Mario B. Buenafe
https://orcid.org/0009-0005-2871-0199
buenafem80@gmail.com
Abra State Institute of Sciences and Technology
Lagangilang, Abra, Philippines
ABSTRACT
This study aimed to explore and understand the relationship between computer gaming habits and academic performance, social life, emotional well-being, and financial capacity of students. It utilized a descriptive-correlational method, employing a questionnaire adapted from the study of Blaquera et al. (2018).
The findings show that most of the respondents are first year college, most of their classes are conducted online during this pandemic. They used Messenger as their communication tool for announcements, Google Classroom as their learning management system., Google Meet and Zoom to conduct their classes online. Money to be used to buy prepaid phone load, on the other hand, is still an issue because internet promos of different telecommunications are limited. Students must spend at least 150 pesos to subscribe to a promo that has only 6 GB of data, which is insufficient for all their subjects’ online meetings. As a result, if students are required to attend all their classes online, they may have to spend more than 500 pesos per week, which is not affordable for some. Therefore, online learning cannot produce effective learning since a good internet connection for online learning requires a minimum speed of 5 Mbps, but most of the students’ experienced issues with the speed because certain areas have intermittent or no signal at all that’s why there was a significant relationship along academic and family. It is recommended that students should manage their resources and prioritize academic responsibilities, parents and teachers should collaborate to provide guidance and support. Educational institutions and organizations should implement monthly awareness campaigns and formulate policies prohibiting gaming inside classrooms and school premises.
KEYWORDS
Academic performance, ramifications, procrastination, online gaming.
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