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CHAPTER I

Introduction

In an article by the World Health Organization (2020), it was stated that the world was

affected on a global scale due to COVID-19. It spread to most countries which led to the loss of

life as well as unstable economies. This all ultimately led to a pandemic, the normal day-to-day

lives of people were halted. Routines were changed. Health protocols were released and

announced to the public and thus, we entered the age of the ‘new normal.’ With quarantines

being practiced in multiple countries, everyone was forced to social distance and stay inside their

homes until a cure was developed. In this new normal, it wasn’t only the people that were

disrupted, but also governments, companies, businesses, and institutions (Haleem, A. & Javaid,

M., 2020).

In the Philippines, lockdowns were described to be the most lengthy and stringent in the

world (Hapal, 2021). Face-to-face classes were standard for most universities and institutions,

but as they were affected by the pandemic, and cases slowly started to rise, the idea of distance

education was soon developing. In an article published by Joaquin, J., Biana, H. & Dacela, M.

(2020), distance education is defined to be any form of learning where the teacher and the

students are physically separated, in place and in time. Their article further adds that this was

adapted by top universities such as Ateneo de Manila University (AdMU), De La Salle

University (DLSU), the University of Santo Tomas (UST) and University of the Philippines,

Diliman (UPD).

In Cotabato City, Notre Dame University - Senior High School adapted these modes of

learning (Notre Dame University, 2020). As they were refined and established, the school year
went online, and students and teachers alike were taken into this new normal in a virtual learning

environment.

As time slowly passed, it became apparent that online learning was able to deliver, but at

the cost of prolonged gadget exposure which led to diverse physical health effects (Narayana

Health, 2020). It was stated that poor ergonomics, lack of physical activities, deficiencies of

calcium and vitamin D, and injuries were contributing factors to these health effects.

There is a general consensus that gadgets lead to physical health problems, but in the

context of online learning where one uses their gadgets for necessity, how aware are they of the

health risks?
Review of Related Literature

This review of related literature will focus on topics regarding physical effects of

prolonged usage of gadgets. This serves as the basis of the conducted study and presents articles

and researches done within recent years. As such, the major topics to be covered are: (a) gadgets

and gadget use, (b) physical health effects of gadgets and, (c) online learning and students’

health.

Gadgets and Gadget Use

As stated by Indrakanti et al. (2020), digital consumption on mobile devices has

overtaken that on desktop devices (computers, laptops) over the past decade of technology

modernization. By the year 2011 to 2016, 300% of growth was seen with data consumption on

mobile devices, whereas those on desktop devices and other connected devices remained

relatively flat on the graphs. The expansion in combined numbers of smartphone or tablet users

grew from 2.5 billion to about 3.13 billion in the year 2020 (approximately 23% more). Social

networking, listening to music, watching videos and playing games shows the bulk of what most

people do with their mobile devices. People essentially focus on entertainment and

communication with their phones in order to cope with the level of stress in today's world.

The average adult tends to spend more than 11 hours per day on a screen (mobile devices,

desktops, etc.), and double the rate on teenagers with more than 15 hours per day, be it for

personal use or work/school-related activity. About half of the screen time is spent on a mobile

device. Statistics announce that 8% of the time spent on a mobile device is on a browser while

the majority (92%) of the time is spent on social networking/media, music and entertainment

apps such as games. (Indrakanti et al., 2020)


Physical Health Effects of Gadgets

Physical health refers to the well-being of the body, as well as how well it functions (The

World Book, 2017). Several factors can affect physical health, such as diet, exercise and living

conditions (Mental Health Foundation, 2016), but in this study, the factor to focus on will be

gadgets.

Muscle Problems

Muscle problems may be experienced by those who use gadgets for prolonged

periods of time. According to Harvard Health Publishing (2018), finger tendons can be

damaged or strained by repetitive gestures when using devices. Pain over the thumb is

also one reoccurring symptom. When typing on a keyboard or repetitively pushing

buttons of any kind, inflammation can develop over time in the tendons and increase

health risks in the fingers.

From the same study, Harvard Health Publishing also reported neck and back pain

from looking down and bending at gadgets for lengthy sessions. The problem stems from

the ligaments and the tendons in your neck and upper back getting stretched in awkward

positions, stressing the muscles and leading to pain. Though it may be short-term, general

discomfort can be felt because the occipital nerve of the spine that connects to the base of

the skull is irritated, which may also trigger headaches.

People may also develop musculoskeletal disorders from excessive gadget usage.

From a study conducted by Sarla, G. (2020), a condition called repetitive strain injury

(RSI) may develop due to repetitive, forceful, or awkward hand movements for a long
duration which can lead to damage of the muscles, tendons, and nerves of the neck,

shoulders, arms, and hand that can result to pain, stress, or tension. In his study, Sarla

also stated that arm, neck, and shoulder pain are the most common and complained about

type of pain among gadget users. He reports that these pains mainly come from bad

posture such as in handling desktop computers. People who work with computers usually

do so for long periods in working environments that are not ergonomically sound.

In using mobile gadgets such as smartphones, Family Features Editorial Syndicate

(2015) reported that most users spend around two to four hours a day hunching or leaning

toward their phone screens, leading to back and neck strains. These effects may linger for

years if the users continue to use gadgets in an unergonomic fashion. In their article, it is

also stated that spine damage may be inflicted due to the time spent on mobile devices

with bad posture. Spine misalignment, which can stem from bad posture, can affect

overall health and well-being, as the spine protects the spinal cord and nerves. Damages

to these can lead to more severe problems such as organ malfunction.

In both Sarla and Family Features Editorial Syndicate’s articles, poor posture has

a major impact on the muscles and ligaments ranging from the neck to the back.

Joint Problems

In terms of joints while using gadgets, repetitive movements of typing, texting,

tapping and clicking can cause osteoarthritis or the wearing away of cartilage in joints.

Though gadgets aren’t the primary issue, an increased frequency of osteoarthritis

symptoms may develop if the body is prone to such a disease (Harvard Health
Publishing, 2018). Along with these, in an article by Wyzykowski (2018), elbows can

also be strained if constantly bent while using gadgets.

In the case of desktop computers or laptops, sitting for a long amount of time can

lead to lower body pain such as hip, knee and ankle pain. In an article by Franciscan

Health (2019), prolonged sitting can lead to hip stiffness and soreness. Frothingham

(2020) also reports that, like hip problems, prolonged sitting can lead to knee pain. This,

of course, is dependent on multiple factors such as the furniture used, the position of the

person, and most importantly, sitting duration, which can last for hours on end. The same

is also true for the ankles as prolonged inactivity can lead to stiffness and pain as stated

by Sorrento (2019). He also adds that osteoarthritis can also develop in the ankle if

conditions aren’t improved.

Eye Problems

According to Haupert, Sather, and Wojcik (2021), Digital Eye Strain is a term

used to distinguish sorts of eye and vision problems. Such problems include eyes that itch

and tear, eyes that are dry and red, eyes that have felt fatigued and uncomfortable, and

vision that has less focus. The mentioned problems are mainly caused by prolonged

exposure to computers or digital device use. Using E-readers and smartphones may also

cause these problems. Digital Eye Strain has been increasing in frequency over the past

few decades. Multiple numbers of people have symptoms from the usage of a computer

or digital devices for long periods. Digital Eye Strain symptoms may appear to most

computer or digital device users at least some period of the time.


Working in front of a computer all day, or spending a lot of time watching the

television, and playing video games will eventually cause blurry vision. This is due to a

condition known as Computer Vision Syndrome (CVS), a group of eye and vision-related

issues that are the result of too much screen time. Positive news related to the cause is

that CVS is not permanent and there are ways to prevent the problem. Human beings are

not designed to sit in one place and stare at the screen. Computers put too much pressure

on the vision system. The lack of clarity of the letters on the screen, the reduced contrast

and the reflections in the glass make it difficult to see. Poor posture, poor lighting,

viewing distance, and screen resolution can also make symptoms worse (Cooper Vision,

2014).

The amount of time a person spends staring at a computer screen can affect the

eyes and worsen dry eye symptoms. But work obligations may often prohibit the person

from limiting the time it needs to spend in front of a computer. Blinking is important

because it helps spread hydrating substances like tears and mucus across the eyes. If an

individual is blinking less, the tears on the eyes have more time to evaporate, resulting in

red and dry eyes (Nall, 2019).

Eye strain is a common condition. It’s becoming even more frequent in the digital

age. Eye strain caused by the use of digital devices like computers, smartphones, and

tablets is better known as Computer Vision Syndrome (CVS) or digital eye strain.

Generally, eye strain can be treated with simple, noninvasive methods. Prolonged eye

strain or eye irritation may be a sign of something more serious and should be discussed

with a doctor. (Silver, 2017)


Other Health-Related Problems

Other health problems can also be caused by gadgets, one of which affects

sleeping. In an article by Sleep Health Foundation (2016), later bedtimes were reported

by those who frequently used technology. It added that increased alertness and the

reduced ability to perceive sleepiness were caused by technology usage, which caused

later bedtimes in the first place. Thus, a reduced quality of sleep is observed and

drowsiness may or may not be present the following day.

As looking at gadgets for long hours can cause eye strain, exhaustion and lack of

circulation, all of these factors can lead to headaches and migraines (MountSinai.org,

2021). Various factors can also contribute and worsen these headaches and migraines

such as a lack of sleep and a bright screen.

In line with these, Scribner (2019) indicated that many experts and doctors have warned

that excessive exposure to smartphones and screens can have a negative impact on

people's lives, especially by shortening lives. Smartphones are one of the biggest sources

of long-term stress in life, and looking at them constantly can shorten a person's lifespan,

INC said. Experts say that prolonged mobile phone usage can shorten lifespan.

Specifically, doctors warned that people spend too much time looking at smartphones,

which can affect stress levels and cause long-term problems.

A decrease in physical activity was also noted by the American College of Cardiology

(2019). As smart phones continue to become an inherent part of life and gradually

become a major source of entertainment, especially among young people, college

students who use smartphones for more than 5 hours a day have a 43% higher risk of
obesity and are more likely to have other lifestyle habits that increase the risk of heart

disease.

Online Learning and Students’ Health

With all the mentioned problems, in light of the new normal during the COVID-19

pandemic, there was a transition from traditional to online learning. According to SunStar

(2020), the Department of Health advised that health problems can arise from this new mode of

learning. Several factors come into play here such as increased screen time, fatigue, headaches,

and other physical health issues.

Theoretical Framework

This study is based on the study about the Report on health and habits of college students

released by the University of Minnesota (2007), and the effect of internet use on adolescents'

lifestyles: a national survey by Wang et.al (2012) which stated that the frequent use of the digital

devices results in later bedtimes, longer sleep onset latency, and later waking times which takes

away from a person’s energy level. Lower energy levels result in inadequate work performance

and present a major risk to our physical and mental health, resulting in a trend away from active

leisure pursuits and recreational sports and leading us towards sedentary lifestyle. Sedentary

lifestyle or sedentary behavior is defined by activity that involves little or no movement of

physical activity (Garber, et al., 2011). Mangis (2016) stated that this sedentary behavior is

associated with many health risks that affect not only our physical health but also mental health.

Consequently, Mangis (2016) also stated that online courses are beneficial for many reasons.

With the combination of the advances in technology and busy schedules the only way some

people are able to go to school is online. But the addition of sedentary screen time while
participating in multiple online classes could be causing harm to the body. What is unknown is

how much physical activity people get while having to sit in front of the computer for extended

periods of time.

Conceptual Framework

INDEPENDENT DEPENDENT VARIABLE


VARIABLE
Level of Physical Health
Online Learning of NDU-SHS Awareness

Figure 1.0 A diagram illustrating the significant variables that will be considered in this
research.

The conceptual framework shown above illustrates the significant variables that will be

considered in this research. The study wants to investigate how aware students are of the

physical health effects of prolonged gadget usage.

Statement of the Problem

The study aims to determine the level of physical health awareness of the Grade 11 and

Grade 12 students of Notre Dame University - Senior High School on their prolonged usage of

gadgets in online learning. Specifically, it seeks to answer the following questions.

1) What is the profile of the respondents in terms of:

A. Age

B. Sex

2) How often does the student use the following gadgets in online learning?
A. Mobile Phone

B. Laptop

C. Desktop Computer

3) What physical problems does a student encounter when being prolonged on using

the gadgets in terms of:

A. Muscle Problems

B. Joint Problems

C. Eye Problems

D. Other Health Problems

4) How aware are the students of their physical health with their prolonged usage of

gadgets for online learning?

Significance of the Study

The success of this study will help in distinguishing the problems that arise from

prolonged usage of gadgets in online learning as well as whether or not students are aware of

these problems.

To the Department of Education, the results of this study will help in creating and

reinforcing online learning protocols that may help students to learn in a healthy manner.

To the Department of Health, this study can aid in the creation of new health guidelines

and planning of programs and orientations related to prolonged gadget usage.

To the institution and its stakeholders, as this study was primarily conducted on its

students specifically, the study’s results can help the institution in moving forward and making
decisions that are best for the students. This can ultimately lead to a better educating

environment online, and more efficient learning as a whole.

To teachers and educators, the students aren’t the only ones who find online learning

difficult to adjust to. This study can help them see trends and patterns in factors such as gadget

use, and make schoolwork more convenient and applicable for the students. Some of the physical

health problems encountered by students may also apply to teachers as well, as both parties

spend durations of time using gadgets. The success of this study may also contribute to a view of

what kind of plan to have in changing some ways of the learning environment of the students to

prevent some bad effects of prolonged usage of gadgets in online learning.

To health companies and advocators, this study may help them determine which

products would be best to sell for students that will aid them with the health problems they

encounter because of prolonged gadget exposure. This may also help them in the information

they need to put out in infographics, and other means of spreading awareness in order to

encourage healthy learning with healthy students.

To the parents who send their children to school, this study may help them understand

the adverse effects of prolonged usage of gadgets to the physical health of their children and give

them better learning environments at home.

To the students, this study will give notice to the problems that are caused by the

prolonged usage of gadgets. As such, they will be able to form solutions in order to mitigate or

prevent the said problems from happening.

Scope and Delimitation


This study primarily focuses on the level of physical health awareness of the Grade 11

and 12 students of Notre Dame University – Senior High School on their prolonged usage of

gadgets in online learning. Students outside of Notre Dame University - Senior High School will

not be taken into consideration for this study. The study will only collect data from student

respondents of Notre Dame University – Senior High School who will represent the population.

Since this study also focuses on the prolonged usage of gadgets in online learning, only students

enrolled in online learning will be selected.

Definition of Terms

1. Physical Health - It refers to the well-being of the body, as well as how well it functions.

2. Repetitive Strain Injury - A condition that may develop due to repetitive, forceful, or

awkward hand movements for a long duration which can lead to damage of the muscles,

tendons, and nerves of the neck, shoulders, arms, and hand that can result in pain, stress,

or tension.

3. Online Learning - A new mode of learning aimed to deliver education to students from

home during the pandemic.

4. Osteoarthritis - The wearing away of cartilage in joints.

5. Computer Vision Syndrome - Eye strain caused by the use of digital devices like

computers, smartphones, and tablets.

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