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

Title Effects of mobile legends research final document 2 math final na talaga
Author Lhen Perdio
Course Psychology
Institution Pamantasan ng Lungsod ng Maynila
Pages 22
File Size 322.5 KB
File Type PDF
Total Downloads 54
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Summary

Chapter 1INTRODUCTIONRationale of the StudyAs 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....


Description

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

accessible for use in real-life conflict situations arise. If repeated exposure to violent video games does indeed lead to creation and heightened accessibility of a variety of aggressive knowledge structures, thus effectively altering the person’s basic personality structure, the consequent changes in everyday social interactions may also lead to consistent increase in aggressive affect. The active nature of the learning environment of the video game suggest that this medium is potentially more dangerous than the more heavily investigated TV and movie media. With the recent trend toward greater realism and more graphic violence in video games and rising popularity of these games, consumers pf violent games should be aware of this potential risks. While the study made by Isabela Granic, Adam Lobel, and Rutger (2014) began by summarizing the rich and long history of the study of play. They found that video games share many similarities with traditional games and likely provide benefits similar to those provided by play more generally. Both traditional and video games are fundamentally voluntary in nature, they can include competitive and cooperative objectives, players immerse themeselves in pretend worlds that are safe contexts in which negative emotions can be worked out, and games allow a sense of control with just enough unpredictability to feel deep satisfaction and intense pride when formidable goals are finally reached. Yet video games today and those on the radar for development in the near future are also unique forms of play.Video games are socially interactive in a way never before afforded. Ingcreasingly, players are playing online, with friends, family, and complete strangers, crossing vast geographical distances and bluring not only cultural boundaries but also age and generation gaps, socioeconomic differences , and language barriers. The large amount of time invested in playing video games may also mean that they provide qualitively different experiences than conventional games. Although we may remember spending whole weekends playing Monopoly with siblings and neighbors, few traditional games can boast the weeks and months of game play that many video games provides. This differences in space and time likely hold wholly new benefits and risks that have yet to be conceptualized.

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

2. 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.Researchers 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 1,496 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.There 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

Topaz class, 8 identified students in Grade 10 Quartz class, and 9 identified students in Grade 10 Amethyst class who are into playing Mobile Legends. Instrument

There are sets of questions used to gather more information about Mobile Legend. And 2 questions for our respondents to answer, where they have to answer if they play Mobile Legends, and how many hours do they spend playing mobile legends, but there are guide or choices to assess our respondents by writing the letter of their choiced answer.This study also used Likert scale as an instrument. Where there are 20 series of statements to be answered by our responents.The first series of statements are all about the positive effects of playing Mobile Legend. This statements will be answered from strongly disagree to strongly agree. Actually there are 5 scale to indicate the degree to each statement its wether strongly agree which is 5, agree which is 4, are uncertain which is 3, disagree which also gets the value of 2 and strongly disagree which gets the value of 1. The second series of statements are all about the negative effects of playing Mobile Legends. This statements will be answered from all the time to never. There are also 5 scale to indicate the degree to each statement its wether all the time which is 5, very often which is 4, often which 3, sometimes which also gets the value of 2, and never which gets the value of 1.

Data Gathering In collecting the data, the researchers distributed the questionnaires to the respondents. The students were given enough time in answering the questionnaires. The questionnaires used in data collection were based on the previous studies, published and unpublished thesis, articles and etc. which are relevant to the present study.

Statistical Treatment of Data

The researchers will be using statistical treatment to determine the frequency distribution and percentage. Percentages were used by the researcher to covert the numerical data gathered from the questionnaire. The descriptive statistic used frequency and percentage.

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.WV=F(N) C.WM= 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

Chapter 2 PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA This chapter presents, analyzes and interprets the data gathered in the study to answer the problems raised in the previous chapter. This study utilized the tabular and textual modes of presentation. The research problems enumerated in Chapter 1 serve as the guide for the presentation, analysis and interpretation of data.

1. Sessions a gamer spends on playing online games 35 30 25 20 15 10 5 38% 0

less than 1 hour

44% 4-5 hours Frequency

18% 6 or more hours

0%

Column1

Figure 1. Hours you play online games per day (n= 66) The graph shows that 44% respondents play Mobile Legends 4-5 hours per day, 38% answered that they play less than 1 hour, and 18% answered they play about 6 hours and up.

2.Positive and Negative effects of Playing Mobile Legends STATEMENTS Formulate

5

WV

4

WV

3

WV

2

WV

1

WV

Total

multi-tasking Enhance

26

1.97

8

0.48

22

1.00

5

0.15

5

0.08

3.68

creativity Enhance

14

1.06

15

0.91

20

0.91

13

0.39

4

0.06

3.33

23

1.74

14

0.85

17

0.77

7

0.21

5

0.08

3.65

18

1.36

15

0.91

15

0.68

11

0.33

7

0.12

3.40

21

1.59

11

0.67

18

0.81

13

0.39

3

0.05

3.51

30

2.27

6

0.36

16

0.73

11

0.33

3

0.05

3.74

20

1.52

16

0.97

15

0.68

8

0.24

7

0.12

3.53

22

1.67

20

1.21

12

0.55

8

0.24

4

0.06

3.73

19

1.44

19

1.15

14

0.64

5

0.15

9

0.14

3.52

23

1.74

10

0.61

13

0.59

12

0.36

8

0.12

3.42 35.5

strategies and develop

critical thinking Improves technological activities Enhance problem solving and logic Formulates hand and eye coordination Sharpen the mind (brain challenge) Enhance cooperation in a team Enhance decision making Learns to manage that are limited TOTAL

1

TOTAL WEIGTED MEAN :

3.55 “AGREE”

Legend: Range (weighted mean range)

Adjectival Equivalent

1.0-1.5

Strongly Disagree

1.6-2.5

Disagree

2.6-3.5

Neither Agree nor Disagree

3.6-4.5

Agree

4.6-4.5

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 3.55. Taken singly, it shows that the respondents have “Agree”, that playing Mobile Legends formulate strategies and develop multi-tasking skills (x= 3.7), enhance creativity (x= 3.3), enhance critical thinking (x= 3.7), improves technological activities (x= 3.4),enhance problem solving and logic (x= 3.5), formulates hand and eye coordination (x= 3.7), sharpen the mind (x= 3.5), enhance cooperation in a team (x= 3.7), enhance decision making (x= 3.5) learn to manage resources that are limited (x= 3.2).

STATEMENTS Skip class to

5

WV

4

WV

3

WV

2

WV

1

WV

Total

4

0.30

0

0.00

6

0.27

10

0.30

46

0.70

1.57

play Mobile Legends

Skip sleep to play Mobile Legends Skip meal to

11

0.83

10

0.61

12

0.55

14

0.42

19

0.29

2.70

3

0.23

14

0.85

14

0.64

14

0.42

21

0.32

2.46

Legends Feel sleepy in

1

0.08

17

1.03

10

0.45

12

0.36

26

0.39

2.31

class Missed any

11

0.83

6

0.36

14

0.64

13

0.39

22

0.33

2.55

4

0.30

8

0.48

12

0.55

20

0.61

22

0.33

2.27

projects Receive low

4

0.30

5

0.30

16

0.73

19

0.58

22

0.33

2.24

grades Missed

7

0.53

13

0.79

6

0.27

12

0.36

28

0.42

2.37

schools Play Mobile

4

0.30

5

0.30

2

0.09

15

0.45

40

0.61

1.75

15

1.14

8

0.48

8

0.36

14

0.42

21

0.32

2.72 22.9

play Mobile Legends Late in class because of playing Mobile

deadlines of homework Missed any deadlines of

Legends during class TOTAL

4 TOTAL WEIGHTED MEAN: 2.29 “SOMETIMES” Legend: Range (weighted mean range) 1.0-1.5

Adjectival Equivalent Never

1.6-2.5

Sometimes

2.6-3.5

Often

3.6-4.5

Very often

4.6-5.5

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 2.29. Taken singly, it shows that the respondents have “Sometimes”, skip ...


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