Chapter 1
INTRODUCTION
Background of the Study
Today's world is comprised of various technology one can imagine especially in
the aspects of studying. There are many ways that technology like the computer and
gadgets can help for an individual to learn such as the gaming applications. One cannot
presume that all gaming applications has no good and advantageous effect that can
nurture ones learning because there is something to learn in all games. Games varies with
difficulty in which learnings will be processed and acquired but one cannot deny the fact
that too much gaming can lead to addiction and will lead to less attention to the formal
education.
The variables in this research are Mobile Legends, one of the most famous online
videogames. Its full name is Mobile legends: Bang Bang focuses on the interface, the
new heroes and the following updates and academic performance or academic
achievement is the extent to which a student, teacher or institution has attained their short
or long-term educational goals. It is measured commonly through examinations or
continuous assessments but in this study, the researchers will use their general weighted
average as basis for their academic performance.
In line with the advancement of technology, videogaming is one of the most
prominent in with comes to interacting to an individual to their own computer and
gadget. They tend to emphasize playing as part of their daily routine. Students, at young
age, gives attention in their own gadgets all the times, and some cases, their affection
towards playing online games becomes stronger that it can be recognize as addiction.
This affection leads to the disruption of their management in with comes to setting his/her
own priorities specially regarding one’s own learning. With that, it will lead to one
schooling to be disrupted and so with their Academic performance.
One of the most prominent gaming applications the world has now is Mobile
Legends from which a student gives more interest than the formal education, the school.
In line with giving more attention and focus to Mobile Legends, they now give less to the
teachers and the discussion in the class that can lead to a poor academic performance.
This study focuses on that idea where the researchers would like to know whether there is
a significant relationship between Mobile Legends and academic performance of the
students having the Grade 12 students of Colegio de San Francisco Javier Inc. as the
respondents.
Most recent trends show that online games that had started in the 20th century
have become popular, giving rise to studies on Internet gaming addiction, presenting the
outcomes of too much exposure to it, most particularly, on the negative effects and the
resulting associated risk factors (Kuss, 2013).
Quality of education and school performance of students are measured by
different factors. In a study by Angeles (2004, 28-29), several determinants of school
performance in the primary and secondary levels were identified. Income, foregone
income, school quality and health are the factors that affect the demand for education.
These factors have positive relationship with student’s performance, which means that
higher/better values of the factors lead to higher demand for education. On the other
hand, factors that affect the supply of education are proximity to school, accessibility to
schooling, infrastructure and teacher-pupil ratio. All mentioned determinants, except
teacher-pupil ratio, positively affect school performance. With the emerging
technological advancements, there are new factors that may affect the quality of educated
population (Oliveros & Sapio, 2007 p. 17-18) Several studies were conducted to find out
the relationship between technological advancements, specifically computers and
computer games, and students’ school performance.
In 2007, complaints have been received from schools all over Manila,
Philippines’ capital city regarding students getting more and more addicted to online
computer gaming. This is although the government’s Department of Education (DepEd)
values how online computer gaming also helps sharpen the young generation into highly
proficient individuals in new technologies and digital trends. DepEd also recognizes that
internet and computer shops cater to the research needs of students, especially those
without internet access at home. In addition, it is viewed that computer gaming is a shift
from the usual vices of young students today, such as drinking and smoking. Apparently.
Computer game critics are clamoring that many internet and computer shop owners could
not care less since it meant more income for the business. The effects of computer games
on student’s academic performance can be both advantageous and disadvantageous
(Alcalde, Camacho, & Cortes, 2012).
According to the research in Laguna, computer gaming, measured by number of
hours spent playing, contributes to the probability of a student to fail. The study of
Mañugo (2007, 45-46) proved that the number of subjects failed increases the probability
of a LBNHS student to drop out. Thus, computer gamers also have the tendency to drop
out of school; either repeat one academic year or stop schooling (Alcalde, Camacho &
Cortes, 2012).
From the results of the study of Casia, Conde, Gulpe and Joseph in 2016 at
Daanbantayan, Cebu, it could be concluded, thus, that the BSMarE II students chose
generation-trending online games, as the MMORPGs, on themes, as survival, teamwork,
adventure, and competition, with levels of addiction, as not so serious, being Class C and
D levels only, reflecting that their academic responsibility was being affected by the level
of their online gaming addiction in meeting daily attendance of classes, doing
assignments, engaging in daily review of studies, though, not on project.
The studies above exhibit an idea that there is an impact of any of the online
games. This study aims to know the impact of one of the online games, Mobile Legends,
to the academic performance of the students of grade 12 Colegio de San Francisco Javier
Inc. if there is any significance the students playing Mobile Legends and their Academic
Performance through their General Weighted Average.
Theoretical/Conceptual Framework of the Study
This study is anchored on the Production function by Berger Humphrey which
refers to the physical relationship between the inputs or resources of the firm and the
output of goods and services at a given period, (Costales et al., 2000 p. 67). This can also
be applied for education where output is represented by the grade and the inputs are the
resources and other factors affecting the student’s performance such as playing Mobile
Legends.
There is no single model that can fully capture the relationships between school
inputs and quality of education. However, educational production function remains a
good analytical tool to determine the significance of any input used to enhance student
learning. The effect of new resources like televisions, information technology and
computers on education can be measured using the education production model.
People living in the 21st century have first-experience regarding to the
advancement of the technology in either positive or negative way. To be more precise,
each advancement that is reconfigured also has its own improvements. Let’s take
example the innovation of smartphones, its improvements also cover the different
applications released and is being updated day-by-day.
There are various types of applications, but to focus on the research, emphasizing
games would befit. Observing the games released nowadays, it’s either a good set to be
an input or not, but all games has its own significance in the learning of an individual, it
is just a matter of choice which has the best for the student to benefit from.
Moreover, this theory supports the given subject that nowadays it’s a matter of
choice in what will be the students choose regarding this matter. The student’s need to
signify on how they will balance their given time on the studies/education and
games/technology.
Moreover, this theory supports the Educational Theory by Walberg (1981) which
specifies that classroom learning is proliferate of the four essential factors which are the
ability and motivation, quality and quantity of instruction on the environment of the
classroom, the simulation of conditions in education in the home and the peer group, and
exposure to mass media. Each factor appears to be necessary but not enough for the
classroom learning. It also appears that these essential factors may be substitute,
compensate or trade off for one another diminishing rates of return. If one factor is
minimal or utmost, there will be an effect to the learning. (Haertel et al., 1983).
In connection with this theory to the present study, the new inputs of the study that
affects the academic performance of the students, is the mobile legends which is the
independent variable. In other words, it is better to not interact with mobile legends so
that the academic performance of the students will not decrease.
In light of the presented theoretical views, the present study is conducted to know the
academic performance of the students playing Mobile Legends. Whether they are
performing less in class and due to it affect their academic performance or they are in a
steady condition wherein there is no development in their performance in class.
This is to know that if performing in class wherein there is no development takes
place, we know that Mobile Legends have some certain positive and negative effects of
the academic performance of the students. The positive effects where students get a
development playing Mobile Legends. While, negative effects where students don’t get a
development for playing Mobile Legends. This leads to affecting their academic
performance both positive and negative. This study wants to know the impact of mobile
legends on the academic performance of the students. We are in the 21 st century that the
academic performance of the student’s matter. And this lights all of the giving impact of
an online game Mobile Legends.
Mobile Legends Students
Recommendation
Students should give
more importance to their
Academic Performance of the
performance and focus to
students
their activities at school.
Figure 1. Schematic Diagram of the Theoretical/Conceptual Framework of the Study
The Figure 1 shows that the inputs are Education and Mobile Legends while the
outcome will be the Academic Performance of the students. The input Mobile legends is
the independent variable for which it affects the academic performance of the students.
The students that are indulged in playing Mobile Legends are more likely to have
apparent alteration in their academic performance than those who are not playing Mobile
Legends. If there is no involvement of another factor, given Mobile Legends, affecting
the output, which is the academic performance, there will be no significant alteration of
general average of the students.
Statement of the Problem
The chief concern of the study is to determine the impact of mobile legends to the
Academic Performance of the grade 12 students of Colegio de San Francisco Javier Inc.
Specifically, this study seeks to answer the following questions:
1. What is the typical number of playing hours of the respondents in a day?
2. Does playing mobile legends affect the academic performance of the students?
3. Is there any significant relationship between Mobile Legends usage and academic
performance of the students?
Research Hypothesis
Given the questions presented, the following research hypothesis was formulated:
1. There is a significant relationship between the independent variable, Mobile
Legends, and the dependent variable, Academic Performance of the students.
Significance of the Study
The researchers predicted that the result of this study would be beneficial to the
following:
Students. This study will help the students to be informed about the threat of
online games towards their academic performance and to realize that abusive playing of
Mobile Legends can do no good to them, especially to their academic performance.
Teacher. The result of this study will inform the teachers and help them to
develop a technique or a strategy to those students playing mobile legends to listen and
participate actively in the class.
Parents. The study will help the parents to inform them all about online gaming,
specifically Mobile legends and the danger that affect the academic performance towards
their child/children.
School Administration. The study will benefit them about how they should
manage the students in regard to using advance technologies such as computer and
gadgets. It would also serve as an example on what are the outcomes of playing Mobile
legends.
Future Researchers. This study may help future researchers who wished to
conduct similar or related research study. This study may serve as one of their reference
or bases in conducting a similar study to the present one.
Scope and Delimitation
This study focuses on investigating the significant effects of the academic
performance of the students while playing Mobile Legends. The variables considered in
this study were Mobile Legends and academic performance.
The population of this study are the Grade 12 students of Colegio de San
Francisco Javier Inc. Palompon, Leyte, having a total of 93 students subdivided into three
section according to their strands: General Academic Strand (GA) - 22 students,
Accountancy & Banking Management Strand (ABM) – 41 students, and Humanities &
Social Sciences Studies Strand (HUMSS) – 30 students. Random sampling is used in the
study to have 50 respondents to represent the grade 12 students of the school. The study
will be conducted in the second semester of the school year 2019-2020. Although
universal sampling technique will be used in this study, only those who were present
during the administration of the instruments will be included.
The academic performance of the respondents enrolled in Colegio de San
Francisco Javier Inc. will be determined using the General Weighted Average grade of
the eight subjects in the Mid-terms of the first semester. However, for confidentiality and
anonymity purposes, the level of academic performance of the students will be taken
through the adviser and will be used without mentioning the corresponding name of the
student.
Moreover, this study is delimited only in the Grade 12 students of Colegio de San
Francisco Javier Inc. and those who play Mobile Legends.
Definition of Terms
To provide readers with a clear understanding of the terms used in this study, the
following will be conceptually and operationally defined:
Academic performance.
It refers to the general weighted average of the students for the mid-terms of the first
semester of school year 2019-2020.
It is the basis to see if there is a significant effect of Mobile Legends to the Academic
Performance of the students.
Mobile Legends: Bang Bang.
A multiplayer (5 vs. 5) online battle arena (MOBA) game designed for mobile phones.
It is the independent variable of the study.
Video Game.
An electronic game that involves interaction with a user interface to generate visual
feedback on a two- or three-dimensional video display device such as a TV screen,
virtual reality headset or computer monitor.
It is the Mobile Legends of the study that is the focus of the study.