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The Problem and Related Litirature
The Problem and Related Litirature
Chapter 1
THE PROBLEM AND RELATED LITIRATURE
Introduction
To accomplish this study, the researcher seek for some information that can
help prove the content of the study, and to be able to solve this, the group
researched for solutions that can help the researcher to solve this kind of situation,
which may also help them to show the goal of their study to the student who are
The digital devices (e.g. mobile phone, tablet, notebook, etc.) and social
media (e.g. Facebook, YouTube, Blogs, Twitter, LinkedIn, etc.) have become
increasingly popular in recent years. Most common digital devices is mobile phone.
Nowadays, the majority of the mobile phones are called as „smartphone‟ as they
have more advanced computing power and connectivity than a contemporary mobile
phone (Shiang-Yen, &Alwi, 2012). It has become popular in a short time among the
own at least one mobile phone. Based on statistics, children in United States now
are more likely to own a mobile phone than a book, with 85% of kids owning a phone
as to only 73% owing books” (Osman et al., 2012). The smartphone enables to
communicate with families and friends in case of emergency, to make connection for
virtual platform, was started to be after digital technology became common (Boyd
&Ellison, 2008). This platform provides people to make new connections and to
strengthen friendly relations with other Timm&Duven (2008) reported that there are
The statistical data showed that there are now more than 500 million
people with Facebook membership and the majority of these people are members of
memberships visit Facebook site in each day at least one time. Therefore social
media has largely effected on the society. Nowadays the majority of adolescent sex
change views, share feelings, personal information, pictures and videos on social
media (Wang, Chen, &Liang, 2011). Bryant, Sanders-Jackson, & Smallwood (2006)
revealed that many adolescents who had the difficulty of expressing their feelings
enables the mind of the students to be more active, especially those puzzle-based
situations, especially those adventure games that keep the players to be alert, active
and strategic.
playing online games also leads in some problems such as being distracted in
school. Further, it is where the attention of the child were divided that even their
one side and opportunities on the other. Technology teams work to bring useful
technology into teaching, all with good intentions, only to encounter unwanted side
effects such as distraction and disruption in the classroom. The challenges loom
students ubiquitous Internet access and sometimes even the devices for such
access.
with ringing during class, cheating, or multitasking, 1 and the camera that comes with
many phones can raise privacy issues as well. Similar complaints might also be
made about laptops in the classroom. Laptops occasionally make sounds if students
have forgotten to turn off the volume, and the laptop screens can become walls
messaging, Facebook updating, and so forth) are also blamed for distracting other
The significant of this study are the students they will help to their lives to
realize what would be the effect of using digital devices in non-related purpose in the
school as a student they deserve to know everything. And also the Teachers, it will
purpose and for related purpose study want to make realize each reader. And also
the Parents, this study will make parents realize what will affect o what will do the
device the life of their children. And also the Future Researchers, it can help to them
to have references and also it can help to enhance and make their research better.
And also Future Readers, it can help them to gather some knowledge and
information all about using digital devices inside the classroom during class hour.
Also the study can do so many things it can help to each people to avoid and limit
In recent years, smartphones have become the most popular and ubiquitous
tool for adolescents to access the internet in developed countries. However, the
pervasiveness of this device, even in the most relevant moments of the day, has
raised some concerns about its confinement capabilities. In this paper we test the
new source of digital and social inequality on the entire high-school student
relationship existing between students’ social origins, measured though their parents’
has many positive impacts, they are short lived. In long run it has negative impacts
on the individuals. The digital activities make the youth strong in technical skills but
make them weak in real life practical skills. It takes the young mass away from the
reality helping them to live in their imaginary world. Due to the time spent on the
devices the youth are refrained from some outdoor activities with friends and family.
The indulgence in violent games may create more violence in their mind. The more
they use the gadgets, the more they are crazy about it which may distract them from
study. During the time of playing games when they can’t achieve the set target, it
may raise their anxious level higher. After all addiction to the devices may develop
unhealthy lifestyle, poor time management and poor eating habits among the youth.
Following studies highlight some of the negative effects of the tech-devices and
services.
5
Kay and Lauricella (2011) established that unstructured laptop use is a poor
alternative to incorporating laptops into the classroom by comparing on and off task
laptop use in both structured and unstructured classroom contexts. Similarly, Fried
traditional lecture format in which students were free to use their laptops in an
distractibility and learning outcomes. The study found that students using laptops
were more distracted than those who did not, and that users also scored lower on
measures of self -reported lecture understanding. The study also found that students
using laptops in an unstructured setting received lower overall course grades even
when factors previously identified as correlated to grades were controlled for, e.g.,
communications course yielded similar results (Hembrooke & Gay, 2003). They
found that students in the unstructured laptop condition performed significantly worse
on tests of recognition and recall after a traditionally delivered lecture than the non-
laptop control group. In all three studies, the use of an unstructured laptop format
was associated with lower performance than either a structured (Kay & Lauricella,
Some studies focus on both the positive and negative consequences of use of
the tech-devices and services and provide a balanced approach regarding the use of
the same. Technology is an integral part of our everyday life as people are
dependent on it from all over the world for communication, organization and
employment etc. One cannot stay away from technology even for a day. Not even a
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single day goes without a cell phone in hand or without laptop and net surfing.
Although technology being at its best there are basic problems that follow us
everywhere and generally it has drawbacks in the areas of health, public safety and
Kay and Lauricella (2011) found student participation and interest in courses
increased through the use of technology when the device was used to accomplish
specific tasks integrated fluidly into a lecture or learning activity. However, they also
found that unstructured laptop use was correlated with increased off-task use of
technology and reduced on-task use. They defined unstructured laptop use as
ignores the use of such technology while delivering course content (often in a
traditional lecture- style format) as if laptops were not present in the classroom. In
this scenario, individual students are given the freedom to determine for themselves
what constitutes appropriate and inappropriate laptop use without the imposition of
constraints.
Ip et al. (2008) analyzed the relationships between digital using frequency and
academic performance among 713 students. The study found that frequent gamers,
who spend more than 2 hours per using digital devices, performed less well than
Swedish adolescents and had them completed a questionnaire and found that time
spent on gaming was related to negative consequences, e.g., “less sleep due to
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gaming.” Ventura et al. (2012) constructed an online survey with 252 undergraduate
students and a positive indication was found between video gameplay and academic
performance. That is, students who spent 11-50 hours playing video games had
significantly higher GPAs than students who spent 0-10 hours playing video games.
game genre preference, personality, and GPA with 319 university students. Both
positive and negative relations were found between video game genre preference
GPA are social media and shooter types of game. In addition, Ip et al. (2008) found
examinations. That is, gamers who play four or more game genres generally perform
less well in examinations. The electronic devices or systems used to play video
games are called video game platforms. The well-known gaming platforms include
Microsoft’s Xbox, and even mobile devices, e.g., Android-based and iOS devices.
computer and Internet activities and computer literacy, knowledge and skills to
complete tasks with a computer technology. Two hundred participants were recruited
conducted. The study found that an increase in video game playing on a personal
Digital Addiction
Aside from digital addiction the research conducted by Zhang (2007) and
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Zhuo (2007) the physical symptoms of Internet and digital game addiction were
by having the same sitting position for hours while using digital device. On the other
symptoms. It results from when student engage in hours and hours of using digital
device with no virtually sleep intervals in between. This causes sleep sensitivity and
disorders which induce addicted student to wake up several times during the night
and as such this leads them suffering from insomnia which can cause mental anxiety
and eventually result in nervous breakdowns and general tiredness. Also, the
syndrome in which the main nerve between the forearm and hand is squeezed or
pressed. Normally begins with migraine headaches in a small spot and slowly
spreads and giving you more pain that can cause to vomit. Sleep disturbance which
includes insomnia, narcolepsy and etc. The student stays on one position for a long
period of time backache occurs. Lack of movement that can cause stiffness and
soreness, worse, it can cause chronic back problems. Eating irregularities, the
addicted student cannot exert time to eat or they will eat improperly. The physical
Yet the rigidness of the physical consequences is frequently parallel to the level of
student who used digital devices in any kinds of digital games especially to the
students. As what is noted in a 2008 study on media attention and cognitive abilities,
positive results can be expected. If the content is negative, then negative results can
be expected. Therefore, it also depends on how the student handles the impacts of
digital games on his/her studies also it might affect his daily life in school but rather
by that it can cause to the student being able to adopt the social world (Miqdad,M.
n.d.)
Self-Control
In other study done by Eun Joo Kim, Kee Namkoong, (2008), they want to
investigate the connection between digital devices addiction and self- control,
characteristics link to “ at- risk” population for digital device addiction. They find out
that aggression and narcissistic personality traits are positively correlated with digital
device addiction whereas self- control is negatively correlated with digital device
addiction. In addition, a multiple regression analysis revealed that the extent of digital
device addiction could be predicted base on the person narcissistic personality traits,
20% of the variance and behavioural consequences was explained by the model.
Base on their study, they suggest that certain psychological characteristics such as
teenagers choose digital device as a way or method to cope with daily problem and
stress.
Jones and Susannah Fox (2009) cited by Ku et al. They explained that generation Y
is a young adults generally 18-32 years old who grew up in the Information Age and
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they also be dubbed as the ‘Net Generation’. But, while these “digital natives” may
be savvier with their gadgets and more keen on new uses of technology, their elders
in Generation X, the Baby Boomers and older generations tend to dominate internet
use in other areas. In their research they claimed that the most groups of age to use
the internet for entertainment and for communicating with friends and family is the
teens and generation Y. They are more likely to seek entertainment through online
videos, online games and many more. These groups of age are also more likely than
older users to read other people’s blogs and to write their own, as they like to use
social networking sites and to create profiles on those sites. Younger internet users
are often to use personal blogs to update friends on their lives, and they use social
network to keep track of and communicate with friends. From the survey they make,
they conclude that teen internet users’ favourite online activity is online playing which
is 78% of 12- 17 years old internet users play games online, compared with 73% of
online teens who use email, the second most popular activity for this age group.
Online teens are also significantly more likely to play games than any other
generation, including Generation Y, only half (50%) of whom play online games. This
research shows that most of the internet user nowadays spends their time online
Educational Technology
portable, they have become kinds of personal ecosystem to people in the 21st
socio-economic levels. This research explored the potential use of mobile devices in
selected public senior high schools in the City of Manila, Philippines. A total of 152
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students from a couple of schools have participated in this study. It was found that
the majority of the participants have some form of mobile devices and internet
access as they were used for a variety of learning activities outside the classroom
settings. However, substantial digital inequalities also exist among public schools in
the City of Manila. Overall, the findings indicate that mobile devices have shown
potential to be adopted in existing public senior high schools, and there is a need to
update policy and curricula to respond to the mobile era. Wan Jin, Sabio (2016)
The recent increase in the use of digital devices such as laptop computers,
iPads and web-enabled cell phones has generated concern about how technologies
affect student performance. Combining observation, survey, and interview data, this
research assesses the effects of technology use for student attitudes and learning.
Data were gathered in eight introductory science courses at one large public
class cell phone use and overall course grades, corresponding to a drop of 0.36 ±
0.08 on a 4-point scale where 4.0 = A. These findings are consistent with recent
they can. While 75% of students reported regular cell phone use, observation data
device use. Ophir, E., Nass, C. and A.D. Wagner. 2009. "Cognitive Control in Media
Multi-Taskers.”
Dawson, and Ritzhaupt’s (2011) work underscores how laptops were seen as
achievement. Their study also identified two other factors for a positive 1:1
that varying degrees of implementation levels for these three factors could potentially
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impact future studies. In order to reduce the impact of these factors on this study, the
researcher took steps to ensure that support was available for the devices used and
they were working each day as planned. Additional steps were taken to ensure that
the teacher was adequately prepared to use the technology, including guidance and
training for using the devices and software required to create the digital plant
and Ritzhaupt’s (2011) study that could affect research regarding 1:1
limitation with many 1:1 studies and has been identified by other researchers as
impactful on student computer usage (Anderson & Williams, 2012; Tu, & Chung,
2012). Because studies are often short in duration, typically occurring only over a
one to two year period, their findings may be influenced by the novelty factor of new
Recently, ICT has been widely used in classrooms for teaching and learning
developments affect students’ performance at school. The data for this study comes
year-old students (9th grades) in schools. The sample includes 4996 students in
Turkey. Hierarchical linear modeling was used for analyzing the effects of ICT in
student and school levels by using ICT-related variables such as technology scores
and ICT availability at home, etc. The results indicated that students’ familiarity with
ICT and their exposure to technology helped to explain math and science
achievement gaps between individuals and schools. ICT is an important factor that
Bulut (2005)
As Bebell and Kay (2010) pointed out, their study created as many questions
digital device usage and learning outcomes. It also suggested that a number of
support, comfort levels, teacher pedagogy, and instructional design were influential
on their study’s outcomes. The central question, and ultimate measure for many
belief that the MCAS gives future researchers reason to look at how the digital
device is being used, as opposed to just the accessibility of that technology. It goes
without saying that digital device must be accessible in order to be widely utilized;
however, it would seem that the most direct correlation between student
achievement and technology use is more closely related to how the technology
In a similar study, Grimes, and Warschauer (2010) found that student laptop
use had a small positive effect on student performance. Their study used a
quasiexperimental design involving three schools with various levels of 1:1 laptop
English and Language Arts scores. One school did not implement 1:1 laptop
technologies and was used as the control group. The second school consisted of 1/3
of the participants using assigned laptops, and the third school consisted of all
participants being issued a laptop as part of a 1:1 implementation. The study was
conducted over the course of two years and followed the same students during that
time frame. The findings indicated that the laptops did have a small positive effect on
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student performance, though the authors suggest the traditional format of writing
tests, in which students use pencil and paper, may have put students using laptops
measurements. The students that used a laptop for their writing are creating, editing
and working in a different format than students that used pen and paper. The laptop
is a great tool for revising content, getting timely feedback, and organizing ideas.
Students that are using this tool to do their work are then handicapped when the tool
is removed. The design of this study requires students to use their 1:1 tablets to look
up plant information and create a digital leaf notebook that they will use to practice
identifying the plants. This is in contrast to the slower traditional methods in which
students would look up pictures of plants in a book and create a leaf notebook using
actual plant leaf samples. After reviewing the findings of Suhr et al.’s (2010) work,
participation in this study would introduce a helpful tool and not take one away. In
order to accomplish this, students in the control group were told that they would be
given an opportunity to use the mobile devices at the conclusion of the initial four
week study period, ensuring they felt there would be an opportunity for equal access
to this devices.
Motivation
learning environment, and explains the effects on motivation and student learning. A
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series of digital learning activities, based on DDLS (Digital Device Learning System),
improve student motivation and to help students engage more actively in their
learning activities. The responses to our questionnaire indicate that students valued
the outdoor learning activities made possible by the use of a smartphone and its
functions. Pre‐ and post‐test results demonstrated that incorporating mobile and
digital technology into a botanical learning process could achieve a better learning
achievement and motivation. The correlation coefficient for ARCS dimensions and
post‐test shows that the ARCS‐A (attention) is greater than ARCS‐R, ARCS‐C and
ARCS‐S. This means that the attention (ARCS‐A) of this system is an important
dimension in this research. The results could provide parents, teachers and
educational decision.
than their teachers(Jukes, 2008), they, most likely, are inspired and motivated by
different technology. Today’s digital actives speak a different language than their
teachers do (Prensky, 2001). For these reasons, students of the 21st century may
retain more information if it comes to them through a digital medium. In a more digital
world, online teaching tools are better for a student’s memory (Miller, 2009). Not only
online tools, but digital tools in general are better for a student’s memory. SMART
boards, digital “clickers,” and computers all spur interest in a child and are more
likely to motivate a student to perform at his or her highest level (Miller). Online tools
that promote content creation among students, such as videos, audio podcasts, and
16
web pages, are more effective strategies than traditional methods (Miller).
Theoretical Framework
This study was guided by Connectivism A Learning Theory for the Digital Age
the needs of the twenty first century. His theory takes into account trends in learning,
the use of technology and networks, and the diminishing half-life of knowledge. It
technology to create a powerful theoretical construct for learning in the digital age.
recognize both the impact of new learning tools and the environmental changes in
what it means to learn. Connectivism provides insight into learning skills and tasks
Conceptual Framework
This study aimed to gather information relating to the Digital devices and
College
The illustration present on figure 1 shows the conceptual frame work of the
study.
17
Figure 1
2.4 motivation?
performance of students?
Null Hypothesis
performance.
Chapter 2
19
Methods
This chapter discusses the research methodology that drove the research
study. It states the research questions, instruments used to collect data and how the
data was analysed. The purpose of this study was to examine the relationship
between using of digital devices for related and non-related purposes .There was a
primary question that guided the research study. The question attempted to
Research Design
The study adopted descriptive and as the research designs in determining the
different kinds of research methods The researcher in this case should adopt the
descriptive research method. Ritchie et al. (2013) opened that by using the
descriptive method the researcher will be able to observe a large mass of target
population and make required conclusions about the variables. The researcher by
both open ended and closed ended questions. The information collected from the
responses of can be statistically presented in this type of research method for the
easy interpretation of the report users. Since the researcher is trying to analyze the
customer opinion, attitude, behaviour and satisfaction level in relation to services and
products hence the researcher should effectively use the descriptive method in order
to statically analyse the data instead of the exploratory methods. The multiple choice
questions used in the descriptive method gives the respondent the attributes from
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which they need to choose and enables the researcher to connect the choice of the
respondent with the choice of the researcher for the project. The use of descriptive
design enables the researcher to measure the results rather than exploring the
results.
Respondents
The respondents of the research are in the Grade 12 Animation from Northlink
Technological College in New Pandan, Panabo City. There are thirty six (36)
Total 36 100%
population and the objective of the study. Purposive sampling is also known as
useful in situations when you need to reach a targeted sample quickly, and where
sampling for proportionality is not the main concern. There are seven types of
Research Instruments
21
strategies for students. The question aimed to know how students use digital devices
in school and how student affect their academic performance how student react to
the addiction of digital devices and the questioner has 4 factors using digital devices
time/frequency, digital platform and genre, Self-control, Motivation this factors can
identify the students addiction and the students’ performance in school grounds. Also
this questioner has four (4) legend 1 – Strongly Agree 2 –Agree 3 – Disagree 4 –
performance of students.
Chapter 3
Result and Discussion
22
This chapter present the analysis and further discussion of the result of the
study. Shows in this section are the students using digital devices and the
The table show the percentage of each respondent, Male and Female
Technological College.
Respondent Percentage
Female 38.88%
Male 61.11%
Total 100%
The table show the percentage year level of respondent in Grade 11 and 12
Respondent Percentage
Grade 11 33.33%
Grade 12 66.66%
Total 100%
The table shows the level of using digital devices time/frequency selected
23
Descriptive Statistics
AP
87.2778 2.96273 36
means that the students demonstrates a good competence in using digital devices.
adolescents and had them completed a questionnaire and found that time spent on
gaming was related to negative consequences, e.g., “less sleep due to gaming.
The table shows the level of Digital Platform and Genre selected student of
Descriptive Statistics
AP
87.2778 2.96273 36
24
means that the student demonstrates a good competence in using digital devices.
adolescents’ computer and Internet activities and computer literacy, knowledge and
Table 5. Self-Control
The table shows the level of Self-Control selected student of Grade 11 and
Descriptive Statistics
AP
87.1944 2.98395 36
student demonstrates a good competence in using digital devices. Eun Joo Kim, Kee
Namkoong, (2008), they want to investigate the connection between digital devices
addiction and self- control, aggression and narcissistic personality traits, which are
known as psychological characteristics link to “at- risk” population for digital device
addiction. They find out that aggression and narcissistic personality traits are
positively correlated with digital device addiction whereas self- control is negatively
revealed that the extent of digital device addiction could be predicted base on the
25
relationship and occupation. However, only 20% of the variance and behavioral
consequences was explained by the model. Some researchers claim that teenagers
choose digital device as a way or method to cope with daily problem and stress.
Table 6. Motivation
The table shows the level of Motivation selected student of Grade 11 and
Descriptive Statistics
AP
87.1944 2.98395 36
Correlations
DDTF AP
N 36 36
N 36 36
Their competence in motivation has a mean of 2.3657, it means that the
(Miller, 2009) For these reasons, students of the 21st century may retain more
26
online teaching tools are better for a student’s memory. Not only online tools, but
digital tools in general are better for a student’s memory. SMART boards, digital
“clickers,” and computers all spur interest in a child and are more likely to motivate a
student to perform at his or her highest level. Online tools that promote content
creation among students, such as videos, audio podcasts, and web pages, are more
Academic Performance.
In table 7, the result shows that the relationship between students digital
time/frequency and student academic performance. Each student had their own
preferred learning.
The Digital Devices time/frequency got .383 while the academic performance
got .383. The result implies that the digital time/frequency is significant to academic
performance of the student, which mean that the digital time/frequency affect the
Technological College.
27
Correlations
DPG AP
N 36 36
N 36 36
The result to declining the null hypothesis which state that the digital
time/frequency and academic performance of the grade 11 and grade 12 ICT student
is not significant.
Performance
In table 8, the result shows that the relationship between student’s digital
platform and genre and student academic performance. Each student had their own
preferred learning.
The Digital Devices platform and genre got .335 while the academic
performance got .335. The result implies that the digital platform and genre is not
significant to academic performance of the student, which mean that the digital
platform and genre does not affect the academic performance of the grade 11 and
This result to accepting the null hypothesis which states that there is no
College.
Correlations
M AP
N 36 36
N 36 36
In table 9, the result shows that the relationship between Motivation and
student academic performance. Each student had their own preferred learning.
The Motivation got .868 while the academic performance got .868. The result
implies that the motivation is not significant to academic performance of the student,
which mean that the motivation does not affect the academic performance of the
This result to accepting the null hypothesis which states that there is no
Correlations
SC AP
N 36 36
N 36 36
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In table 10, the result shows that the relationship between self-control and
student academic performance. Each student had their own preferred learning.
The Motivation got .868 while the academic performance got .868. The result
implies that the self-control is not significant to academic performance of the student,
which mean that the motivation does not affect the academic performance of the
This result to accepting the null hypothesis which states that there is no
Chapter 4
of the study. The researcher used the descriptive-correlational method. The subjects
of the study were grade 11 and grade 12 ICT student in Northlink Technological
Summary
This study was conducted to find out the relationship between digital devices
research design. This involve the Grade 11 and Grade 12 ICT student from Northlink
survey questioner. This study aims to find out; (a) Did the digital devices help the
Grade 11 and grade 12 learners; (b) Identify the effect of digital devices to the Grade
Findings
1. There are (4) four category in using digital devices the Digital time/frequency,
3. In Digital Platform Genre, the grade 11 and grade 12 ICT student demonstrate a
4. In Motivation, the grade 11 and grade 12 ICT student demonstrate a good result in
academic performance.
5. In Self-control, the grade 11 and grade 12 ICT student demonstrate a good result
in academic performance.
relationship.
Conclusion
motivation
3. Both the Digital time/frequency and digital platform is nothing to do with the
Recommendation
1. The Teachers should teach the student to control their self while using digital
devices.
References
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