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The Problem and Its Background
The Problem and Its Background
Introduction
“Laro Muna, Aral Mamaya: Student Gamers in Accomplishing their learning modules
amidst covid-19 pandemic. These statements were frequently uttered to all student gamers who
The Corona Virus Disease outbreak has heightened the use of mobile phones across the
globe. According to Watsons (2020), the data revealed from a global survey held in March 2020,
70 percent of responding internet users worldwide were using their smartphones or mobile
phones more as a direct result of the coronavirus outbreak. In addition, due to the threat brought
distance learning through Basic Education Learning Continuity Plan (BE-LCP) which made self-
appropriate in the learner's context, as well as other learning tools such as Learner's Materials,
textbooks, activity sheets, study guides, and other supplemental activities (DepEd, 2020). This is
the Department’s response to the challenges posed by CoVid-19 in the field of basic education.
“I have always maintained that education must continue, whatever the changes and even dangers
we confront now and in the future”, Leonor M. Briones (Secretary of the Department of
Education). Meanwhile, according to Elliot (2020) in his published article entitled “The
Philippines’ Games Market: Data and Insights”, 74 percent of the Philippines’ online population
play games on mobile where 75 percent of men and 72 percent of women play mobile games,
while 70 percent of men and 61 percent of women play computer games. It has also been shown
in the statistics presented in the Philippines Mobile Game Market that the smartphone
penetration has increased to 27.6 percent from 2015-2021. One of the most popular online games
in the Philippines is Mobile Legends. It is mostly played by people around 12-35 years old. For
the record, it has over one billion installs and 100 million monthly active users in November
2020, according to a report by Business World. During the same time, the Philippines alone had
100 million registered users and 25 million monthly active users. While Mobile Legends
according to some studies poses positive effects among gamers, negative impacts are remarkable
most especially to the academic performance of those players who are enrolled in school during
this CoVid-19 pandemic wherein most schools offer Distance Learning Modality as a way of
educating learners. Hence, spending ample time playing mobile games constitutes adverse
outcomes to the behavior, health, lifestyles, and most importantly study habits among learners
Thus, this research aimed to highlight the experiences of student gamers who are habitual
Mobile Legend gamers and the impact of their addiction to their Learning Modules
accomplishment and submission. Furthermore, this research undertaking explored the problems
and challenges experienced by the student gamers on their academic performance. This study
also helped the parents, teachers, and the community address this issue regarding this addictive
online game.
Statement of the Problem/Objectives of the study
This study aimed to describe the student gamers’ experiences during the CoVid-19
pandemic.
1.1. Age
1.2. Gender
3. How may the study habits of the student gamers be described and analyzed?
4. How does the academic performance of the students be affected before and after
5. What are the problems and challenges they have experienced in accomplishing and
8. What is the proposed plan of action to address the findings of the study?
Conceptual Framework
The pandemic - Covid 19 has increased the use of mobile phones among students all
across the world. As a result, the number of students who became interested and quickly became
addicted to playing mobile games, whether pre-installed, offline, or online, has increased
during the pandemic's deployment of the new learning modality. This Novel Corona Virus 2019
has spread over the globe. The epidemic is forcing education around the world to shift from face-
According to some studies, Mobile Legends has positive effects on gamers; however, the
negative effects are obvious, particularly on the academic performance of those players who are
enrolled in school during the CoVid-19 pandemic, when most schools offer Distance Learning
Elliot (2020). 74 percent of the Philippines’ online population play games on mobile
where 75 percent of men and 72 percent of women play mobile games, while 70 percent of men
and 61 percent of women play computer games. It has also been shown in the statistics presented
in the Philippines Mobile Game Market that the smartphone penetration has increased to 27.6
Aviso et al., (2020). Spending too much time playing mobile games has negative
consequences for students' behavior, health, lives, and, most crucially, study habits.
Fernando (2020). learners must read and reread; modular learning is difficult. This is
something that many of our students nowadays find unappealing, thus they will almost certainly
regular Mobile Legends players, as well as the influence of their addiction on their completion
and submission of Learning Modules Furthermore, this research project looked into the concerns
and challenges that student gamers have in terms of their academic performance. This research
also aided parents, teachers, and the community in addressing the problem of this compulsive
online game.
Figure 1. Conceptual Framework of the Learners who are Online gamers and the
Extensive Description of their experiences in playing online games, their profile variables,
their reasons of engagement in online games, and their coping mechanisms
Theoretical Framework/Research Paradigm
FEEDBACK
Figure 2. Research Paradigm showing the Input, Process, and Output of the Research.
The study dealt with the experiences of student gamers who are habitual Mobile Legend
gamers and the impact of their addiction to their Learning Modules accomplishment and
submission
Hence, to be guided in fulfilling this study, the researchers used the Input, Process,
The inputs were the profile of the respondents as to their Age, Gender, and Modality of
Learning.
The process started as the researchers assessed the profile of the respondents as to their
Age, Gender, and Modality of Learning followed by the experiences and responses of the
respondents, the effect of playing online games on the academic performance of the respondents,
describing the problems and challenges experienced in accomplishing and submitting learning
In the third frame, the outcome of the Input and Process were shown such as Provide
extensive descriptions on experiences of student gamers who are habitual Mobile Legend gamers
and the impact of their addiction to their Learning Modules accomplishment and submission and
This study will serve as a reference and source of information about students’ gamers and
how can affect their education in accomplishing their learning modules. The findings of the
study will educate the youth, especially those addicted to online games in terms of priority. Also,
encourage the students to manage their time and use it with the purpose.
Department of Education. The findings of the study could be used to guide the DepEd
to provide adequate strategies to the teachers to help aid the challenges faced by the students in
Teachers. The findings of the study could be used to help the teacher to make their ways
to help their students. They could provide pieces of advice to motivate their students to reduce
Parents. The findings of the study will help the parents to have their way to monitor the
Students. The findings of the study will help the learners/students to assess their selves
Researchers. Future Researchers can use the finding of this study to conduct more on
The study focuses on the experiences of student gamers who are habitual Mobile
Legend gamers and the impact of their addiction to their Learning Modules accomplishment and
submission. Furthermore, this research undertaking explored the problems and challenges
experienced by the student gamers on their academic performance. This study also helped the
parents, teachers, and the community address this issue regarding this addictive online game.
Definition of Terms
Mobile Legends.
Academic Performance.
Learning Modules.
This chapter contains a summary of relevant literature and studies that the researchers
have read to gain a better understanding of the subject and to help them perform their research.
Mobile Legends
Mobile Legends is a multiplayer online battle arena (MOBA) developed, published, and
released in 2016 by Shanghai Moonton Technology, which is based in Kuala Lumpur, Malaysia.
The game has reportedly accumulated 500 million downloads and 75 million active players
where Southeast Asia accounts for a large portion of its popularity (Chua, 2019). It has been
found in the studies of (Dananjaya & Kusumastuti, 2019) Students’ Perception on Online Game
Mobile Legends for Vocabulary Development, that playing Mobile Legends could increase the
students’ vocabulary, spelling, pronunciation, and translation of newfound words being heard
while engaging in the said game. Similarly, they exclaimed that playing ML is a great tool in
developing their communication skills for they would have to communicate well with foreign
players to understand the game’s system and to achieve victory since the game relies on
teamwork. Relative, to this, based on the study findings of Cations and Brahmana (2018),
character choice is influenced by self-fashion congruence, and the relation between and among
the players is deep and inseparable. This demonstrates that, even though players can select
different heroes and skins for each battle from time to time, self-fashion congruence is a
significant factor in making decisions. However based on the studies conducted by several
researchers, playing mobile legends poses various negative effects among players such as: harm
the interaction process in the real world that makes them passive and dependent on the game
Mawalia (2020); get addicted and had a lot of self-changes since starting and continuing to play
and joining the community of Mobile Legends; Sunarto et al (2019); affect the mental health and
academic performance among students Aviso et al (2020), and worst-case scenario, it can lead to
death.
Self-Learning Modules
learning which allows learners to use self-learning modules (SLMs) in print or digital
format/electronic copy, whichever is appropriate in the learner's context, as well as other learning
tools such as Learner's Materials, textbooks, activity sheets, study guides, and other study
logical order and may be used to support most essential learning competencies, course aim,
purpose, topic, idea, or theme Blackboard Help (n.d.). Furthermore, Hambre, (2019) defined
Self-Learning Module as one of the most popular methods devised by teachers to meet the needs
of students in mastering concepts in different subjects. The SLK is a tool that uses manipulative
methods and thought skills to improve learning and innovation. It also helps students gain self-
confidence in the subject by connecting the lesson to the real world. Modular learning is a form
of distance learning that employs the use of self-learning modules. These self-learning modules
are based on the most essential learning competencies (MELCS) provided by DepEd. The
modular learning approach is hanging by a thread, and it's not the teachers' or the students' fault.
The plan seems to be flawed from the start. With so many students, especially in public schools,
it would be hard to give each one equal and undivided attention. Teachers also struggle to reach
out to all of their students but fall short because economic and social factors stand in their way
(Estrada,2021)
Meanwhile, Cariño said in a virtual press briefing that one of the major challenges
experienced by the teacher, of course, would be the distance of the houses of these learners and
the kind of road that they have to pass through, some have to cross rivers,". He also said some
learners do not have parents that could help them in studying their lessons at home while there
are parents who answer the SLMs for their children. Thus, to resolve these issues, the DepEd in
Cagayan Valley is coordinating with local officials and law enforcers to help teachers in
distributing the SLMs. Furthermore, distribution and retrieval of SLMs will be done quarterly in
coastal areas and monthly in the mainland to avoid constantly exposing teachers to the threat of
COVID-19. Schools also assigned "para-teachers" to guide learners at home while teachers
living in certain barangays or parks were instructed to tutor the learners in their community. He
also appealed to parents to refrain from answering the self-learning modules so their children
Academic Performance
The academic performance of the students was significantly affected based on the
revealed study findings of Cornillez Jr. (2020) relative to playing online mobile games. The poor
performance of the students in their academics was linked to playing online mobile games. Due
to reduced contact hours brought by Covid-19 for learners and a lack of communication with
likely to suffer in classes held for both year-end and internal examinations (Sintema,2020). In
connection to the above-mentioned statement the academic performance of students when being
linked to playing online mobile games such as Mobile legends and the like has been significantly
interpreted as less favorable (Delos Santos et al., 2020). In addition, according to Arockiyasamy
(2016), the average time spent in playing online mobile game engagement per week and the
history of gaming when the learners were kids is significantly correlated to their academic
performance. Meanwhile, the study of Rahayu (2020) revealed that the academic performance of
the grade 11 students particularly in writing skills has significantly increased which means that
the use of mobile legend as a learning medium can improve student learning outcomes in the
procedure text. Similarly, the use of gamification elements indirectly affected the academic
achievement due to their positive effects on engagement in the classroom (Çakıroğlu, et.al.,2017)
Study Habits
Study habits are important for students to enhance a learning style or suitable studying
habits that will help them keep focused on their ultimate goal which is academics. Similarly,
Atieno (2019) in her published article released in The New Times, Rwanda, teachers can help
students since they are the ones who know the strengths and weaknesses of all students,
Aminadhad Niyonshuti, an English teacher at Apapper Complex School, Kicukiro, adding that
this can be achieved by identifying areas in a student’s life that need more attention. However, in
the study findings of Mozeliuz, et.al (2016), the study habits among digital gaming natives’
gaming habits were strong enough, and students’ study habits have collided in many situations.
This supports the findings of Cornillez, Jr. (2020) which states that the study habits of the
According to Jafari, Aghaei, and Khatony (2019), the status of study habits was at a
moderate level for most students. Therefore, it is recommended to consider and assess students’
study habits at the time of entry into university, in addition, specific training should be offered to
students to help them learn or modify study habits to increase their academic achievements. This
means that study habits among students are innate and that they should be developed among
themselves with the help of the teachers as teaching and learning is happening.
Problems Encountered
challenging because learners are required to read and reread. This is a thing that does not appeal
to many of our learners today so they will surely ask their parents or guardians to answer their
modules for them. Learners understand that it is their role to work on their modules but if parents
and other persons do not adhere to this value, the learners will soon ignore the rule. This might
even become a practice”. On the same note, he also added that some learners may not also
submit their modules in due time, so parents initiate to answer these modules for their children.
Or they do the work simply because they want their children to obtain a high mark. The virtue of
honesty in these cases is ignored. The practice of dependence on parents is promoted. Laziness is
supported and lack of motivation is not being addressed. In addition, Estrada (2020) as cited in
Rappler, states that there are a lot more challenges concerning modular learning, but these are the
most prevalent. Both the students and the teachers are at a disadvantage. The quality of
education, however hard it is to admit, may have dropped. But because we're still in the middle
of a pandemic, it's not their fault. Learning is hard when done on your own. Similarly, The
modular learning approach has several weak spots. If DepEd refuses to address them, both
students and teachers will have an even harder time adjusting to the new normal. In addition,
there is little to no feedback regarding what they have learned and if their answers are correct.
Therefore, the modular approach becomes an endless stream of paperwork for both the student
and the teacher with no way of knowing its effectiveness. The main challenges that emerged
were lack of school funding in the production and delivery of modules; students struggle with
self-studying, and parents' lack of knowledge to academically guide their child/children (Pe
Dangle and Sumaoang 2020). This means that the role of teachers is vital in the academic
success of the students. In addition, as far as distance learning is concerned, the following
problems occurred in the process of the students taking the online exams, the student’s level of
computer literacy, the test environment being new to the students, the presentation of the
Coping Mechanism
With students unable to socialize and make connections as easily as they could before the
pandemic, many are experiencing increased feelings of isolation and depression (Sherren, 2020).
Hence, students might do something to minimize stress to avoid the negative consequences of
long-term stress William et.al. (2017). The Corona Virus Disease outbreak has heightened the
use of mobile phones across the globe. According to Watsons (2020) in an article published at
statista.com, the data revealed from a global survey held in March 2020, 70 percent of
responding internet users worldwide were using their smartphones or mobile phones more as a
direct result of the coronavirus outbreak. This means that most people are coping up through the
use of mobile phones. Coping techniques are the methods people employ to master, diminish, or
minimize the effects of a stressful situation. Coping is multi-faceted and requires a variety of
tactics, some of which are more effective than others Gnilka, Chang, and Dew, (2017). Chao
(2017) distinguishes between two types of stress management: social support and dysfunctional
coping strategies. People naturally seek social support, such as from their family and friends, to
help them manage their stress. Focusing on and venting emotions, as well as behavioral and
Sideridis (2018), students' most common coping mechanisms are internet browsing, sleeping and
problems De Guzman, et. al (2020) Similarly, the results of the studies entitled “Stress and
Coping Strategies Among Distance Education Students” conducted by Kwaah, and Essilfe
(2017), showed that ‘academic workload’, ‘high frequency of examinations’, financial problems,
family/marriage problems were the major causes of stress among the students. Students used
and listening to music to cope with stress. Other important stresses coping strategies were
Synthesis
The above-mentioned authorities emphasized that Covid 19 brought drastic changes not
only in different institutions but also in the lives of the students. The cause of being engaged with
using mobile phones and other electronic devices which can relieve stress among students is the
result of isolation due to community lockdown. Moreover, browsing the internet, communicating
using different social media platforms, and playing online games are some of the coping
mechanisms of the students which could negatively affect the completion and submission of their
RESEARCH METHODOLOGY
This chapter presents a description of the research design selection and description of
respondents, research instruments, data collection procedure, and statistical treatment used.
Research Design
The research design used in this study was the Descriptive Qualitative Method.
This descriptive method will describe the experiences of student gamers who are habitual Mobile
Legend gamers and the impact of their addiction to their Learning Modules accomplishment and
submission. Furthermore, this research undertaking explored the problems and challenges
experienced by the student gamers on their academic performance. This study also helped the
parents, teachers, and the community address this issue regarding this addictive online game.
Chosen student gamers will be the respondents to this study. There is no exact total of
respondents, but the target is at least 30 student gamers who are currently enrolled in this
They are chosen through the following criteria; enrolled at this current academic year
2021-2022 and found to be an online gamer. They are going to be interviewed and observed in
The data were gathered by obtaining the results through the survey questionnaire and be
administered through an online survey. The administered questionnaire was made by the
modules?
The researchers seek first the approval of the professor to administer the questionnaire.
Researchers will provide questionnaires to input in google docs and the link will be
The researcher asked the permission of the respondents to honestly answer the
The data were gathered and analyzed to answer the formulated questions in Chapter I,
particularly in the Statement of the Problem. Reasons why ML seems appealing to learners,
Description, and analyzation of student’s study habits, Effect of before and after playing of ML
accomplishing and submitting learning modules, and Coping Mechanisms of the Respondents
Thematic analysis was used in this study due to its flexibility to be used in different
frameworks and to identify patterns of meanings that can provide answers to research questions.
To complete the data analysis, the researchers started with the familiarization of data where it
was heard repeatedly to acquaint with its content. Second, is the identification of common
answers and taking them down. Third, the researchers searched for themes. Fourth is reviewing
followed by defining and lastly, is naming. These processes are essential to establish the