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A textbook says the tactical FPS teaches discipline, teamwork, and sportsmanship.

An X post featuring a textbook page with a lesson entitled “Promotion of Digital Wellness Through Valorant” caught Filipino netizens off guard. Rather than focusing solely on gameplay, the lesson uses the first-person tactical shooter game to promote values such as discipline and sportsmanship.

The page outlines several objectives, including understanding the game’s mechanics, strategies, and the importance of teamwork, communication, and time management.

Amid ongoing conversations about banning or regulating video games, some users found it unexpected that a game often associated with concerns over gaming was being used in an educational context.

One of the most common sentiments among users was disbelief over the association of Valorant with “digital wellness,” given the game’s competitive nature.


“The terms “digital wellness” and Valorant DO NOT belong together,” said one X user.

Others viewed the lesson as an example of declining curriculum quality in an attempt to make lessons more appealing to students. Describing the addition as “slop,” some users expressed concern over the quality of Philippine education, with others speculating that lessons like these could gradually replace subjects such as history.

The author of the post also shared a screenshot from the MATATAG curriculum for Grade 10, which includes the standard that learners should “demonstrate understanding of e-Health and e-Sports in promoting personal wellness.” Among its main learning competencies is managing an e-sports event, which may involve games beyond Valorant.

Beyond introducing the game’s background and concepts, the lesson aims to encourage students to build positive communities by treating fellow players and event organizers with respect.

With this in mind, some users supported the integration of the game into the lesson, arguing that familiar concepts could be used to discuss broader values such as mental resilience.

“No better way to train mental fortitude than a Riot Games video game,” said another X user.

Taken together, the lesson presents Valorant as a case study for discussing values that extend beyond gameplay. It may also reflect ongoing discussions about incorporating familiar forms of entertainment into classroom instruction, alongside social media, films, and other forms of popular media.

While some users see this as a way to make lessons more engaging and relatable, others question whether games are appropriate classroom examples or whether their inclusion weakens modern curricula. The conversation ultimately extends beyond Valorant itself to the broader role games can play in education, particularly in discussions of digital citizenship and media literacy.

The discussion reflects differing expectations of what classrooms should look like as they adapt to an increasingly digital age, raising questions about how schools can respond to students’ digital media habits without losing more traditional approaches to instruction.

As schools continue adapting to students’ digital interests and experiences, the discussion surrounding the Valorant lesson suggests that the challenge lies not only in whether games belong in the classroom, but in how they are used to support learning.

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