Online Battle Arena(MOBA) games in which you will need a compatible mobile phones to run the game. It is one of the most popular and in demand from teeanagers to adults. The game is interesting because players find it fun. One of the school were most of the students engaged into this game is in Tolosa National High School(TNHS). Many male students in TNHS plat this game. The students spend more time to play this game, than giving time on their studies. This game change the behaviors of students on their performances of their academic. The researcher is concerned to the impacts of this Mobile Legends. Game play an important role when it is about fun and enjoyment. There are many mobile games in app store that make promises to give the complete fun but fail to do that. Here is a game in the app store that will never let you down. It is called as the Mobile Legends. This game works better than the other online games.(Harris,2018). This game is very popular in Asian as many as millions accounts are known to have download this game on the Google Play Store. This game is created by China developer in moonton technology co.,Ltd.July 11, 2016. Game world is an exciting world for children to teenagers, no wonder and denied, adults also play this game. The aim of this game is to reduce stress or anxiety level of activities. In fact the opposite happened, this game is not reducing the burden of the human but added to the problem for human themselves. The study will be conducted at Tolosa National High School located at Brgy. Malbog Tolosa, Leyte. The participants will be the Grade 11 male students. This study will be conducted in the Second semester of the academic year 2018- 2019. This study is mainly concerned to the students who were spending more time on playing Mobile Legends. The overall purpose of this study is intended to explain the experiences of Mobile Legends users and the effect to the behaviour of students. Statement of the Problem This study aims to explain the experiences of Mobile Legends users in Tolosa National High School and this study sought to answer the following statements:
1.What are the experiences of Mobile Legends users?
2.How do Mobile Legends users manage their time? 3.How does it affect their studies? Behaviour? Punctuality in school ? And financial status? CONCEPTUAL FRAMEWORK
Mobile Legends Users The experience to their Impacts to studies and
studies behaviour METHODOLOGY The intention of this research, was to gather data regarding the perspective of research participants about their experiences in playing Mobile Legends. The researcher have chosen the descriptive or hermeneutical phenomenological research design because the researcher will get information about the participants personal experiences in playing mobile legends and requires a description or interpretation of the meanings of the terms experienced by participants in a survey. According to Hycner(1999,p.156)”the phenomenon dictates the method(not vice versa) including even the type of the participants”. The researcher have chosen purposive sampling considered by Welman and Kruger(1999) as the most important kind of non-probability sampling, to identify the primary participants. The researcher selected the sample based on the judgement and the purpose of the research which is to get information. In order to ensure ethical research, the researcher made use informed consent to use, to gain information from the participants, covering the aspect: The procedure use to protect confidentiality. The informed consent agreement was explained to subjects at the beginning of each interview. The researcher have purposively identified 10 students as participants of the study because Boyd(2001) regards two to ten participants or research subjects as sufficient reach saturation and Creeswell (1998, pp. 65 and 113) recommends “long interviews with up to 10 people” for a phenomenological study. The central question was: What are your experiences in playing Mobile Legends?. The question were “directed to the participants experiences , feelings and beliefs about how the participants “think and feel in the most direct ways”. The researcher focused on “what goes on within” the participants and got the participants to describe the lived experience in Tagalog or English for them to freely express their thought. The researcher surveyed the students with the permission of the interviewee. Each interview was assigned a code, more than one interview took place on a specific date, the different interviews were identifies by an alphabet character. The researcher recorded each interview on using a survey questionnaire. The researcher will labelled each interview with the assigned possible after each survey the researcher categorized all the answers. Theme #1: Time Control
Based on the data collected seven of the respondents
answered that their works or grades don’t suffer in playing Mobile Legends. However, three of the respondents answered that their works or grades suffer and their behaviour in playing Mobile Legends. The following are the responses of the participants: Result Discussion According to Respondent 1,“Yes, by paying more attention in playing Mobile Legends than spending more time in The main reason of the student is assignments, works and projects.” they do have time control between Respondent 2 also verbalized that studies and playing Mobile “Oo, dahil ditto mismo ako sa Legends. The responses showed paaralan nakakapag Mobile dahil that most of the respondents didn’t sa mahina ang signal doon sa suffer their grades or works in aming barangay at dahil dito playing. napapabayaan na ang mga proyekto na dapat isubmit at bumaba ang grades ko mula 2nd Quarter hanggang 3rd Quarter” On the other hand, Respondent 3 replied “No, because it wont affect my grades because hindi naman ako palagi naglalaro eh”. Respondent 4 also said that “Hindi. Respondent 5 agreed the answer of Respondent 3 “of course not, because I have the time management” In contrary on what respondent 5 said Respondent 6 said “Oo. Dahil nahahati ang oras ko sa pag-aaral at ML”. Respondent 7 said that “sometimes because when I play Mobile Legends and the teacher Will interrupt”. Respondent 8 said “No, it doesn’t affect my grades because I can handle my time in playing ML”. Same opinion to Respondent 8, Respondent 9 said “ Hindi naman. Naglalaro lang ako kapag may freetime”. And Respondent 10 agreed that “No, because I have time for studies and playing”.