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Edgar Chapter 1
Edgar Chapter 1
____________
In Partial Fulfillment of the requirements in
Practical Research 1
March 2020
CHAPTER 1
INTRODUCTION
Technology and gadgets are now indispensible in our daily lives, in recent
years, it has become a common place to carry a miniature computer and a smart
phone in a pocket. Technology helps advance the human race forward and makes
doing mundane things more efficient and repeatable. Technology has created the
information revolution. With technological advances, devices have evolved to be
so powerful and smart that it feels like having a super-computer on one’s hands.
Humans now have an insatiable appetite for information at their fingertips. When
gadget makes this happen, the natural tendency is for this to become an
expectation. Technology and gadgets would have become an integral part of
human lifestyle, and will only continue to increase with years to come. The form
factors of gadgets and how humans interact with them may change. However,
fundamentally as a human society we should continue to be aware and make sure
we do live a fulfilling life by not becoming addicted to machines and continue to
emphasize and cherish the human connection in our lives
Technology has a negative effects in the lives of the user, and his/ her
friends and family members. It affects the individual’s personal health, family,
social, financial and academic life. Overusing gadget affects the mind of an
individual. The individual loses focus as she/he only concentrates on using
gadgets or technology. He/she tends to forget other aspects of life that is
important, concentration reduces and the individual cannot focus on other issues
for long enough.
Although the use of gadgets 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. It would have been a lot better if the drawbacks or the negative impacts
of the use of the digital services would have been known before some years. As
the use of the digital services has negative impacts students should minimize the
use of these tools and should aware about its use (Walsh, 2012).
Overexposure does not only affect a person’s social skills but also his/her
critical thinking ability. In Central Visayas, 3% of children are overweight and
obese, based on NNC data as of 2016. Mission said nutrition officials are expecting
the percentage of overweight and obese children in the region to increase this
year due to the popularity of gadgets.
THEORITICAL FRAMEWORK
COGNITIVE THEORY
1. How does gadget overuse affects the physical, emotional, mental and social
aspects of G-11 students?
2. What is/are the possible changes of students in their attitude during/after using
gadget too much?
3. What is/are the student’s strategy in order to make their length of time on
using gadgets becomes lesser?
PURPOSE OF THE STUDY
This study sorts to figure out the impact of gadget overuse towards
physical, emotional, mental and social aspects of G-11 senior high school students
who use gadget excessively. Subsequently, this study will help the researchers to
have firsthand knowledge as the impact of gadget overuse towards G-11
students. This study is significant to the following
School Administrator. This study will not necessarily include the use of
gadget in class room in non-educational purpose and shall used be if needed.
Parents. They will know the negative effects of using gadgets too much and
they will monitor and discipline their children from gadget overuse.
Students. They will know the impact of gadget overuse towards their
physical, emotional, mental and social aspects .
Future Researchers. This study will help the future researchers on their
own research. They may widen the scope in their own study or improve this
research study.
Gadget . An often small mechanical or electronic device with a practical use but
often through as a novelty
The related studies helped the researchers understand from different point of
view
GADGET ADDICTION
Smartphone addiction is considered to be rooted on internet addiction due
to the similarity of symptoms and negative effects on user. Internet is defined as
an impulse control disorder, characterized by pathological internet use (Goldberg,
1996; Young, 1998). Smartphone addiction could be categorized as a behavioral
addiction. Behavioral addiction have seven core symptoms in common, that is
salience, tolerance, mood modification, conflict, withdraw problems, and
relaps(Grant et al., 2010; Griffiths 2005). These common points are not integrally
researched, but each symptom has been found smart phone addiction studies.
For instance, (Lin et al., 2014) reported four features of Smartphone addiction
that is compulsion, functional impairment, tolerance and withdrawal. Bianchi and
Philips (2005) suggest that smartphone overuse associated with psychological
symptoms constitutes a form f behavioral addiction. Smartphone addiction that
involves human-machine interactions (Griffiths, 1995).
STO. TOMAS, Davao del Norte – Academic institutions here have raised a
red flag after they reported that the number of minors—of which majority are
either elementary pupil or secondary student—addicted in massive multi-user
online role playing games (MMORPGs) continuously rising as manifested in the
low turned out of attendance in school. In a public hearing Thursday held at the
municipal gymnasium, school administrators of both public and private schools
echoed the same dilemma, saying that “more and more minor students skipped
classes in schools and preferred to stay in various internet cafes to play online
games.”“The internet has had negative ramifications especially to our minor
students who have been lured intensely in online games. The concept of “online
gaming addiction” has been proposed as an explanation for uncontrollable,
damaging use of technology,” Ramon Lanzaderas, a public school principal, said
during the public hearing. The group of school administrators likewise urged the
local government officials present during Thursday’s public hearing to regulate
the operation and use of internet cafes in the town.“They must also regulate the
entry of minors in these internet shops as it already caused a toll on the minor
student’s academic performance in schools,” the group said. Lotus Bancale, a
private school teacher, said that a group of her pupils addicted to online games
manifested poor attendance and interest in class discussions, adding that “these
pupils are frequently sleeping only and unable to submit class works at the end of
the class period.”While Grade 5 elementary teacher, Eva Pondelaylac, said that
“addiction to online games caused gaming addicts to forgo sleep, and real human
contact just to experience more time in the virtual world. Gaming addicts
sometimes play for ten or fifteen hours straight in a single session, everyday.”
That, she said, explains why these students end up sleeping rather being attentive
to class.