Mary the Queen College of Pampanga
San Matias, Guagua, Pampanga
Welcome to our
Presentation
Presented By: Group 4
Jan Symon D. Garcia
Kyle D. Rodriguez
Cloui Mharie G. Bondoc
Pamela Mae C. Razon
Kevin B. Bautista
Gabriel L. Santos
Dave M. Manansala
Mark Anthony G. Belleza
Mark Joseph D. Tubesa
Presentation on:
Addiction on Mobile Legends of the
Grade 11 ICT Students and Its
Implication to Learning
Topics to be Covered:
Introduction
Background of the Study
Literature Review
Purpose of the Study
Delimitation of the Study
Statement of the Problem
Significance of the Study
Topics to be Covered:
Method
Research Design
Participants
Instruments
Procedures
Data Analysis
Ethical Consideration
CHAPTER I
Introduction
Background of the Study
The rise in the use of the internet has led to many changes in our daily life.
In past life when there’s no technology the people are just making letters
and delivered by a mail man, and because of the evolution of technology
the mobile phone was invented and eventually online games were
developed.
Aquino (2017) found out that teenagers are spending 3 to 6 hours of time
playing Mobile Legends. The effects of playing Mobile Legends both
negative and positive effects are generally has a great extent by the
students.
This gives the researchers the reason to assess the impact of Mobile
Legends on the academic performance and social behavior of the Grade
11-ICT students. This study will explore the significant connection
between playing Mobile Legends and academic performance of the
students.
Literature Review
This study presents the literature review after the thorough and in-depth search done by the researchers.
This will also present the synthesis of the art, theoretical and conceptual framework to fully understand
the research to be done and lastly the definition of terms for better comprehension of the study.
The latest study by (Carey, 2012) found out that the history of online gaming included contributions by
many different companies and entities. Online gaming began as multiplayer gaming, but has evolved to
include online gaming servers and massively-multiplayer online game settings.
In the study of Hassan (2011) he stated that online gaming is good and bad. Good for those who know
their limits and bad for those who fix themselves in the seats for long hours and cut off the interaction
with rest of the world.
Purpose of the Study
The study aims to discover the causes and effects of Mobile Legends
addiction to the Grade 11-ICT students. The purpose of this study is to
determine the level of addiction on Mobile Legends of selected Grade
11 ICT students of Mary the Queen College. Through this study, the
researchers will be able to redirect the students to control their
addiction and focus on their academic performances.
Delimitation of the Study
This study will be limited to the addiction on Mobile Legends
of the Grade 11-ICT students. Also, the study will focus on the
effects on the students’ academic performances due to addiction.
The participants of the study are the Grade 11-ICT students of
Mary the Queen College of Pampanga.
Statement of the Problem
This study sight answers to the following questions:
1. What are the leading causes contribute to the addiction of the
Grade 11-ICT students in playing Mobile Legends?
2. How many hour/s a day the Grade 11-ICT students spend in
playing Mobile Legends?
3. What satisfaction the Grade 11-ICT students get in playing
Mobile Legends?
Statement of the Problem
4. How may the addiction in playing Mobile Legends affect the learning of
Grade 11-ICT students?
5. Based on the findings what program may be proposed to control the
addiction to the Grade 11-ICT students in playing Mobile Legends?
Significance of the Study
The following are the beneficiaries of this study:
Students - The findings of this study will benefit the ICT students since they will be
able to redirect their addiction on mobile legends to focus on their academic
performances.
Teachers - Through the result of this study, the teachers may have feedback about the
tool used to the participants which may help their teaching and learning process more
meaningful
Significance of the Study
Parents- It will serve as basis to help and share with other parents the
information about certain games or ideas to help each other in parenting.
Also, it will help them in understanding their child’s behavior and study
habit.
School Administrator- Through this study, the school administrator may
have an action to the students who are addicted on mobile legends.
CHAPTER II
Method
Research Design
This study will use Qualitative Research Design to determine
the addiction on Mobile Legends of the participants.
Specifically, the study will use Phenomenology as the research
design. The researchers will explore deeper on the experiences
of the participants in playing Mobile Legends and their
addiction on the game.
Research Design
According to Shuttleworth & Wilson(2008), qualitative data concerned with
the features, attributes and characteristics of phenomenon that can be
interpreted thematically. For example, a claim that pilots demonstrate
intelligence that is visual-spatial in nature rather than verbal. Qualitative
research design is a research method used extensively by scientists and
researchers studying human behavior, opinions, themes and motivations.
Participants
The following criteria will be considered:
(a) students who play Mobile Legends for 10 to 15 hours;
(b) students who play Mobile Legends regularly at home
and in school;
(c)students who choose playing Mobile Legends than
doing their assignments and projects.
Participants
Table 1:Participants of the Study
Sections Students Total
Deuteronomy 3 34%
Samuel 2 22%
Timothy 2 22%
Thessalonians 2 22%
Total 9 100%
Instruments
The Qualitative data will be collected through
the use of semi-structured interview. The semi-
structured interview questions will be verbally
administered to the participants of the study.
Procedure
The Qualitative data will be gathered through semi-structured interview
questions. The researcher will be verbally interview the participants
using a list of pre-determined questions through audio recorder. The
product will be text data.
Procedure
Figure 1: Data Collection Diagram
Qualitative Data Collection
Procedure Product
Semi-Structured Interview Text Data
Data Analysis
Qualitative data analysis will be use in analyzing the data in this phase.
The obtained information from the interview of the participants will be
converted to transcripts. From this, key points will be identified. The
key points will be subjected to coding identification and will be
grouped according to their similarities before assigning them as
representation of similar codes from the Grade 11 ICT students.
Data Analysis
Figure 2: Data Analysis Diagram
Key Point Coding Codes
Clustering of Similar Similar Concepts
Concepts
Categories
Analyzing Concepts
Themes
Assigning Themes
Ethical Consideration
In the study of addiction on Mobile Legends, all the Grade 11 ICT students at
Mary the Queen College Pampanga INC. will be asked to participate on their free
will. Parental Consent will also be given to the participants’ parents to be informed
that their child has been chosen to be one of the participants in the said study. In
case of declining, the researchers will accept and understand the decision of the
participants wholeheartedly. The participants will be fully informed with regards
to the procedure and the purpose of the study. Since the researchers have collected
some information such as some of the students on Grade 11 ICT Students, are
addicted to Mobile Legends. The confidentiality of the participants will be
protected by the Ethical Standards because it is the right of the participants that the
information that will be collected should be treated confidentially.