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CHAPTER I

THE PROBLEM AND ITS BACKGROUND

Introduction

The Playing Mobile Legends is not new to people, especially to the

millennial for they have a variety of perfective when it comes to playing online

games. There are also various types of online games that people enjoy, such

as:DOTA,LOL and AOV, they are widespread all of the world, including the

Philippines. When people heard about Playing Mobile Legends, they tend to think

one's first, like it causes addiction. Some people choose to spent their time alone

with their Mobile phones.

Mobile legends game are the most trendy entertainment in the modern

societies and they target a diversity of people in different ages. It is leisure activity

that has become an ever-increasing part of many young people's day-to-day lives

(Griffits,2006). The addiction to the rivalry and excitements of the games make then

the most comment recreational programs for today’s teenagers, so that they do

anything to reach a highest level of the game, they immersed in their surroundings.
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Teenagers who play this online games said that they playing these game

just for fun, to keep away the heat of the sun, without knowing that there are a lot of

effects of playing these game that are more than what they think. Plating Mobile

Legends have a positive effects especially to the Mobile Legends Players. It can

helps the players to use their learning from playing Mobile Legends techniques in

real life situation, especially in Academic performance.

Background of the Study

Mobile game rather what we also called mobile legends are very popular in our

modern society, in term of entertainment which is targets most of the adolescents

within the internet . Almost every day they play Mobile Legends without knowing

more about the creator, Moonton when it establish. Every time they open an

application, the name of the company that makes this game must be displayed.

Moonton is a MOBA Mobile creator and games developer who is currently the most

heavenly played in Indonesia. Moonton is the middle name of Shanghai Moonton.

Technology Co., which was founded lin 2014 under the leadership of Justin Yuan
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and based in Shanghai, China. Justine Yuan ( Moonton CO-CEO, game developer

for mobile legends:Bang Bang). Mobile Legends was developed by two developers

namely Shanghai Moonton Technology Co. Ltd. and Shanghai Mulong Network and

Technology Co. Ltd. It released back in July14, 2016. The most recent Mobile

legends update brought in several new addition to the game.

About one in five teen cell phone user (18%) are part of a prepaid or pay as

you go plan, and just one in ten (10%) have their own individual contract.

According to the lawsuit recently file in the central District court of california,

Riot Game is suing the mobile game developer of allegedly copying the interface

and overall game play of LOL. The game titles in question are Moontons "Mobile

Legends:5v5 MOBA","Mobile legend Bang bang" and Magolic Rush:

Heroes",Dotaesport.com report.

The pinoy mobile legends addict Michael Tumagan died after battling

stage 4 Colo cancer he acquired because of hs addiction to the online game. He

was viral on social media on April 7 2019. He also feature in th program of GMA

Kapuso mo jesseca soho. Previously Michael Tumagan, the young man who
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acquired cancer because of his addiction to the popular online game "Mobile

legends:Bang Bang", was one of the most topic online. Tumagan claimed that he

acquired colon cancer after he frequently deprived himself to sleep ang skipped

meal just to play the said game.

"Stage r Colon cancer, malalang sakit. Hindi ko po akalain namangyayare

saken ito, kung maibabalik lang ang panahon para mapigilan ang pagkakasakit ko

nito, nawalan ako ng disiplina sa katawan, naadik ako sa mobile legends:Bang

Bang, to the poin na hindi na ako kumakain natutulo,natutulog ng umaga mga 9 to

10 am magdamag po un tapos gigising ako gabi na mga 6 to 8 pm dun palang ako

kakain, tapos laro na ulit, tapos mahina pa ako sa tubig, hanggang sa nakaramdam

na ako ng di maganda sa katawan o, ganun naging cycle ng buhay ko. Ngayon ito

ang nangyare sakin."

Recently, the Facebook page" paasa" reported that Michael Tumagan has

already passed away after battling his illness for months.


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If every players of mobile legends does not know how to control their day to

day activities, how they can manage their time in playing while studying to get a high

grades on their report card, if they do not have discipline to their self.

Scope and Delimitation of the Study

This study deals with the level of playing Mobile Legends to the academic

performance of the Selected Grade 11 senior high school learners. As to their self

control and motivation.

There are 45 selected students out of 128 the total of Grade11 Senior High

School Learners which served as the respondents of this study

In addition, they are enrolled in these semester for the school year 2019-2020

respectively.

Statements of Hypothesis

This study hypothesizes that:


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There was no significant relationship between the level of playing mobile

legends and academic performance in the selected grade 11 senior high school

learners.

Statement of the Problem

This study aims to describe the effect of Playing Mobile Legends to the

Academic Performance of the selected 12 GAS Learner.

Definitely, this study seeks to answer the following questions.

1. What is the level of playing mobile legends in terms of:

1.1Self control

1.2 Motivation

2. What is the level of academic performance in 1st semester.

3. Is there a significant relationship between Playing mobile legends to the Academic

performance.
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Theoretical Frameworks

Situated cognition theory, this theory is based on the premise that

knowledge is formed and supported by the cultural, social and physical experience

by situation of an individual (Brown et al., 1989). In Playing Mobile legends players

can practice their social skills by interact and communicate. They can easily to think

a solution to solve the problems and tasks that will given by the teachers.

INDEPENDENT
DEPENDENT
VARIABLES
VARIABLES
Playing
Conceptual Mobile Legends
framework

Self Control Academic Performance


Motivation
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Figure1: Research Paradigm

Research Paradigm explains the independent and dependent variables of study

entitled " The Effects of Playing Mobile Legends to the Academic Performance of the

Selected Grade 11 Senior High School Learners.

Definition of Terms

The following terms are conceptually, generationally and technically

defined for the purpose of easy and mental facilitation of understanding.

Academic performance or "academic achievement" is the extent to which a

student, teacher or institution has attained their short or long-term educational goals.

Completion of educational benchmarks such as secondary school diplomas and

bachelor's degrees represent academic achievement.


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Computer a device that accepts information ( in the form of digitalized data) and

manipulates it for some result based on the program or sequence of instruction on

how the data is to be processed.

Internet is a global system of interconnected computer network that use the.

standard internet protocol suite. (0TCD/ID) to serve billions of users worldwide. It is

a network of networks.

Mobile Legends is a multiplayer online battle arena (MOBA) for iOS and Android

devices developed and published by Shanghai Moonton Technology, a game

development company based in Kuala Lumpur, Malaysia. The game was launched

in 2016.

Online games is a video game that is either partially or primarily played through the

internet or any other computer network available.

Student person who is studying esp at a place on higher or further education.


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Survey a gathering of sample of data or opinion considered to be representative of a

whole.

Technology the branch of knowledge that deals with the creation and use of

technical means and their interrelation with life, society, and the environment,

drawing upon subjects as industrial arts, engineering, applied science, and pure

science.

Significance of the Study

Student's Played Mobile Legends Students may use this study to know what are

the effects of playing mobile legends in their academic performance .The players of

Mobile Legends in the school are the one who will be the respondents of this study.
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Teachers The result of this study will help the teachers to know the information and

how they can handle the student who played Mobile legends and why it can affect

their academic performance.

Parents They will be able to know and help their children to have an adequate

grades and playing mobile legends did not affect their academic performance.

Future researcher This study will serve as a good source of information to the

future researcher. They can explore and make study more believable.

CHAPTER II
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Review of Related Literature

This chapter presents the related literature and studies after the

thorough and in-depth research done by the researchers.

Related Literature

Ballotpedia defined academic performance as the measurement of student

achievement across various academic subjects. Teachers and education officials

typically measure achievement using classroom performance, graduation rates and

results from standardized tests.

Kwatch (2018) the internet has provided a wide range of information that both

teachers and students can access at the convenience of their locations. The internet

also provides entertainments including online games that some education experts

think that these games corrupt the brain. According to University of Wisconsin

psychologist C. Shawn Green, playing video and online games change the brain’s

physical structure the same way as do learning to read, playing the piano, or

navigating using a map.


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A Space Whale Studios’ 2018 article enumerates the positive and negative

effects of playing online and mobile games, these are the positive effects:

Improving brain functions, science is proving that playing video games

with moderation is good for your brain. Brain scientist Daphne Bavelier

states: “the effect of video games on the brain is very similar to the

effect of wine on the health: there are some very poor uses of wine,

there are 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, attention

or vision”.

Encouraging individuals to have a healthy lifestyle, there are so-called

pact apps that encourage users to live a healthier life by imposing

dieting and exercise resolutions that one must respect. Users who

break their promises have to pay other players, in what looks very

much like a fitness challenge. Without these apps, some people may

never consider the idea of dieting or exercising.


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And the negative effects are the following:

Increased spending, many mobile games are free, but in fact they use a

“free to premium” business model, which means you can have the

basic game for free but have to pay money to get those interesting

extras. Some people end up spending large amounts of money on in-

app purchases, just to make sure they don’t lose a battle or to unlock

an extra level of the game. These types of games can be very

addictive to vulnerable categories, like children, and even if parents

allow them to play the free game, there have been cases where

purchases were made accidentally without the possibility of receiving a

refund.

Sleep problems, playing games before going to sleep is a bad idea

because this activity can cause disruption of sleep patterns and

prevents you from getting the rest you need. As a result, you will feel

sleepy during the day and probably have behavior issues as well.
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Loss of productivity, playing games may tend you lose your productivity in

terms of school and other activities, since most of the players are more

focused in the game they have left and wanted to continue.

One of the most famous online games of the 21 st century is Mobile Legends.

Mobile Legends is a multiplayer online battle arena for iOS and Android devices

developed and published by Shanghai Moonton Technology, a game development

company based in Kuala Lumpur, Malaysia. The game was launched on 2016

(Chua, 2019). Because of its popularity, specifically on Southeast Asia, it gained its

position at the 2019 Southeast Asian Games held on December 5-8 at the

Philippines. According to Logan Shaw, Moonton's Tournament Director, the

Philippines is the second-largest market for Mobile Legends with around two million

players logging on daily. Mobile Legends is arguably one of the most popular mobile

games currently played (Vox, 2019).

According to a Sunstar article some researchers came up with a study to

show that there is also an effect in mobile games (ML) to the behavior and health of

students. There are positive and negative effects. Positive effects are: improving

brain functions and educating children. Negative effects: distraction while performing
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another important activity, affecting social interaction, sleep problems and loss of

productivity.

According to Kuss & Griffiths, teens who play online games are just having

fun. They do not just actually play because of some sort of seriousness, but also

because they just want to feel relief. During school hours, students tend to feel

stressed due to loads of school works and through playing it will relive their stress .

Related Studies

Playing online games are always associated with poor academic

performance. A research by Fang-Ling et al. (2013) concludes that the students

spending too much time on online games every week tend to suffer from worsened

learning ability, concentration problems, poor academic performance, and decreased

interactions with other people.

The GSN Games Network conducted a research report on the online games

industry, and more than 60% of respondents play games daily and spend more than

11 hours a week playing (Sinno, 2009).


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A study by Posso (2016) concludes that when you play online games is likely

solving numbers, and puzzles using your mind to think.

A study by Skoric et al. (2009) found that gaming addiction leads to negative

academic performance, moderate engagement in gaming can lead to improved

performance in an academic setting. They also found a positive correlation between

game play and English test score, which suggest that gaming can lead to better test.

However, a study by Wack & Tantlett-dunn (2009) found a negative correlation,

although the relationship between Mobile Legends and academic performance in

their study was not significant. The excessive playing of Mobile Legends game (five

hours or more per session) resulted in school grades that were below a 3.00 or

below 78 (Wongwaitaweewong, 2009).


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CHAPTER III

Research Methodology

This chapter describes the research design used, research instrument,

respondents or population o the study, data gathering procedure, research locale,

sampling design, validation of the instrument and statistical treatment of data.

Research Design

This study used an descriptive method to determine the Level of

Playing Mobile Legends to the Academic Performance of the Selected Grade 11

Senior High School Learners.

Descriptive Method of research describe what will be the level of

playing mobile legends to the students to their academics through motivation and

self-control. This study will help the respondents or students why their playing mobile

Legends effect their academic performance.

Research Instrument
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The researcher used a survey questionnaire to gather information

that is beneficial to a group of individuals. The survey questionnaire uses statistical

analysis to collect data, and the result of it will be use in the envelopment of an

individual.

Survey questionnaire is compose of a set of questions of obtaining statistically useful

a personal information from individuals. It is a written or printed questionnaire often

with space for answers. It will be answered by the respondents of this study.

The survey questionnaire is a type of data gathering method that is utilized to collect,

analyze and interpret the different views of a group of people from a particular

population.

Participants /Sampling Design .

The respondents involved in this study were 45 students included in

the list of playing mobile legends from the seven (7) strand of Southville 1 Integrated

National High School, 8 students from Stem, 2 students from sports, 25 students

from EIM A and B, 8 students from GAS A and B, and 2 students from HE.
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The researchers used a purposive sampling that under the non

probability sampling, this method is used when we want to be sure that there are

representative from each administrative level or position which 45 respondents were

selected and they were played mobile legends to answer the survey questionnaire of

this study.

Data Gathering Procedure

Survey research means collecting information about a group of people by

asking them questions and analysing the results to conduct an effective survey,

follow these seven steps.

1. Determine who will be participate in the survey

2.Decide the type of survey (online or in-person)

3. Design the survey questions and layout


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4. Make a permission letter

5. Distribute the survey

6. Analyze the responses

7. Write up the results.

Validation of Instrument

The questionnaire that the researchers validate through the following steps.

The first researchers prepared the draft questions then submitted to the 3I’s adviser

Mrs. for the improvements. Second the researchers improves the final draft by the

help of the adviser due to some changes and the questionnaire will include in the

research.

Statistical Treatment of Data

The data from the researchers questionnaire are analyzed and interpreted

with the help of the research statistician using the following statistical tools.
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1 .Mean Highest accusing frequency was used in determining the

playing mobile legends of the selected grade 11 senior high school learners.

µ=∑fx

Where;

µ=weighted mean

Ʃ=summation

f=frequency

x=weighted of cases

2.Chi- Square- It used to compare two statistical data sets. Chi Square

is one of the most useful non-parametric statistics.. This was be used

to measure the significant relationship between Playing Mobile

Legends to the Academic Performance of the selected Grade 11

Senior High School Learners.


χ2 = ∑ (O − E)2 / E
Where ,
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 O = Observed frequency

 E = Expected frequency

 ∑ = Summation

 χ2 = Chi Square value


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Chapter IV

Presentation, Analysis and Interpretation of Data

This chapter presents, analyze and interprets the gathered data and is

treated statistically as deemed necessary to the study.

Specifically, this aims is to answer the following:

1. What is the Level of Playing Mobile Legends to the Academic Performance

of the Selected Grade 11 Learners:


1.1 Self Control
1.2 Motivation
2. What is the Level of Academic Performance of the Selected Grade 11

Learners in 1st Semester:


3. Is there a significant relationship between Playing Mobile Legends to the

Academic Performance:
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TABLE 1
Level of Playing Mobile Legends to the Academic Performance
as to their Self Control

A. Self Control Weighted Mean Interpretation

1. Missed the deadlines of 2.2 Disagree

assignments or activities

2. Been late or missed any 1.8 Disagree

classes

3. Can contribute in school 2.4 Disagree

tasks and activities in

productive

4. Can balance my 2.6 Agree

emotions in school and

playing

5. Prioritizing financial 2.4 Disagree


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needs at school

Total Weighted Mean 2.28 Disagree

Legends: Strongly Disagree(1.00-1.79), Agree(2.60-3.39), Strongly

Agree(3.40-4.19)
Disagree(1.80-2.59)

Table 1 Shows that the 1st, 2nd,3rd and 5th statements under Self Control

were interpreted by the respondents as Disagree and these are "Missed the

deadlines of assignments or activities" with the weighted mean of 2.2, "Been

late or missed any classes" with the weighted mean of 1.8, Can contribute in

school tasks and activities in productive" with the weighted mean of 2.4,

"Prioritizing financial needs at school" with the weighted mean of 2.4. While

the 4th statement were interpreted by the respondents as Agree and these is

"Can balance my emotions and playing with the weighted mean of 2.6.

To keep the video game looks real, any assistance in game must be

built in disguised so the players are unaware of it. By this sterategy, Klimnt et als.

(2008) said completing one mission in video games can make someone

feel worth and proud.


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TABLE 2
Level of Playing Mobile Legends to the Academic Performance
as to their Motivation

B. Motivation Weighted Mean Interpretation

1. Have improves self 2.6 Agree

esteem inside and outside

of the school premises.

2.Playing improves my 3 Agree

communication skills.

3.Playing improves my 2.8 Agree

critical thinking.

4.Playing makes me wiser 2.2 Disagree

in doing my academic

tasks.

5.Playing makes me good 3.2 Agree


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at memorizing

Total Weighted Mean 2.76 Agree

Legends: Strongly Disagree(1.00-1.79),Disagree(1.80-2.59) Strongly


Agree(3.40-4.19)
Agree(2.60-3.39

Table 2 Shows that the 1st, 2nd,3rd and 5th statements under

Motivation were interpreted by the respondents as Agree and these are "Have

improves self esteem inside and outside of the school premises" with the weighted

mean of 2.6, "Playing improves my communication skills" with the weighted mean of

3,"Playing improves my critical thinking" with the weighted mean of 2.8, "Playing

makes me good at memorizing" with the weighted mean of 3.2. While the 4th

statement were interpreted by the respondents as Disagree and these is "Playing

makes me wiser in doing my academic tasks" with the weighted mean of 2.8.

According to the data base, "Players play video games due various motivations and

purposes. Some believe video game help them boost mental skills and improve

physical coordination... reading ability, attention, hand-eye coordination, and speed

reaction to novel situations." (Shu-Hsun 2011)


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TABLE 3
On the Summary on the Level of Playing Mobile Legends to the
Academic Performance

Indicators Weighted Mean Interpretation

A. Self Control 2.28 Disagree

B. Motivation 2.76 Agree

Total Weighted Mean 2.52 Disagree

Table 3 shows the Summary on the Level of Playing Mobile Legends to the

Academic Performance. As shown, respondents perceived to Disagree. As

seen in indicators a and b respectively, Self Control with the average

weighted mean of 2.28, Motivation with the average weighted mean of 2.76.
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The total average weighted mean of the indicators is 2.52 and revealed that

respondents is Disagree.

TABLE 4
Relationship Between Playing Mobile Legends and Academic

Performance

The Data shown the Relationship between Playing Mobile Legends in Self

Control and Academic Performance of the Selected Grade 11 Senior High

School Students, since the computed chi-square value of 16.792 obtained

was less than the critical value of 21.026. Therefore , the null hypothesis that

the researchers formulated was accepted then there are no significant


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relationship between the level of playing Mobile Legends to the Academic

Performance.

The Data shown the Relationship between Playing Mobile Legends in

Motivation and Academic Performance of the Selected Grade 11 Senior High

School Students, since the computed chi-square value of 3.062 obtained was

less than the critical value of 21.026. Therefore , the null hypothesis that the

researchers formulated was accepted then there are no significant

relationship between the level of playing Mobile Legends to the Academic

Performance.
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CHAPTER V
Summary of Findings, Conclusions and Recommendation

This chapter summarizes the findings, draws conclusions

and offers recommendations as deemed feasible to the study.

Summary of Findings
The findings revealed that.

1. The first variable indicator " Level of Playing Mobile Legends to the

Academic Performance as to their Self Control; with the average weighted

mean of 2.28, interpreted as D (Disagree).


2. The second variable indicator "Level of Playing Mobile Legends to the

Academic Performance as to their Motivation; with the average weighted

mean of 2.76, interpreted as A (Agree).


3. The Relationship in the Indicators ;Self Control to the Academic

Performance computed chi - square value of 16.792, interpreted as not

significant.
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The Relationship in the Indicators ;Motivation to the Academic Performance

computed chi - square value of 3.062, interpreted as not significant.


Conclusions
Based on the summary of findings, the following conclusions may be drawn.
1. The Level of Playing Mobile Legends to the Academic Performance is

Disagree in Self Control.


2. The Level of Playing Mobile Legends to the Academic Performance is

Agree in Motivation.
3. This study shown the Level of Playing Mobile Legends to their Self Control

and Motivation, and if there is relationship to the academic performance of the

students. The result of the study revealed that Self Control and Motivation are

both no significant relationship to the academic performance of the students


Recommendations
1. Before they play mobile legends , they should prioritize to pass all the

paperworks in school such as assignments, activities etc. They should be

attentive and productive at all the time and to differentiate playing and

studying.
2. Find other interest that will boost or improve the player's; self esteem,

communication and critical skill, that will also help increase the player's

academic performance.
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3. The school and the parents must conduct a program that will help and

inform the students to make online games a positive effect in their academic

performance and personal development.


BIBLIOGRAPHY

Griffiths, Hussain, Grusser etal, (2013) Digital Education Review-Number 27.

June 2015 Multiplyer game is the enabling of social interaction

http://greav.ub.edu/ dev/
Rock, Dav. (2009,October 4. Easily distracted: why its hard to focus and what

to do about it (Blog Post). Retrieved from http:// www. psychology today.

com/.../200910/easily- distracted- why -its -hard - focus- and- what- do- about-

it.
Kuss, Daria J. and Mark D. Griffiths.(2012) Adolescent Online Gaming

Addiction. Education and Health, 30(1), 15-17. Retrieved from http:// owl.

English.pardue. edu/ ...resource/560/07/


Ko, C. etal.(2009). Brain Activities associated with gaming urge of online

gaming addiction. Journal or Psychiatric Research,43, 739-747


Hussain etal( 2009). Excessive use of massively multiplayer online role-

playing games: A pilot study . International Journal of Mental Health and

Addiction,7,563-571
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Griffiths. M etal. (2010). The role of context in Online Gaming excess and

addiction: some case study. International Journal of Mental Health and

Addiction, 8,119-125.
GradesFixer. (2019, January, 03). The effects of online games on the study

habits of selected grade 11 students in Taguig City. Retrieved October 5,

2019, from http://gradesfixer. com /free-essay-examples/ the - effects - of -

online games- on - the - study - habits - of - the - selected - grade 11 -

students - in -Taguig - City.


D.J Kuss and M.D Griffiths.2012. The effect of online games in the academic

performance of the selected grade 11 students ib GFIS( research paper).

Internet and Gaming Addiction :A Systematic Literature Review of

Neuroimaging. Studies. https://www.yourbrainonporn. com/internet -and -

gaming - addiction- systematic- literature-review- neuroimaging- studies-

2012
Posso, D.A.(2016). The effect of online games in the academic performance

of the Grade 11 stufents in GFIS( research paper).

https://www.rmit.edu.au/news/all-news/2016/august/online -gaming -can

-boost-school-scores.
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https://www.tuko.co.ke/263579-importance-internet-our-life.html

https://link.springer.com/chapter/10.1007/978-3-642-39360-0_7

https://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-

bad-effects-of-video-games

https://spacewhalestudios.com/positive-negative-aspects-playing-mobile-

games/

https://knepublishing.com/index.php/KnE-Social/article/view/2447/5372
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APPENDICES
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APPENDICES
A.
Letter of Request
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January 29, 2020

Dear Ma'am / Sir

Good day!

We, the General Academic Strand students ask your assistance to


validate our research questionnaire entitled " The Effects of Playing Mobile Legends
to the Academic Performance of the Selected Grade 11 Senior High School
Learners in Southville 1 Integrated National High School, City of Cabuyao Laguna,
S.Y. 2019-2020.

The purpose of our study is to identify the effects of playing


mobile legends to the Academic performance of the respondents.

We hope you consider.

Thank you and God bless!


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Sincerely yours,

Researchers:

ANGELICA A. MISLANG

ANGELICA C. PATIAM

ARIANNE ANTONETTE R. MANAOIS

GEM IRISH C. VILLAPANDO

January 29, 2020

Dear Respondents,

Good day!

We the General Academic Strand students are conducting a


study entitled " The Effects of Playing Mobile Legends to the Academic Performance
of the Selected Grade 11 Senior High School Learners in Southville 1 Integrated
National High School, City of Cabuyao Laguna, S.y. 2019-2020.

Therefore, we request that you answer our questionaire


honestly and sincerely.

Thank you and God bless!


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Sincerely yours,

The Researchers:

ANGELICA A. MISLANG

ANGELICA C. PATIAM

ARIANNE ANTONETTE R. MANAOIS

GEM IRISH C. VILLAPANDO

Appendices
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B.

Letter of Validation

January 29, 2020

YOLLY D. VALIENTE

Principal I
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Southville 1 Integrated NHS

B54, 55 NHA, Cabuyao City, Laguna

Dear Madam,

We, undersigned from the General Academic Strand (GAS) would like to
ask permission to conduct our research entitled "The Effect of Playing Mobile
Legends to the Academic Performance of the Selected Grade 11 Senior High School
Learners". In line with thus, we also ask for your approval to distribute and
administer our survey questionnaire to our respondents in the same school. We
hope you consider.

Respectfully yours,

The Researchers,

ANGELICA A. MISLANG

ANGELICA C. PATIAM

ARIANNE ANTONETTE R. MANAOIS

GEM IRISH C. VILLAPANDO


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Appendices

C.

Questionnaire
45

SENIOR HIGH SCHOOL

"Effect of Playing Mobile Legends to the Academic Performance of the


Selected Grade 11 Learners".

Name(optional):_________________Strand&Section:_________Gender:_________

Direction: Please put a check mark (√) based on general average in first semester

using the following grading scale.

Descriptors Grading scale

Outstanding 90 above

Very Satisfactory 85-89

Satisfactory 80-84

Fair Satisfactory 75-79


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SENIOR HIGH SCHOOL


Did not Meet Expectation 74 below

Directions: Please put a check (√) inside the box that corresponds to your
assessment using the following scale.

Table 1

1.0 Self-Control 5 4 3 2

ST A D SD

1.1 Missed the deadlines of assignments or activities.

1.2 Been late or missed any classes.

1.3 Can contribute in school tasks and activities in


productive.

1.4 Can balance my emotions in school and playing

1.5 Prioritizing financial needs at school.


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SENIOR HIGH SCHOOL


Table 2

2.0 Motivation 5 4 3 2

ST A D SD

2.1 Have improves self esteem inside and outside of the


school premises.

2.2 Playing improves my communication skills.

2.3 Playing improves my critical thinking.

2.4 Playing makes me wiser in doing my academic tasks.

2.5 Playing makes me good at memorizing.


48

SENIOR HIGH SCHOOL

Appendices

D.

Curriculum Vitae
49

SENIOR HIGH SCHOOL

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