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Chapter 1

THE PROBLEM AND ITS BACKGROUND

This chapter includes the introduction, theoretical framework, statement of

the problem, null hypothesis, significance of the study, scope and limitation,

definition of terms used.

Introduction

Nowadays mostly everyone has a mobile device, exactly 5.13 Billion

(66.53%) of 7.73 Billion, and among those 5.13 Billion people who have mobile

devices, there are over half who use smartphones which has more functionality

than normal mobile devices, from taking pictures, playing music, checking time,

creating documents, and playing games. These are only some examples of what

a smartphone is capable of.

Since the internet has upgraded the landscape of electronic media from

having a feature only for individual to an avenue of social interaction, numbers of

users have increased. Playing online games became a world-wide trend. An issue

of American Journal of Play (fall, 2014) indicates that playing this type of games,

Mass Multi-Player Online Role-Playing Game, can help develop the cognitive,

critical and problem-solving skills of the players. Many popular games are played

by children such as Mobile Legends, is played both professionally and casually by

millions of passionate fans worldwide. Mobile Legends has over 12.675.696

players, with roughly one million players signing in each day. Here in the

Philippines, this game is played by more than a million. Mobile Legends as the
name might suggest, is the second game in the Mobile Legends series created by

Moonton Technology Co. Ltd and shanghai mulong network and technology Co.

ltd. July 11, 2016.

However, many researchers assume that this type of computer games

negatively affects the player's cognitive abilities (Gentile, 2014). It has been

speculated that the computer games the young people play has negative

correlation and consequences in terms of academic performance. Some students

sleep in the middle of the class discussions because they slept late at night just to

play mobile games, daydream about the scenarios of the game, and think about

possible techniques on how to defeat their opponents, or even cut classes just to

fill their wants of playing the games.

This study aims to determine the effects between playing Mobile Legends

and the Academic performance of the students. Since Playing Mobile Legends is

rampant nowadays, the purpose of this study is to provide our society the overview

of what Mobile Legends can contribute to the cognitive abilities of the players. This

study will also help the players to determine if Mobile legends is worth playing.

Lastly, this will serve as a guide for the parents and the academic educations as

well to monitor the students playing activities.

Theoretical Framework of the Study

Statement of the problem


This study aims to determine Mobile Legends: The Effects on the

Academic Performance of the students in AMA Computer College, S.Y 2019-

2020

Specifically, this study aims to seek the answers of the following

questions:

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

1.1 age;

1.2 grade; and

1.3 player status?

2. How does playing Mobile legends affect the academic performance of the

students?

a) Class Participation

b) Number of hours spent in studying

3. Is there significant difference between playing mobile legends and

academic performance?

Null Hypothesis
Ho: There is a significant difference between playing mobile legends and

academic performance.

Ha: There is no significant difference between the problem-solving skills of

players and non-players.

Significance of the study

The results of the study will have a great benefit to the following:

Students. The result will provide the students in determining whether playing

Mobile Legends will have negative or positive impacts towards their Academic

Performance and at the end of the study they will know if it would be a positive or

negative impact towards their academic performance.

Parents. The result of the study would give awareness to the parents and how they

should be devoted in guiding their children on time management and limitations in

playing Mobile Legends

Teachers. The result of the study will help the teacher’s guide their students on

how to manage and limit the time the students are playing Mobile Legends.

Future researchers. The outcome of the study is beneficial for the future

researchers to perceive the research itself. It will be used as their guide. This study

may be one of the keynote that a new learning will come up.

Scope and limitations of the study


This study will focus on the effects of mobile legends to the academic

performance of first year college students. The data collection will be conducted

to 10% of the total population in first year college of AMA Computer College

school year 2019-2020 who will represent the population. This study will not

cover other problems that are not as one of the effect of their academic

performance while playing mobile legend. The other student which do not fall as

part of first year college are not within the scope of this research.the study would

be done through the utilization of questionnaire to the students as a survey and

reference. By their strategy the researchers will be able to know the effect of

mobile legends to the academic performance of the first year college.

Definitions of Terms

The following terms are considered most significant to this study:

Mobile Legends. Defense of the torrent, an online game which has two teams of

five players that attempt to penetrate the other team’s base and destroy a structure

called an Inhibitor torrent.

Players. Individuals who devote themselves into playing online games.


Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES


Review of Related Literature

The following review of related literature will determine the effects of

mobile legends on the academic performance of the students in AMA Computer

College.

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