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Conceptual Framework - ATHAN
Conceptual Framework - ATHAN
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
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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 to 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