Recommendation
Recommendation
This chapter summarizes the whoke research process. A brief summary of the whole
study is given. It also provides a summary of the main findings of the study, conclusion,
recommendation and recommendations and suggestions for the future research.
Summary
This study was conducted to determine the level of Mobile Legends addiction and
academic performance of selected Grade 12 welding students of SEPNAS. The
researchers used Descriptive Non- experimental design under quantitative method of
research to determine the level of Mobile Legends addiction and the academic
performance of students. Purposive sampling technique is used to select the
respondents of the study since it only focuses to the students who are inclined in
playing Mobile Legends. A total of one hundred seventeen (117) Grade 12 welding
students are the respondents of the said study. Researchers used survey
questionnaires as instrument to gather necessary data for this study. Frequency,
percentage and weighted mean were used to analyze and interpret the data gathered.
Conclusion
Based on the above- mentioned findings, the researchers conclude that majority of the
respondents who usually play Mobile Legends are males that ages 18. Most of the
respondents play Mobile Legends as often as they can within the past six months. As
for the respondents' academic performance, it is not directly affected by their addiction
to Mobile Legends. Although there is a relationship between respondents' Mobile
Legends addiction and their academic performance, still it is very low and cannot be
supported. Thus, there is no significant relationship between playing Mobile Legends to
the academic performance of students.
Recommendation
Based on the findings and conclusions, the researchers hereby present the following
recommendations:
1. The researcher recommend for a follow- up research that could include the
Psychological and Sociological effects of Mobile Legends addiction and excessive
gaming to academic performance of students.
2. To the future researchers,they should include larger sample size not only limited to
Grade 12 welding students from one particular school.
3. To the students, they should know their limitations and the consequences they might
get from too much playing Mobile Legends. They should prioritize more important things
such as doing home works and household chores before playing.
4. The students should step away from playing Mobile Legends from time to time.
Sitting for long periods of time to play is unhealthy. Online gaming should be done for
fun, not for an unhealthy obsessive reason.