Abm 12 Research
Abm 12 Research
Abm 12 Research
RESEARCHERS:
JAYSON BALLOCANAG
JOSHUA D. VALDEZ
SUMITTED TO:
MRS. EVELYN MAPILE AYSON
Acknowledgement
This research study is wholeheartedly dedicated to the Almighty God, who has been
our primary inspiration in pursuing this study in order to achieve both our personal and group
goals. And for the wisdom and strength to sacrifice and work harder, as well as the courage to
lift one's head after rejections, and for another day to be calm and serene after a sleepless
night due to the pressures of life. By His grace, we were able to finish this research study. All
To our professors, for their support and advice in the success of this research study,
and for sharing their knowledge and expertise in the field of this study.
To our parents for their moral and financial support, for our mental, health, and
physical conditions while conducting this research study, as well as the ongoing
considerations for our behavioral and emotional practices. This would not be possible without
them.
To our cherished families, friends, and loved ones who have shown their support in a
And to ourselves in creating this experience during the study's creation and using our
Online gaming addiction is a topic of increasing research interest. Since the early
2000s, there has been a significant increase in the number of empirical studies examining
various aspects of problematic online gaming and online gaming addiction. Online game is
very popular today to this modern era. Students nowadays are very prone to the gigantic
influence of technology. They have most the major portion on the online gaming rather than
their school performance or academic matters. Knowing that there is a huge scratch to
academic performance when you become addictive on using technology, epidemics are
continuously touching students one by one. The researcher was triggered to find out where
the students will be when they unceasingly connected regarding on this staple.
Many teachers, parents and netizens are continuously clamored for a tighter clamp over
online gaming. Protest mainly focused on how the trend is becoming a cause of distraction
among students in their studies. The fact that most of the students living on informative
lifestyle where everything is updated, online game became one of the necessities of students.
For some ideologies like the Candon City Information Technology National High School
students, playing online games like Mobile Legends, Rules of Survival, Clash of Clans, Dota
and so on has a number of reasons to be played, for it can be stress reliever, challenge and
competition, relaxation, enjoyment, social interaction, and even mentally escaping from the
real world. For most of these students, on line gaming is one of the best past time that they
acquire.
Definition of Terms
School
Effect
Online Game
Education
- The knowledge, skills, understanding and attitudes that you can get from attending
school.
Technology
internet is not part of the everyday lives of human. He defined it as water that no one can live
without. As Donald Tapscott (2009) put it, “to them, technology is like the air.” In terms for
increase the educational significance throughout this decade. The internet has always been an
educational tool. The internet and education are both concerned with the information
exchange, communication and the creation of knowledge. The internet offers the individual
learners freedom to explore the internet which enables them to have learning opportunities
and provide educational purposes. Therefore, the internet is allowing education to take over
anytime and anywhere. It is now a medium where it extends the freedom into transcendence
of social and material disadvantage. The internet is seen to be a support to a new culture of
learning, where learners are can access and gain huge amount of sources of information they
need to acquire. Educators consider learner to benefit the rich environment that the internet
supports. Considering, the internet has the ability to support powerful forms of situated
learning and digitally dispersed communities of practices, which is seen to be a powerful tool
in supporting in learning through activities and interactions between people and extended
social environment. The internet has also the capacity to support the mass connectivity b
between people and information. It offers individuals to control the learning and the
information’s that pursue to receive and acquire. Indeed, the internet plays a big role to every
individual in terms of learning. Though, this is unlikely to be case for all. Internet leads to
more engaged or motivated learners, highly skilled workforces, or rising levels of national
- Selwyn, M. (2013)
The internet has become very useful to people in term of learning and in research
development. It has said that the internet is a powerful instrument of obtaining knowledge
and a source of research. It provides latest information, fact-findings, and the most useful
invention in the areas of communication. The author stated some advantage and disadvantage
of internet for learners and research. First, discussing the advantage of the internet that is for
easier communication. It serves researchers and provides original and reliable source of
information, easy to access and helps to save and manage time of learners or students. It said
that internet is a valuable research tool and has been informative for academic research,
another advantage of internet is the ability to quickly share information all around the globe.
It’s matter of receiving and giving information using the internet. Internet is also a wealth of
knowledge, meaning that it can give learners lots of academic information especially for their
research. The internet also serves as a tool for making communication easier; without barrier.
But due to the numerous information found in the internet, some are hardly obtain the
information. It’s also a way for spam and viruses to break in. but as a conclusion, internet has
been a part of our lives for it is very useful to us. In terms for education, the internet should
2. Are the respondents able to finish their modules and other school requirements on time?
School (CCITNHS) located at Patpata 1st Candon City, Ilocos Sur with the minimum count of
the respondents, 20 students either male or female, Senior High School (SHS) students only.
This study also includes the personal information and response of a senior high school
students.
Conceptual Framework
PROCESS OUTPUT
The frequency of
IN PUT
cellphone usage of
The researchers grade 12 students of
conduct an interview candon city
Interviews and survey information
questionnaire technology national
high school, school
Survey year 2021-2022
Questionnaire The researchers sort
and gathered data by
percentage of survey
cellphone usage.
Students: This study is really significant for students since it will tell them about the
impacts of playing Mobile Legends. They will be more aware of the aforementioned
consequence, and they will recognize that playing too much Mobile Legends is not worth
their money.
Parents. This research will provide parents with sufficient information regarding the
Readers. This research will assist readers in understanding the impacts of playing
Mobile Legends.
Future Researchers. This might provide the basis for future studies.
Chapter III
RESEARCH DESIGN AND METHODOLOGY
Research Design
The study was laid out in a descriptive design where researcher formulated
which involves observing and describing the behavior of a subject without influencing it in
any way. This research design helped the researchers to collect and analyze the responses of
the respondents to the checklist designed by the researchers and to obtain their views,
Research Instrument
This study use survey questionnaire as a research instrument. We distributed
Data Collection
In collecting the data, the researcher distributed the survey questionnaires to the
respondents face-to-face and online. The students were given enough time in answering the
questionnaires.
Sampling Procedure
The researcher used Simple random sampling in choosing the respondents. Simple
random sampling is a subset of a statistical population in which each member of the subset
unbiased representation of a group. Since the study focuses on the frequency of cellphone
usage of Grade 12 Students of Candon City Information Technology National High School,
through the use of simple random sampling the researchers randomly identify and select the
respondents of the study, since it only focuses to the students who are inclined in online
gaming.
Chapter IV:
DATA PRESENTATION, ANALYSIS AND INTERPRETATION
Data Presentation
Number of Respondents Percentage (%)
SEX
Female 12 60%
Male 8 40%
TOTAL 20 100%
AGE
17 6 30%
18 12 60%
19 1 5%
20 1 5%
TOTAL 20 100%
STRAND
GAS 20 100%
ICT 0 0
TOTAL 20 100%
Parents’ income
0-5,000 6 30%
5,001- 10,000 8 40%
10,001 – 20,000 2 10%
20,001+ 4 20%
TOTAL 20 100%
Number of hours spent in
gaming in a day
0-2 hours 14 70%
2.01- 4 hours 4 20%
4.01- 6 hours 2 10%
6.01% and above hours 0 0%
TOTAL 20 100%
What kinds of games are in
your cellphone
Candy Crush 1 5%
Mobile Legends 11 55%
Clash of Clans 2 10%
Others 6 30%
TOTAL 20 100%
What is your favorite game?
Mobile Legends 11 55%
Clash of Clans 2 10%
Candy Crush 1 5%
Call of Duty Mobile 6 30%
TOTAL 20 100%
How many gadgets are in
being used in the family
0-2 1 5%
3-4 10 50%
5-6 9 45%
TOTAL 20 100%
Are you able to finish your
modules and other school
requirements on time?
YES 9 45%
NO 11 55%
TOTAL 20 100%
The table revealed that 12(60%) out of 20 respondents are female while 8 (40%) are
male. This presumes that most of the respondents in the survey are female. The majority of
the respondents, 12 (60%) are ages of 18. 6 (30%) of the respondents are ages of 17. And
lastly, 1 (5%) are ages of 19 and 20. The table shows that 20 (100%) all of the students are
GAS.
We ask our respondents about their parents’ monthly income, 8(40%) respondents are
respondents are 20,000 monthly income and lastly is 2(10%) respondents in 10,001-20,000
income. The data shows that most of parents’ monthly income of the respondents are 5,001 –
10,000.
We also ask the number of hours spent in gaming in a day, 14(70%) respondents are
0-2 hours, 4 (20%) respondents are 2.01 – 4 hours spent in gaming in a day, and 2 (10%) are
4.01 – 6 hours a day. The data shows that the majority of the respondents are 0-2hours time in
The table shows that 11(55%) respondents have a mobile legends games in their
phone, 6(30%) are none of the choices, clash of clans with 2(10%) respondents, and candy
crush with 1(5%) respondents. In terms of favoritism, mobile legends garnered 11(55%)
respondents, call of duty with 6(30%) respondents, clash of clans with 2(10%) respondents,
1(5%) candy crush. The data shows that mobile legends is the most favorite game of the
respondents.
According to the study, 10(50%) out of the respondents have 3-4 gadgets in the
family, followed by 5-6 gadgets garnered 9(45%) respondents, and lastly 0-2 gadgets with
1(5%). The data shows the majority number of gadgets are 3-4.
According to the survey, 11(55%) respondents are not able to finish their modules and
school requirements due to a lot of time spending in gadgets, 9(45%) respondents are able to
Summary of Findings
This study was conducted to determine the effects of Mobile Legends on Grade 12
to the students who are inclined in cellphone usage, a total of 20 out of 51 Grade 12 students
are the respondents of the said study. Researchers used questionnaires as an instrument to
disadvantages that could befall you and others around. Cellphone addiction may even ruin
your future and education. Based on the findings, cellphone addiction and online gaming
specifically playing Mobile Legend may cause an addiction. The students may not be able to
finish their module and school activities on time because of a lot of time spending in
cellphone. Majority of the respondents are not able to finish their module and school activity
due to a lot of time spending in their gadgets. Players who spend most of their time playing
mobile legends and are not able to accomplish tasks on their daily routines are starting to get
addicted to the game. They lose opportunities to be productive and choose to settle on a
digital platform to accomplish roles which can give them more fulfillment and sense of pride.
It becomes their escape to the reality and detach to the things that bother them. The students
who are addicted to mobile legends may end up having negative effects like receiving low
Recommendation
Limiting the use of mobile phones, according to the experts, would have a significant
impact on the youth's addiction to playing online games. Parents should also strive to
encourage their children to play traditional games when they are young. There are numerous
more hobbies that might improve your physical and emotional wellbeing. Teachers who act
as the student's second parents must advise them of any problems that arise. They must not
allow the student to continue in this manner. Encourage and urge them to engage in other
meaningful and school-related activities in order to change their negative habit or routine into
a good one.
REFERENCES:
https://www.academia.edu/40725063/
MOUNT_CARMEL_SCHOOL_OF_MARIA_AURORA_MCSMA_INC_Senior_High_
School_A_Study_on_the_Implementation_of_having_Internet_for_the_Requirements_
of_the_A_Study_on_the_Implementation_of_Having_Internet_for_the_Requirements_
of_the_Grade_12_Curriculum_By?email_work_card=view-paper
https://www.academia.edu/40726347/
Effects_Of_Online_Games_in_Academic_Performance_Among_Senior_High_School?
email_work_card=view-paper
QUESTIONNAIRE:
The frequency of cellphone usage of Grade 12 Students of Candon City Information Technology
National High School SY: 2021-2022
0-5,000
5,001-10,000
10,001-20,000
20,000+
2. Number of hours spent in gaming in a day?
0-2 hours
2.01- 4 hours
4.01- 6hrs
6.01 and above hours
3. What kinds of game are in your cellphone?
Candy Crush
Mobile legends
Clash of Clans
Others
4. What is your favorite game?
Mobile Legends
Clash of Clans
Candy Crush
Call of Duty Mobile
5. How many gadgets are being used in the family?
1-2
3-4
5-6
6. Are you able to finish your modules and other school requirements on time?
Yes? Why? Or No? Why?
PROFILE
Name: Joshua Valdez
Address: Patpata 2nd, Candon City,
Ilocos Sur
Birthday: December 19, 2004
Age: 18
Nationality: Filipino
Religion: Roman Catholic
Civil Status: Single
Contact#: 09706444357
Email: joshuavaldez276@gmail
EDUCATIONAL BACKGROUND
Candon City High School
(Senior High School)
Darapidap, Candon City, Ilocos Sur
ABM – ACCOUNTANCY BUSINESS MANAGEMENT
(2021 – 2022)
TRAININGS/WEBINARS/SEMINARS
NONE
WORK EXPERIENCE
NONE
CHARACTER REFERENCES
Mrs. Janice G. Gallen
TEACHER, CCHS
EDUCATIONAL BACKGROUND
Candon City High School
(Senior High School)
Darapidap, Candon City, Ilocos Sur
ABM – ACCOUNTANCY BUSINESS MANAGEMENT
(2021 – 2022)
TRAININGS/WEBINARS/SEMINARS
NONE
WORK EXPERIENCE
NONE
CHARACTER REFERENCES
Mrs. Janice G. Gallen
TEACHER, CCHS