions.
1. How mobile legend does affect the academic performance of the students?
2. What are the advantages and disadvantages playing mobile legend?
3. Why students being addicted in playing to the mobile legend games?
REVIEW OF RELATED LITERATURE
This literature aims to study and review the relevant understanding the
different aspects of research. The data information was gathered through the
sources of internet, book, journals and others electronics.
As of today, most people relate online games to slow academic performance.
Through the years, some students say that they are playing saying that they do learn
something new from it. Online games or Mobile games have both negative and
positive effects of the people specially the students.
According to International Journal of Indonesian Society and Culture another reason
that makes online games becoming popular among students is because these
games are sophicastedly designed and to amaze the players. Bogost and Poremba
also find that many online games or video games are also popular because their
storyline are based on actual events or movie storylines. Klimnt et al. (2008) said
completing one mission in video games or online games can make someone fell
worth and proud so they reasonable to continue playing the game.
( Sajat ali Hamzah) 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. According also to the Anthropological study by Gosso, play is way for
human to learn their world and culture. Through playing, children do not learn only
future adults skill but also gendre identification courage, trust among friend and
cooperation (Gosso 2005). Hall say that play is used by human s to identify their
world. Through human interacts with their mentally (Hall 1916).
CONCEPTUAL FRAMEWORKS
The paradigm below show the materials used in this study. The output its effect
of Mobile legend on academic performance to the student in Capitol University for
the descriptive output.
PROCESSS
INPUT OUTPUT
THE RESEARCHERS
INTERVIEW IT’S EFFECT OF
CONDUCT AN INTERVIEW
QUESTIONNAIRE THE MOBILE
LEGENDS ON
THE RESEARCHERS SORT ACADEMIC
AND GATHERED DATA BY PERFORMANCE
MEANS OF OF THESTUDENTS
QUESTIONNAIRE IN CAPITOL
UNVIRESITY
SIGNIFICANCE OF THE STUDY:
This study is beneficial to the students in Capitol University, for this study can
be a great help to them. In a way that through this study can give them an ideas and
information about its effect of Mobile legend games.
SCOPE AND LIMATATION
This study focuses on the topic, its effects of Mobile legend on academic
performance of student’s in Capitol University Cagayan de Oro City. This study deals
only to Capitol University students. Included here are the respondent’s opinions
regarding the said school the effects of playing a Mobile legend.
Furthermore, this study was limited only in answering the questions that this
researcher paper targets to be given prior answer.
DEFINITION OF TERMS
Gaming- the activity of playing computer games or mobile games, the act or
activity or gambling.
Mobile Games- are games designed for mobile devices, such as smartphones,
feature phones, personal digital assistants (PDA) tablets PCs and portable media
players.
Players- a player who played a sport or game online, this person that will do
there best to make you feel special. They may actually be really good company for a
while.
STUDENTS- are primarily a person enrolled in the school or other
educational.
Mobile legend- is a mobile game using an internet connection and hand-held
device with buttons and pads.
METHODOLOGY
This chapter deals with the research design, the procedure and statistical tools
utilized in the gathering, analysing of data and provides a description of the
methodology that used in the study.
RESEARCH DESIGN
This research study used descriptive research design to describe respondents
which description, recording analysis, interpretation and this study used descriptive
research design because the study involves the factors that may affects the
academic performance of the students. This research design helped the researchers
to collect and analyse the responses of the respondents to the checklist designed by
the researchers and obtain their views and opinions.
THE LOCALE OF THE STUDY
The researchers will conduct in Capitol University Cagayan de Oro City Corrales
and Osmeña extension.
THE RESPONDENTS
In this study the researchers are fifteen (15) respondents’ student randomly
selected from Capitol University.
DATA GATHERING INSTRUMENTS
The data of this study consist of primary data gathered using the survey
questionnaire. It contains a number of questions about the respondent’s information.
It includes demographic factors such as name, age and sex.