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Gadget Addict vs. Not Gadget Addict
Gadget Addict vs. Not Gadget Addict
S.Y. 2022-2023
By
December 2022
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CHAPTER I
INTRODUCTION
This chapter presented the problem and its background, the statement of the
problem, the hypothesis of the study, the conceptual framework, the significance of the
few years of Covid-19 pandemic, it has become normal for people to carry and use their
phones wherever they go. With the use of technology, and it seems like everything can be
done quickly and easily. How does our usage of gadgets affect us positively? Children’s
More screen time means less social interaction. Students are lacking concentration and
the increase of distractions can be caused by gadget addiction. Also, Students are more
Furthermore, vision-related health hazards are among the largest ones associated
with excessive use of smart devices. Loud music played through earbuds has a negative
impact on hearing ability. Lack of sleep, and increased weight on the spine due to higher
head tilt, is required just to be able to view the screen, are two impacts of excessive use of
gadgets on physical health. There is a situation wherein the researchers can tell that
gadget addiction in Senior High School Students in St. Joseph Kalinangan Integrated
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School Inc. S.Y 2022-2023, is one of the main reasons why their academic performance
is low. Even though the majority of the students are performing well, there are still some
students who do not because they are much more focused about the time that they will be
using their gadget instead of listening to their teachers. This study is aiming to show the
students how technology might impact them, particularly their health. Reminders and
information about the proper usage and exposure to gadgets to avoid addiction will be
The Researchers intended to find out the effects of electronic gadgets to the
academic performances of the Senior High School Students in St. Joseph Kalinangan
2. What is the average grade of the students in their 1st Quarter for the S.Y of 2022-2023?
3. Is there a significant difference between the average grade of Gadget Addict and Not
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Hypothesis of the Problem
Gadget Addiction has an Impact in the academic performances of the Senior High
School Students in St. Joseph Kalinangan Integrated School Inc. (M1 < M2)
Conceptual Framework
performance and processing systems that assumes raw materials are transformed by
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The figure on the top shows the process on how the researchers will address the
research questions provided in this research. Input: Find out how long the students uses
their gadgets. Process: Separate the students who are addicted in using gadgets and those
who are not, and find out the average grade of gadget addict students and those who are
not. Output: determine the significant difference between the average grade of gadget
The significance of the study is to determine the effects of gadgets to the Senior
High school Students in St. Joseph Kalinangan Integrated School Inc S.Y 2022-2023.
The researchers also aim to determine how gadgets affects the students' academic
performance. In addition, that the purpose of this research is to show the students how
their gadgets can affect them, especially their health. Our study will provide facts and
Students. This study will be useful reference to the students, they will be aware of the
negative impacts of electronics on their health and students are able to use the
Information obtained from our study to help them avoid overusing their gadgets.
Educational Institutions. The results of this study will aid educational institution since
it will make them aware of students' unhealthy behavior when it comes to using their
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devices, which may assist them discover ways or alternatives to avoid allowing students
Faculty and Staff. This study will help the faculty and staff since they will be able to
understand the impacts of gadgets on their students, which will help them identify the
reasons for their poor performance in class. They can also assist the students by providing
Other Schools and Communities. They will be aware that excessive use of technology
to our research would benefit from our study. They will be also free to utilize the findings
of our study as a reference point and foundation for their own academic papers.
This study is created for the Senior High School Students of St. Joseph
Kalinangan Integrated School Inc. In the Municipality of Angat, Bulacan, whom are all
enrolled in the S.Y 2022-2023. The motivation of this study is to compare the academic
performance of the students who know their technological limitations and to those who
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The goal of this research study is to determine which of two activities do students
CHAPTER II
This chapter present the review related literature of the study: Gadget Addict vs.
Not Gadget Addict and The Significant Difference Between Senior High School Average
Students now a days spends 16 hours per day on average using a gadget stated by
Elhai et al. (2017), This indicates that Students are dependent on their devices. Therefore,
moderate use of gadgets has the potential to cause issue with social interaction, academic
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poor performance, and mental health. Mobile phone dependency is a type of an emerging
public health concern, because it has the negative consequence on the younger generation
The COVID-19 pandemic caused significant changes in our way of life. This time
of a pandemic has an equal influence on students. They prefer a disciplined lifestyle more
specifically, one that is routine-oriented: wake up, get ready for school, eat breakfast, run
to school service, play with friends, finished homework, eat dinner, and sleep. Almost all
students followed this pattern in some way. They all awoke one day to find themselves in
a middle of a pandemic. Schools are closed. What can be used to replace this way of life?
This interferes with the person's capacity to have a regular life. Mat Sharif & Omar
2013The increased use of social communication apps like WhatsApp, Telegram, and
WeChat, socialmedia apps like Facebook, Instagram, and Twitter, as well as online
games, has led to a serious rise in the number of current cases of gadget addiction among
users, and it is predicted that these cases will continue to rise in the future. Teong & Ang
(2016): Ching et al., 2015: Al-Barashdi et al.,2015).Samjhana Gautam (2019) also said
be leading to an unhealthy lifestyle. Too much time spent in front of the screen may
result in poor posture or body fat. Adolescents who are addicted to an gadgets/video
games may forget to drink water, eat their meals on time and spend more time with their
Family. Many children and Students around the globe, suffers from, back pain, neck pain,
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hand pain, headaches, eyes problem, and an increased risks of macular degeneration, that
which can lead to blindness are all leading causes of gadget addiction Krishna Chapagain
(2019).
The Significant Difference Between Senior High School Average Grade in First
Quarter
teens surveyed spend more time on their smartphones than they do on with their friends
Brightminds (2021). It is crucial for Senior high school Students specially to have a good
card grade and Academic performance as a measure of school success can be traced all
Academic performances have been since used to schools and, more importantly,
to determine career paths. The 'good schools' are those that can groom students well
performances both at school and at home. The importance of students' high performance
has piqued the interest of the public, policymakers, educators, students, educational,
administrators, etc... Using gadgets are also a beneficial, but excessive usage or time
spent on gadget reduce learning ability and other outdoor activities. It forces you to-do
forego other learning opportunities and makes you feel as if you have no time for
anything else, which is extremely has a big Impact to your academic performance. It will
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make it difficult for the student to complete their work. It disrupts their study time Kala
Rai (2019).
Students who spend more time on gadgets is found to be losing touch with other
real social relationships. They may interact with online friends more than offline friends.
They are apprehensive about interacting with others face to face. It makes it difficult for
students to face the public. and socialization is significant in the field of student because
they go to school and interact not only with their classmates, but also with their teachers,
and having poor socializations can affect your level of knowledge or understanding, that
of computers into the classroom has made it simpler for both professors to convey knowledge and
students to learn it. Technology has improved teaching and learning, making it more entertaining.
However, it's crucial to understand that presenting multimedia technology improperly can have
unfavorable effects.
CHAPTER III
METHODOLOGY
This chapter presents the study methods and techniques, including the research
design, population and sample of the study, sampling design, research instruments, data
Research Design
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The Researchers’ used design is Quantitative Research Design. It is known as the
Process for gathering and interpreting numerical data quantitative research. It can be used
to identify patterns and averages, formulate hypotheses, examine causal relationships and
extrapolate findings to larger populations. This chapter can be used to gather in-depth
insights into a problem or generate new ideas for researchers, from Survey to
Observation.
research is to learn more about comprehending social world. To examine such situation
This research design generates unbiased data that can be explained in detail using statistic
and figures.
The respondents of our study will be the selected Senior High School Students
(N=88) from St. Joseph Kalinangan Integrated School Inc. in the Municipality of Angat
The researchers chose the Senior High School Students of St. Joseph Kalinangan
Integrated School Inc. as the population of our study because almost or all the Senior
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High School Students uses cellphones even inside the school wherein, they are supposed
to be studying. By that, researchers can tell that majority of the are using them too much
to the point that they are getting addicted. We are aiming to know how Senior High
addition to that, we also would like to raise awareness among the students and enlighten
them about the hazard that they may get into, the potential consequences, and the harmful
Sampling Design
In choosing this study's method, we, the researchers chose the purposive sampling
requirements, and opinions of people. The researchers determined the population of their
study (N=88), and used the sample size formula with a 0.05 margin of error, the obtained
size of the sample of the researchers is 72. In order to select participants, the researchers
used the fishbowl sampling technique, where names of respondents are written on a piece
of paper and put on a bowl, and picked until the desired number of respondents is
attained.
Research Instruments
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Research instrument employed in this study are Quantitative Questionnaires or
stories. It is frequently used as prelude to interviews or focus group since it helps the
identification of initial themes or topics that can be explored further in the research. An
questionnaires are made up of 5 questions that respondents can answer freely, allowing
them to clarify their response based on their personal experience or thoughts about the
Study.
The survey questionnaires will be conducted after the completion of making the
researchers asked the permission of Mrs. Crispina S. Zafra, School Directress of SJKIS to
administer a Survey Questionnaires to all the Senior High School students at St. Joseph
Kalinangan Integrated School. The researchers confirmed that the articles utilized for
data collection corresponded to the required standards and quality in order to create non-
biased results. And to gather datas, the researchers will hand out some questions by
providing research survey questionnaires. The findings would serve as the basis for this
research
Ethical Considerations
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The Researchers, will undoubtedly discuss and explain our study to our
respondents, as well as clarify it. To gain deeper understanding of our study, respondents
must identify what they know about the critical content and recognize how their
understanding has evolved in relation to our study. Researchers will observe each
participant. When it comes to observation, we will also respect the decision and privacy
Data Analysis
The survey's initial goal is to be conducted so that the researchers may assess their
level of knowledge and awareness of how broad their understanding about the effect of
excessive use is. The score that they will receive for responding to the survey will be
affects their academic performance. The numbers on the scale are going to be expressed
like this: Did Not Meet Expectation-1, Fairly-2, Satisfactory-3, Very Satisfactory-4, and
Outstanding-5. The measurement that researchers serve as a guide is the scale below:
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CHAPTER IV
This chapter presented the results and discussions of this study from the data
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The researchers identified and classified who are the gadget addicts and not
through the data gathered from the respondents. According to Karpinski et al. (2013)
using gadgets for more than 6 hours per day is considered to be an addiction also,
Aljomaa et al. (2016) had justified addiction if people use their gadgets for more than 8
hours per day. The following table shows the grade of gadget addicted students and not
RESPONSES WEIGHTED
STRAND INTERPRETATION
MEAN
5 4 3 2 1
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ABM 0 0 0 4 2 2.94 Satisfactory
The above table shows the frequency distribution and weighted mean of the
average grade of gadget addicted students. The SHS students gained 2.74 (80-84) which
means that the students who are gadget addicts are satisfied to the learnings they gained.
Studies have shown that students cognitive and emotional development can be
adversely impacted by internet/gadget addiction. More screen time means lack of focus
and students with this issue are most likely to develop a poor grade. Thatte, R. (October
2022)
RESPONSES WEIGHTED
STRAND INTERPRETATION
MEAN
5 4 3 2 1
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ABM 4 2 1 0 1 3.72 Very Satisfactory
The above table shows the frequency distribution and weighted mean of the
average grade of not gadget addicted students. The SHS students gained 3.48 (85-89)
which means that the students who are not gadget addicts are very satisfied to the
Henrich (2014) found that gadget addiction can negatively influence academic
performance as students' attention in class is disrupted because of the gadget use, and
such disruption affects their studies. Excessive mobile phone use has been associated
with distraction in the classroom These studies reveal that in too much facing of gadget
Table 3. The Significant Difference of Average Grade of Not and Gadget Addicted
Students.
Weighted
Students Interpretation Hypothesis Decision
Mean
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Gadget Addict 2.74 Fairly M1<M
2 Accepted
Not Gadget Addict 3.48 Satisfactory
This table shows the significant difference of average grade of gadget addicted
students (M=2.74), and not gadget addict students (M=3.84). The hypothesis that the
weighted means presented in this table are equal, and the findings is M1<M2. Therefore,
There should not any hindrances for a student to access higher quality of learning
in order to have higher education, one must formulate improvements using the best ways
CHAPTER V
CONCLUSIONS AND RECOMMENDATIONS
This chapter presented the conclusions from the findings of this study and
the recommendations of the researchers.
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The following are the conclusions of the researchers based on the findings from the
data gathered.
Conclusions:
1. The SHS students who are Not Gadget Addict presented Satisfactory (3.48)
which means that their academic performance is not affected by gadget addiction. And
Gadget Addicts shown Fairly (2.74) which means that gadgets have impact to their
grades. We concluded that the Senior High School department are much more
2. The Senior High School Students who are gadget addicts failed the survey with the
weighted mean of 2.74, it is less than the passing grade of 85-89. The Senior High
School Students have lack of information about being not gadget addict.
3. The use of gadgets has a moderately positive impact in learning because of its
features that extend the ability of the students to do more things, but it also has a slightly
Recommendations:
In the light of the Results and Conclusions of this research, the following
1.The Researchers recommends that the Students and Teachers can and should use this
electronic gadget so that they can use technology effectively. The Researchers’ findings
may assist Educators and Teachers in clarifying the proper use of technology.
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2. The researchers recommend to limit the use of gadgets and maintaining a suitable
screen time plan. While screen time can be useful, too much use can lead to behavioral
problems such as, poor academic performance, and health problems like bad vision. It is
advised to play board games, spend more time with friends and family, and engage in
3.Future researchers are also encouraged to study what is gadget addict vs not gadget
addict, not only to the significant difference between Senior High School average grade
but to also observe and help the community, about how they balance the usage of
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