The Impact of Mobile Legends and Academic Performance Among Senior High School

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Authors: Lucelle Jane O. Sarail, Reisian Gabrielle Q. Enero, Joshua T. Quipse, Jaida D. Cala, Christiamil L. Cagas, Domenik S. Saavedra, Aldrin M. Sultan, Jaid H. Mabanza, Salimar S. Jikiri, Sheldon F. Figueroa, ROMULO L. BAIS JR.
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Abstract

Abstract. This study aimed to determine the impact of mobile legend and academic performance among senior high school students School Year 2024-2025. The study employed a descriptive-correlational research design and a survey questionnaire to gather data from respondents. The findings showed that mobile legends addiction is not significantly influence the student’s academic performance. The respondents agreed that they sometimes play ML during class hours (mean of 2.76) and that excessive gaming makes them inactive during class discussions (mean of 2.81). Furthermore, many choose to play the game rather than complete schoolwork, with a mean score of 2.67. These behaviors indicate that gaming has become a distraction, affecting their academic focus and participation. Interestingly, despite the negative effects, students also perceived some benefits from playing Mobile Legends. The data show that respondents agreed that playing the game helps them relieve stress (mean of 2.93), improves their vocabulary (2.64), and enhances critical thinking skills (2.71). This suggests that while the game may have adverse effects on academic priorities, students also find it mentally stimulating and socially engaging. The academic performance of students in the third quarter of the School Year 2024-2025. It shows that the students got a mean of 86.52 with its verbal description of “Very-Satisfactory.” It means that students performed very-satisfactory. Based on the data, the students obtained a General Weighted Average Grade (GWAG) of 86.52. According to the given scale, this falls under the "Very Satisfactory" category. Based on the Findings revealed that there is no significant difference in the mean scores between mobile legend addiction. Based on the statistical analysis presented, the computed R-value was -0.183, indicating a weak negative correlational between the two variables. This suggests that as students spend more time playing mobile legends, their academic performance may slightly decrease. However, this relationship is not strong enough to draw a definite conclusion. It is recommended that the School’s Division provide additional training to teachers on how the students impact of mobile legends and academic performance among senior high school students effect the data implies that both the students and teachers are working collaboratively to maintain a positive learning environment that supports academic excellence. The consistent efforts of the students, along with effective teaching strategies and supportive school policies, have contributed to this level of achievement. Keywords: Addiction, Academic Performance, Influence, Mobile legends, Senior High School

Fields of Study & Subjects

Impact of Technology on Adolescents Educational Games and Gamification Digital Games and Media

Publication details

Journal / source
International Journal of Research on Multidisciplinary Studies
Publication date
6 February 2026
Language
EN