mpact of Mobile Legends on Academic Performance among Selected Education Students

Authors

  • Jessa P. Calipayan Bestlink College of the Philippines
  • Jose C. Coching Jr. Bestlink College of the Philippines
  • Evelyn L. Pandongon Bestlink College of the Philippines
  • Mark Avy P. Pasana Bestlink College of the Philippines
  • Mary Grace D. Tating Bestlink College of the Philippines
  • Rose Mae Yu Bestlink College of the Philippines

Abstract

In Southeast Asia, one of the most played games is Mobile Legends. Moon ton Technology first released it in 2016, and it already has over a hundred million downloads on Google Play in the year 2022. Because it was published in Shanghai, the game was created in China. The game is played by two teams, each with five players, with the winning team being the one who destroys the last tower. In the survey conducted in the Philippines by Rakuten Insight, 2020 except for those over 55, most respondents across all age categories said they played internet games. Meanwhile, 83 percent aged 16-24 got the highest percentage of mobile active players. Usually, teenagers and young adults make up the majority    Gamers may now play games anywhere and at any time thanks to the progression of internet gaming from PC to Smartphone. They can easily spend up to six hours per day hunting for internet network connectivity. The descriptive correlational-quantitative research design was used using a survey instrument. The respondents of the study were 3rd year BSEd and BEEd for the total of (75).  Purposive sampling was also used in choosing the respondents to gain insights into the event or phenomenon under examination. The data gathered was treated under Frequency, Distribution, and Percentage and used in SOP number one (1).  To determine the respondent’s extent of perception, weighted mean was used in SOP number two and three (2 and 3). The finding of the study was utilized in crafting an action plan to improve the academic performance of the respondents.

Most of the respondents were aged 19-21 obtaining 73.33 percent, and as to gender female got the highest percentage of 80. Most of the respondents came from BSEd with a percentage of 66.66. In the impact of Mobile Legends in terms of attendance, the weighted mean is 2.18 with the interpretation of Disagree, preliminary examination got 1.85 with the verbal interpretation of Disagree. Lastly, the LMS activities with an overall weighted mean of 1.69 were interpreted as Strongly Disagree. In the effect of mobile Legends in terms of the number of played games. 2-3 games (1-2 hours) of gaming got the highest number of respondents with 80 percent. In terms of personal satisfaction, the data revealed 2.80 as the overall weighted mean with the verbal interpretation of Agree.   In terms of usage, the data gathered showed 1.77 as the weighted mean with the verbal interpretation of Disagree. 

The data disclose the required result for the respondents in which they may need a gaming awareness program to help them prevent excessive gaming. Hence, this will help improve the student’s academic performance and establish proper time-management between gaming and studying.

Published

2024-04-22

How to Cite

Calipayan, J. P. ., Coching Jr., J. C. ., Pandongon, E. L., Pasana, M. A. P. ., Tating, M. G. D., & Yu, R. M. (2024). mpact of Mobile Legends on Academic Performance among Selected Education Students. Ascendens Asia Singapore – Bestlink College of the Philippines Journal of Multidisciplinary Research, 3(2). Retrieved from https://ojs.aaresearchindex.com/index.php/aasgbcpjmra/article/view/13475