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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

dramatically. This addiction may be linked to students' academic achievement, particularly

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-

to-face to Blended Learning, which combines online and modular learning.

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

Modality as a method of educating students.

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

percent from 2015-2021.

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

ask their parents or guardians to answer their modules for them.


Another extensive framework is to showcase the experiences of student gamers who are

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.

Learners who are ML


Extensive Description of their
Player/Online Gamer
Experiences in playing Online games

Profile Variables of the Respondents

Reasons of Engagement on Online


Games of the Respondents

Coping Mechanisms of the Respondents

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

INPUT PROCESS OUTPUT


1. Profile of the 1. Assessing the
respondents in Profile Variables
terms of: of the
1.1 Age Respondents
1.2 Gender 2. Assessing the
1.3 Modality of experiences and
Learning responses of the
2. Reasons why respondents
ML seems 3. Assessing the
appealing to effect of playing Provide extensive
learners online games to descriptions on
3. Description and the academic experiences of student
analyzation of performance of gamers who are habitual
student’s study the respondents Mobile Legend gamers
habits 4. Describing the and the impact of their
4. Effect of before problems and addiction to their
and after playing challenges Learning Modules
of ML to the experienced in accomplishment and
academic accomplishing submission
performance of and submitting
learners learning Proposed measures to
5. Problems and modules of the reduce the ML addiction
Challenges respondents of the respondents
experienced in 5. Assessing the
accomplishing coping
and submitting mechanisms of
learning the respondents
modules?
6. Coping
Mechanisms of
the Respondents

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,

Output (IPO) model.

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

modules of the respondents, and the coping mechanisms of the respondents.

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

the proposed measures to reduce the ML addiction of the respondents

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