PR2 - Joanna Final Na Talaga
PR2 - Joanna Final Na Talaga
PR2 - Joanna Final Na Talaga
PHASE 2
Submitted by:
Jewel Mijares
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Vincent Lunar
12-LOCKE
APPROVAL SHEET
This research entitled “ The Effects of Mobile Legends to the Family Interaction among Young
Adult Residents at Green Gate Homes Phase 2”,prepared and submitted by Joanna Marie M.
Mojica , Vincent Lunar and Jewel Ann Mijares in partial fulfillment of the requirements for the
subject Inquiries, Investigation and Immersion has been examined and is recommended for
Accepted and approved in partial Fulfillment of the requirements for the subject Inquiries,
Investigation and Immersion.
Aida C. Bellon
____________________
Principal II
Acknowledgement
The researchers would like to express their gratitude and appreciation to the following people:
To their research adviser. Dr. Mary Ann Aquino, who spent her precious time in guiding and
To the school principal, Mrs. Aida C. Bellon, for approving the researcher’s study.
To the school librarians, authors and the trusted online articles who allowed the researchers
to use the library, articles, literatures, and studies as a tool to expand their knowledge about the
study.
To the respondents, for lending their time to the researchers for the survey.
Lastly, to the almighty father of heaven God for giving them strength to continue this
Study.
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Dedication
This research was dedicated to the students and the school administrators, may they find
To our families and friends for always giving us words of encouragement or advice.
And, to the almighty father of heaven who always guide us to made this research
possible.
- The Researchers
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Table of Contents
Preliminaries Page
Title Page 1
Approval Sheet 2
Acknowledgement 3
Dedication 4
Table of contents 5
Abstract 7
Chapter
Introduction 8
Conceptual Framework 9
Hypothesis 11
Definitions of terms 13
Video Games 14
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Family Interaction 17
. Social Development 17
Synthesis 18
III Methodology
Research Method 19
Research Instrument 19
Validation of Instrument 20
Summary of Findings 37
Conclusion 40
Recommendations 41
Bibliography 42
Appendices 44
Curriculum Vitae 52
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Abstract:
This study examined the effect of mobile legends to the family interaction between the
participants and their family members. These variables derived from one one survey
questionnaire with the combination of self-made and adopted to the research study of Kyeoghta
(2018). A total of 133 respondents that ranges to 18- 20 years old was recruited to complete this
survey. The descriptive research method was used by the researchers however the difference
between playing mobile legends when group according to age is no significant and in the sex is
there is significant. An Anova Single Factor analysis revealed a significant difference in the
frequency and length of playing mobile legend when group according to age and sez and Z test
to compare the two variables ( male and female ) in terms of playing mobile legends and
Chapter 1
Introduction
Recently, young adults are responsible to be a productive person to any activities such
as school performance, interaction and even on household chores. However, these digital natives
are being addicted to mobile games. Mobile games can be play on feature phone via online and
offline mode. One of these mobile games that young adult play is Mobile Legends: Bang Bang
(MLBB), to play this game the player needs a compatible and strong internet connection to run
out the game. This game can be downloaded from the play store, Appstore or other mobile
portals. This game can also transfer to one phone to another with the help of sharing tool such as
In the first place, a person who hear about the possible effects of mobile legends thinking
that how could a simple game like that lead to an addiction or a positive one. Nowadays, some of
the people prefer to spend too much time alone rather than to interact to own family. Mobile
Legends are a game that’s is very consumable to time so a player will choose to play than
starting conversation to the family, but think of it there are a lot of effects when you play the
mobile legends either positive or negative. In the study of Nard et al.,(2008), the researcher
concluded that there is a social interaction when you play ml. Possibly it can strengthen the
relationship to the family by playing it and consider as family time In behalf of the research , the
mobile legends also lessen the ignorant, selfishness, of the gamer to the own family or others
.According to Koo et al., (2014) there are several family influences that a parent can use to
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prevent lesser time for family. These family influences are parent- child restriction, limitation
and monitoring time. Further to the study of Jong and Kim (2011), there are less engagement of a
family interaction that can associated to the problematic mind of the gamer. Through the article
of Leona (2012), despite of this uncertainty there are a lot of awareness that can extend the
In the article of Dai and fry (2014) entitled "Games throughout of gamers" there are
casual and serious family games that even start to console a game. with the flourishing market of
mobile phones. Partly to the research of Gray (2018) mobile games increase the population of the
gamer that is playing ml without the consent of the parent and guardian. Konitz (2014) stated
that the socialization of the gamers is commonly used in same study, it also stated that the family
bonding is continuously decrease. Those game businesses can have a rapid growing market that
can lead to the diversion of the gamers. According to SoHo (2015), the evolution of mobile
games is the successful improvement that the technology persists because of young adults’
willingness to download it anywhere and anytime. Although these advantages can lead to
disadvantages if it is use improperly. There are a lot of perceive effect to family interaction when
Conceptual Framework
A paradigm is prepare to shown the variables and the process that use in this study. The
input , process and the output shown in figure number 1. The input is the question that used by
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the researchers to answer statement of the problem , however the procedure shown how the
researchers conducted the study and lastly the output that shown how the result of the study can
Input
Process
1.Profile of the respondents in
1. the researchers ask for the
terms of;
1.1 Age approval of the adviser.
1.2 Gender
2. Survey forms was distributed to
1.3 Gamer type
the respondent with allotted time
1.4 rank of the player
2. Frequency and length of time and a retrieval time.
that spent in playing mobile
legends. 3. As the researcher gather the
3. The effects of playing mobile
forms to analyze and tally the
legends to the family interaction of
young adults answer by the respondents to
Output
1. What are the demographic profile of the respondents in following terms of:
1.1. Age
1.2. Sex
2. What is the frequency and length of time that spent in playing mobile legends.
3. What are the effects of playing mobile legends to the family interaction of young adults?
4. What is the significant difference exist in the effects of mobile legends in family
3.1 Sex
3.2 Age
Null Hypothesis
Problem 1,2,4, are hypothesis free and the problem 3 have 0.05 level of significance
Ho= There is no significant difference exist to the effects of mobile legends to the family
interaction when group according to Sex; Ho= There is no significant difference exist to the
effect of mobile legends to the family interaction when group according to age.
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In this part of this study, the researchers show the importance or the key given of the
research, and this is where expressed the contribution of the result that is enumerated. This
Mobile legend players – The result that researchers provide will help the ML players to
be inform what are the possible effects of playing games (ML) to the family interaction.
Students –Even not ML players, this will be used by the students to give ideas and
Family – This research can help the parents or family members to determine the positive
and negative effect of playing Mobile Legends so the misuse can be prevent.
Future Researchers –This research server as a guide and information for stepping stone
on Research subject.
The aim of this research is to determine the effect of Mobile Legend on the family
interaction among young adults residents of Greengate Homes phase 2. This study uses a
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quantitative method and the researcher use survey forms to derive the result. Researcher
conducted the study at the year of 2019-2020. The sincerity of the young adults in answering
questions can affect the result of the study. However, the researcher could consider the time of
Definition of Terms:
Mobile games – A hand held electronic application that young adults use to play. It is
very small, and downloadable at feature phone, smartphones, tablet, Xbox and smart
watch.
Mobile Legends: Bang Bang – A multiplayer online battle Arena that mostly adult play.
Chapter 2
The mobile games such as Mobile Legends: Bang Bang have been commonly play
nowadays by the young adults. As the mobile games evolve, the addiction on playing games
have continuously increase. Due to the addiction, the socialization of the young adult is affected
especially the interaction to the family. In this chapter as a discussion of related literature and
studies that had been taken on books, journals, articles and also dissertation.
I. Video Games
In this study of Castillo (2016), the young adults on the Philippines and worldwide are
addicted to play video game play. Even the parents believe that playing video games such as
mobile legends help the young adult to interact and gain knowledge. Despite to the study of
Benigno (2014), when you enter to a computer shop around manila, you are able to encounter a
dozen of young adult that is shouting. Those young adults are not fighting, instead doing bad
things, teenager choose to play video games. Benigno also stated that being too much in anything
In the article of Dipasupil-Barros (2014), a question is mention “How parent can know all
about video games?”. The article shows the mixed effect of video games.
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The continuous innovation of mobile phone symbolizes that almost young adults now had a
device which is possible to play billion online games that can be downloaded on Appstore. The
popularity of mobile games had caught the attention of young adults’ players especially the men
player. The quality of the game, the excitement and happiness of the player when playing mobile
games serve as the temptation to play rather than doing productive thing (Keogh (2016)). Baker
(2014) argued that video games can lead to violence games (video or online) can lead to
addiction? On the present year, many researcher’s point of view stated that at the year of 2025
the presence of interaction is very differently from now. Throughout of innovation, of the mobile
In the study of Vida et al., (2014). Console games can help the mutual conversation to
round between the individual assessment and family assessment, by the help of this games the
On this generation, there is a lot of invention occurred that can help the parent to easily
manipulate the playing of the children. According to Rohmer (2012) one of this invention is
“digital family portrait” which can be used to determine where young adult’s player is active or
not. Similarly, to the study of Ronan et al., (2007), suggested that every parent and gamer should
use the family window which their feelings, thoughts, point of view can be expressed while
playing.
In this study of Kim (2011) the less interaction to the family by the gamer is effecting due
to the improper playing of mobile games. Out of Geo respondents the probability of relationship
Wang (2013) the other possibilities of less family interaction is a developmental disorder
which conclude of losing interest to socialize and choose to be alone can be one of factors.
However to the studies of Choo’s (2015) the parenting style of the parents can reduce the
negative effect of playing mobile games. These include the parental restriction and mentoring
this researcher conclude that a parent should be responsible also for playing of there should be
responsible also for playing their children. One of this case is the study of Wu, Wong et al.,
(2016) among 2,021 adolescents, 1.9 times higher in the adolescents was differently confused to
other in the aspect of restriction. However, some parents are not been successful to restricting
With the evidence in the research team of Shimmenti et at., (2014) the adolescents /
young adult which often played the mobile legends have been experience family trauma. This
According to King et al., (2017) The possible solutions to problematic gaming of young
adults is different adoption/application of the studies by the different researchers. Although to the
contradiction of the study of (Yeung et al., (2016)) the changes of this problematic should come
up first to the self-awareness to derived the personal solution that the player can easily to adopt.
In the study of Catayoc (2011), pursuing young adult to play online games attentively.
The online games make the young adult being aggressive due to the peer pressure of playing. In
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this study, Catoc relate the relationship of the current player to own family. However, on the
to being greedy that is often result when playing instead of family bonding.
According to Rina (2012), there is different effect that mobile games, can be positive or
negative. It depends on how people can hand or managed the time of playing. This study
contradicts to Ioan Ganz (2005), In this study there are a lot of evidence which can be proof in
Social Development
The video games have been increasingly performed in the lives of young adults, but there
are questions that have been raised how mobile games or other medium impacted the
socialization of the teenagers. In the study of Yee (2006), researcher stated that there is no
significant connection between playing mobile games in mentally aspect of the player. In fact,
there are some mobile online games that enhance the mental aspect of a player such as intend on
goal seeking and high achievement. In further expression, Cole and Griffiths (2007) proof that
playing games require high level of social interaction to attain similar goals with other team
mates which is attainable. Additionally the eighty percent of 912 respondent choose to play
mobile games with help of family, friends, classmates, co-workers, neighbors and etc.
furthermore, the research of Cole and Griffiths shows that online video games can use to enhance
and strengthen the ties of the relationship to one another or maybe a group. In fact, Krotaski
(2004) agreed to Cole and Griffiths and encourage group interaction that result of forming social
development.
Family Interaction
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The video games interaction includes more relationship with stranger people, (Durkin and
Barber (2007)) stated that gamers are more closely to the family rather than young adults who
doesn’t play online games. However the fact that video games can be play alone, many gamers
choose to play with friends or family as indicate with LAN gamers which James and Marten
(2005) stated. Additional to research, Durkin and Barber proof that with the help of video games
According to Rosses Jr. et al., (2007) the video games cannot only be played by young
people, at this time the average of today’s gamer such as parent can have a family time bonding
with the use of being acceptable nor other times because of the potential of bring happiness and
Synthesis
The studies show how can the mobile legends affect the family interaction of the gamers.
According to the study of Castillo (2016); Durkin and Barber (2007) playing online games can
causes positive and negative effect or in other terms "domino effect" which says that games can
cause anxiety or depression to the gamer or maybe an entertainment. Those researchers also says
that as you play the game the mind of the person or the gamer could also affected because of
different variance does the game have. However, to the study of Dipasupil - Barros (2014), the
article concluded that a gamer would able to strengthen the ties of a family if the players would
able to manage the time properly with the help pf family members. The Filipino researchers also
name as Benigno (2014) stated that Filipino gamers are being reciprocal for business aspect such
as computer shops. However, in contradiction of Yee (2006) the video games can also improve
According to Keogh (2016) and Vioda et al., (2014) there is greater chance that a gamer
could possibly adapt the family assessment by relating it on how the mobile legends apply.
Chapter 3
Methodology
In this chapter it shows the research procedure, which are able to used by the researcher
on this study. The research procedure presented as follows: (a) research methods; (b) population
and sampling; (c) respondent of the study; (d) research instrument; (e) validation of instrument;
Research Method
conducting a study of effects mobile legends to the family interaction to the young adults.
Possinasetti (2014), a descriptive study is not manipulated. This is use you describe what exist of
variables in situation. The information derive from the study will provide a better knowledge
about the effect of mobile legends that are very successful for the parents, gamers of the
The research works involves 133 residents of Ggh phase 2 (Average age: 18 years old 56
Research Instrument
The researchers will use self-made and adopted instrument to gather the data from the
respondents, the descriptive quantitative survey is applicable to this study on effects of mobile
legends to the family interaction among young adults’ resident of Greengate Homes Phase 2. The
researchers made instrument is all about the demographic profiles, and numerous questions for
the games however the adopted questionnaire from the research of Kyeoghta (2018) uses Likert
scale to distinguish the level of perception on the study. This include the agree, disagree, neutral,
The structure survey form was guided and reviewed by Dr. Mary Ann Aquino, other
teachers and researchers for revision and feedback. After Dr. Aquino validate the instrument,
The respondents of the study were 133 young adults of Green gate Homes Phase 2.
Table 1
Age N n Percentage
18 56 49 37%
19 44 40 29%
20 50 44 33%
Total 150 133 100%
It shows the age population (N) and sample size with its percentage by using solving formula.
The researchers use cluster sampling because the population is too much large.
In conducting the data of the study with the help of survey forms, the following step
occurred:
Phase 1: To make the study legal, researchers ask for the approval of the adviser.
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Phase 2: Survey request was distributed to the respondent with its allotted time before the survey
start. After this researcher gave the self-made and adopted forms and orient the respondents
Phase 3: After gathering the forms, researchers would able to analyze and tally of the answer by
the respondents then interpret the data about the perceived effect of mobile legends to family
To analyze the data, the researcher should use the statistical treatment. Frequency count
had been use to determine the count of responses. This frequency count is very vigorous in
ranking method is use to categorize the response of the respondent accordingly. The category of
the mean present the degree level of the frequency so the researchers can measure the response’s
average of respondents. The researcher use statistical measure such as; Anova Single Factor for
statement problem #4 that can distinguish in the differences of variables and a Likert scale to
measure the opinions of the respondents and range to able to distinguish the largest and smallest
of the data. Researchers also use z test to derive the result of problem #3.
Table 2
Chapter 4
This chapter shows the different responses to the specific problems that a researchers
I.1 Sex
I.2 Age
I.4 Rank
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Graph 1.
98
Male Female
Graph 1 shows the demographic profiles of the subject of the study in terms of the sex
which may have result to 98(74%) of the respondents that play mobile legend while female is
35(26%). There are male respondents are greater than female respondents.
Correlation to the study of Khanam (2017) state that male young adults are the one
who mostly play the mobile legends rather than the female young adults. However, on the
study of Lhakam (2015) the female young adults are the one who mostly play mobile
legends.
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Graph 2:
40
The graph 2 represent the demographic profile of the respondent in terms of the distribution
according to age level. There are 49 or 37% respondent that range to 18 years old. There are
40 or 29% that is 19 years old while 20 years old are 44 or 33% of the respondents. As a
result, most of the respondents that playing mobile legends are 18 years old.
From the study of Kurbawa (2015), the respondents are ranges on 18 to 20 years old that
is same on the researchers study. As a result the ages that are playing mobile legends are
Graph 3:
120
Chill Aggressive
As you can see, most of the gamers that play mobile legends are chill 120 (90%) than being
aggressive 13 (10%).
According to Pontrie (2016)’ players who played mobile legend became aggressive due to
their emotion that can trigger them to say some trash talk on their co-player. Differently to
the study of Hantrie (2017) players are chill when playing online or either mobile games.
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Graph 4:
18
25 30
The graph 4 represent the demographic profile according to the rank on Mobile Legends: A-
35(26%) which is Epic; B- 30(23%) which is Grandmaster; C- 25(19%) which serve as Master;
D- 18(14%) which is Elite; E and F- 10(8%) which is Warrior and Mythic and lastly Legend-
Problem 2: What are the frequency of playing online games (ML) and Length of time that spent
Graph 5:
25
52
Most of the respondents that play mobile legends consume in 1-5 hours is 17(13%) while in
6-10 hours is 52(39%),in 11-is 15 hours 25(19%) and last respondents consume 16 hours
onwards is 39(29%) .As a results that most of the respondents consume 6-10 hours to play
mobile legends.
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Correlated to the study of Klane (2011), young adults are consuming 6 to 10 hours on
playing mobile legends. Consequently, on addition to the Loyand (2014) most of the
Graph 6:
105
The graph shows the frequency of playing mobile legends. Respondents play mobile legend
A- 105(78%) that means every day; B- 2(2%) means once or twice a week; C- 3 to 4 times a
week that is 6(5%) and D- 20(15%). Most of the respondents play the mobile legends every
day.
In the statement of George et.al (2013), young adults are commonly play mobile legends
every day. It results to inappropriate task that the respondents do. Somehow to the study of
Reyne (2017) not all young adults became addicted to the mobile legends to the point that
Table 4: Z-Test result of the significant difference on the length of time spent on mobile legends
Male 23
Null hypothesis
Female. 19
Table 4 shows that the z computed value of 0.37109337 is less than z critical value of
1.95996398 at 0.05 level of significant. This shows that there is a significant difference exist on
length of time spent on playing mobile legends that can affect the family interaction of the young
adults. Z test was used on this question because the population is more than 100 and there are
Then, to the statement of the Honkorg (2016); the popularity of so attracted gamers by the
demographic profiles is from beyond teenage boys, as had the adolescent and desires. Therefore,
the current study in terms of gender could be factual by its relationship to this study.
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Table 5: Z-Test result of the significant difference on the frequency of time spent on mobile
legends played by the young adult when group according to sex.
value value
Male 16.66 Accept the null
Female 14.66
1.644853627 1.959963985 hypothesis
Table 5 shows that the z computed value of 1.644853627 is less than z critical value of
1.959963985 at 0.05 level of significant. This shows that there is a significant difference exist on
frequency of time spent on mobile legends that can affect the family interaction of the young
adults. Researches use Z test to compare the two variables and there is more than 100
Then, to the statement of the Drientie (2016); the popularity of so attracted gamers by the
demographic profiles is from beyond teenage boys, as had the adolescent and desires. Therefore,
the current study in terms of gender could be factual by its relationship to this study.
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Table 6:
Anova Single factor test result of the significant difference on length of time spent on mobile
18 11.75
19 10.25
0.37109337 1.9599963985 Accept the
20 11
null hypothesis
Table 5 represent that the f computed value of 0.048043 is less than the f critical value of
4.256495 at 0.05 level of significance. This shows that there is no significant difference exist on
length of time spent on playing mobile legends played by young adults when group according to
its age. As a result of the current study in terms of age could be a factual by its relationship to
this study.
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Problem 4: What are the effects of playing mobile legends on family interaction to the young
adults?
Table 6: The Negative Effects Of playing mobile legends to the family interaction among young
adults.
result
1 I became disrespectful 3.24 Slightly Agree 3
to my parent as I play
mobile legends
2.85
Average Weighted Mean Slightly Agree
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The Table 6 Shows the result of the effects of playing Mobile Legends to the family interaction.
The most common effect (negative) is the games always scolded by the parents while they play
Mobile Legends (Survey No.3). It gathered 3.65 (strongly agree) that been determined the main
As a result the table no.6 is related to the effects of Mobile Legends shows that it brings
a big impact on the family interaction of the young adult because it results to an average
Table7: Positive Effect of Playing Mobile Legends to the Family Interactions among Young
adults
No. Result
Mobile Legends on the Family Interaction among young adults. The common or most effect of
playing ML is when they play with their family, they feel Happy and Contented, it gathered 3.87
(strongly agree) that determine to be main positive effect of playing ML by the young adults at
As a result, the other survey question that are relate to positive and negative effects of ML had a
big impact to the changes of the data because it comes up to the average mean of 2.83 which is a
Slightly Agree.
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Chapter V
the present study about the effects of the mobile legends to the family interaction among young
adults.
Summary of findings:
The findings of this study are through this following problem and questions:
1.1 Gender
There are 133 young adults that been conducted on this study about the effects of mobile
legends on the family interaction of the young adults. There are 98(74%) male young
adults while 35(26%) are the female young adults that play mobile legends.
1.2. Age
Among 133 young adults that became respondents, there are 49(33%) are 20 years old.
In this study, there are 120(90%) gamers that play peacefully and chill while 13(10%) are
1.4. Rank
Researchers state that most the gamers have on the stage of Epic (26%) followed by the
Grandmaster (23%), Master (19%), Elite(14%), Warrior and Mythic and for last is the
Legend (4%).
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2. What is the frequency and length of playing mobile legends that spent in playing ML?
2.1 Length
To this study, most of the respondents (39%) are playing 6 to 10 hours followed by
(29%) play 11 to 15 hours, 19% play 1 to 5 hours and last at 16 hours onwards.
2.2 Frequency
Out of 133 respondents, 78% says that they play mobile legends everyday while 15%
play 5 times to 6 a week, 5% play 3 to 4 times a week and 2% play one or twice a
week.
3. What is the significant difference exist in the effect of mobile legends on family
interaction of the respondents when group according to the age and gender of the young
The overall computed values in gender and age are less than in their critical
4. What are the effects when young adults play mobile legends on family interaction?
In this study, Researchers conclude that there are positive and negative effects.
The most common positive effect of mobile legends is players or the gamers feel
happy when they play with the family. It gathered (3.87) that is strongly agree.
While the negative effect is when the gamers play, they always scolded by own
Conclusion
Based on the data presented by the researcher, it led and drawn this following conclusion
(a) Base on the result of this study conducted, mostly the male young adults more likely
to play mobile legends rather than female. 18 years old mostly played the mobile
legends than 19 and 20 years old. The gamers are very chill when they play rather
than aggressive, as the play gamers are most likely with rank of Epic.
(b) Researcher stated that most of the gamers are spending 6 to 10 hours every day just to
(c) In terms of age and gender, young adult is engaging the games such as mobile legend
(d) Mobile legend could affect positively and negatively the family interaction. It
possibly serves as family bonding of family but on the other hands it can disrespect
Recommendations:
The researchers recommend to the young adults that play mobile legends should be
balance the time and spend wisely including the family interaction.
There are a lot of benefits if playing mobile legends just look forward on the both sides.
Young adults must play Mobile legends with family can strengthen family ties.
The study recommends to the family or parents that you should support your family
Researcher recommend to the young adults that use mobile legends or play it but doo not
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Appendices
Table 4
20 9 20 9
Mean 16.66667 14.66667 Mean 16.66667 14.66667
Variance 58.33333 116.3333 Known Variance 58.33 116.33
Observations 3 3 Observations 3 3
Hypothesized Mean
df 2 2
Difference 10
F 0.501433
z -1.04846
P(F<=f) one-tail 0.333969
P(Z<=z) one-tail 0.147212
F Critical one-tail 0.052632
z Critical one-tail 1.644854
P(Z<=z) two-tail 0.294424
z Critical two-tail 1.959964
m fe
a m
l al
e e
A 2 9
0
B 2 2
5 7
C 1 1
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5 0
D 1 7
0
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Table 5:
e f g
a 12 19 9
b 20 10 22
c 10 5 10
d 5 7 3
SUMMARY
Groups Cou Su Averag Varian
nt m e ce
e 4 47 11.75 38.9166
7
f 4 41 10.25 38.25
g 4 44 11 63.3333
ANOVA
Source of Variation SS df MS F P-value F crit
Between Groups 4.5 2 2.25 0.04804 0.95333 4.25649
3 6 5
Within Groups 421. 9 46.8333
5 3
Total 426 11
Page 50 of 63
We, Grade 12 Locke Humanities and Social Science (HUMSS) students of Gen. Juan Castañeda
Senior High School would like to ask a permission to be allow for a short interview to some
young adults/individuals in your community. We need this survey for our subject which 3I’s
(Innovation, Investigatory and Immersion).
Rest assured that the information that been gathered will be used confidentially and for
education purposes only. We hope that this request will merit your approval. Thank you and God
bless.
Respectfully yours,
Joanna Marie Mojica
Vincent Lunar
Jewel Mijares
Grade 12-Locke/Researchers
Page 51 of 63
Developed Survey Questionare:.The perceive effect of mobile legends to the family interaction
I. Profile: Please fill in the necessary information regarding your demographic profile:
Name:
Age:
Legend. Mythic
II. This survey contains numerous statements about the perceived effect of mobile
legends to the family interaction to the young adults. Please answer honestly.
Page 52 of 63
Yes No
Playing
Mobile
Legends is our
family
bonding.
Playing
Mobile
legends
strengthen our
family ties.
If my family is
not busy, it
serves as our
leisure time.
My parent
support us/me
when I play.
My parent
gives me
money to buy
Hero skins.
My
brother/sister,
or my parents
play with me
and it makes
Page 54 of 63
me happy.
The Positive Effects of playing mobile legends to the Family Interaction
Page 55 of 63
I became
disrespectful
to my parent
as I play.
I want to play
alone than
playing with
my family.
I got irritated
when talking
to my parents
while I am
playing ML
I usually talk
to myself
when I
playing
My parents
always scold
me because
of playing
ML
I can’t do
household
chores
because of
ML
Page 56 of 63
(3) (2)
Agree
Agree
Agree
Disagree
Disagree
Agree
Page 57 of 63
CURRICULUM VITAE
Page 58 of 63
Email: joannamoji26@gmail.com
Personal Objectives
Gender: Female
Age: 17
Nationality: Filipino
Educational Background
(2018- present)
( 2014-2018 )
(2006-2014)
I hereby certify that the information and data above are true and correct to the best
of knowledge.
CURRICULUM VITAE
Page 60 of 63
Lunar, Vincent
Email: vncnt@gmail.com
Personal Objectives
Gender: Male
Age: 18
Nationality: Filipino
Educational Background
(2018- present)
( 2014-2018 )
(2006-2014)
I hereby certify that the information and data above are true and correct to the best
of knowledge.
CURRICULUM VITAE
Page 62 of 63
Email:jewelmijares7@gmail.com
Personal Objectives
Gender: Female
Age: 17
Nationality: Filipino
Educational Background
(2018- present)
( 2014-2018 )
(2006-2014)
I hereby certify that the information and data above are true and correct to the best
of knowledge.