Effects On Academic Performance of Gadgets Utilization As Perceived by Grade 12 Students

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EFFECTS ON ACADEMIC PERFORMANCE OF GADGETS UTILIZATION AS

PERCEIVED BY GRADE 12 STUDENTS IN MANITO NATIONAL HIGH


SCHOOL, SCHOOL YEAR 2022-2023

Republic of the Philippines


Department of Education
Region-V(Bicol)
Division of Albay
MANITO NATIONAL HIGH SCHOOL
Manito, Albay

A Completed Research
Presented to Manito National High School
Senior High School Department

In Partial Fulfillment of the Requirements


in Inquiries, Investigations, and Immersions

Presented by:
12-BLOCK J (General Academic Strand)
Group 4

MA. SUZETTE A. RAMOS CRISTINA MARIE D. TALLE


CHRISTINE L. AYALA JOHN MANUEL D. PESCADERO
KIM DREW D. VASQUEZ

June 2023
Second Semester, S.Y 2022-2023

i
Republic of the Philippines
Department of Education
Region V (Bicol)
Division of Albay
Manito National High School
SENIOR HIGH SCHOOL
Balading, Manito, Albay

CERTIFICATION

This is to certify that all the suggestions, comments, and recommendations of the panel of oral
examiner had been integrated in the research entitled, EFFECTS ON ACADEMIC PERFORMANCE
OF GADGETS UTILIZATION AS PERCEIVED BY GRADE 12 STUDENTS IN MANITO
NATIONAL HIGH SCHOOL, SCHOOL YEAR 2022-2023, prepared and submitted by Group No. 04
of Grade 12-Block J GAS as partial fulfillment of the requirements in Inquiries, Investigations, and
Immersion.

Certified True & Correct:

SALLY T. DADEA ANA JEAN DAPA Member


Member
JULIUS CAESAR P. AVERILLA
Chairman

MICHAEL JOE A. BUCAY ANTONIO A. BENITEZ JR.


Editor Statistician

Recommending Approval:

VIRGINIA B. DAGTA
Research Adviser
OIC- Assistant Principal (Acad)

Approved:

EDUARDO L. LLANERA JR.


OIC/SS Principal I
Republic of the Philippines

ii
Department of Education
Region V (Bicol)
Division of Albay
Manito National High School
SENIOR HIGH SCHOOL
Balading, Manito, Albay

RESULT OF ORAL EXAMINATION


Results of the Oral Examination for Group No. 04 of 12-Block J GAS, candidates for graduation in the K
to 12 Basic Education Program, General Academic Strand

Research Title: EFFECTS ON ACADEMIC PERFORMANCE OF GADGETS UTILIZATION AS


PERCEIVED BY GRADE 12 STUDENTS IN MANITO NATIONAL HIGH
SCHOOL, SCHOOL YEAR 2022-2023
Place: AUDIO VISUAL ROOM
Date: JUNE 5, 2023
Time: 1:00 pm

PANEL OF ORAL EXAMINERS ACTION TAKEN

JULIUS CEASAR P. AVERILLA _______________


Chairman

SALLY T. DADEA _______________


Member

ANA JEAN A. DAPA _______________ Member

MICHAEL JOE A. BUCAY _______________ Editor

ANTONIO A. BENITEZ JR. _______________ Statistician


Republic of the Philippines
Department of Education
Region V (Bicol)
Division of Albay
Manito National High School

iii
SENIOR HIGH SCHOOL
Balading, Manito, Albay

APPROVAL SHEET

Upon recommendation of the panel of oral examiner, this research entitled EFFECTS ON
ACADEMIC PERFORMANCE OF GADGETS UTILIZATION AS PERCEIVED BY GRADE 12
STUDENTS IN MANITO NATIONAL HIGH SCHOOL, SCHOOL YEAR 2022-2023, prepared and
submitted by Group No. 04 of Grade 12-Block J GAS is hereby approved as partial fulfillment of the
requirements in Inquiries, Investigations, and Immersions.

________________ Date

Recommending Approval:

VIRGINIA B. DAGTA
Research Adviser
OIC-Assistant Principal (SHS)

Approved:

EDUARDO L. LLANERA JR.


OIC /SS Principal I

ACKNOWLEDGEMENT

iv
We, the researchers would like to express our heartfelt appreciations to the people who helped us

along the way of accomplishing this research paper.

First and foremost, we would like to extend our sincerest gratitude to our research adviser Mrs.

Virginia B. Dagta for granting us the opportunity to conduct this research, for her continuous support,

guidance and never-ending patience in pursuing and making this research possible. She always has time

to assist us despite her busy schedules. She shared an immense knowledge that helped us in conducting

the conducting research.

To our dear research committee composed of Mr. Julius Caesar P. Averilla, Ms. Sally T. Dadea,

Ms. Ana Jean A. Dapa, Mr. Michael Joe A. Bucay and Mr. Antonio Benitez Jr. for sharing their ideas and

their suggestions for the improvement of the study. Without their expertise and guidance, the study would

not have been completed successfully.

To our respondents, for their worthy support, cooperation, and time in providing information that

helped us in completing this research.

To our parents and relatives for their love, care, guidance, and financial support. We are forever

grateful of their moral and financial support which made this study possible.

To our dear friends and classmate for their warm support and assistance that also contributed to

the success of this endeavor; and

Above all our greatest thanks to our God Almighty, for his unwavering love, knowledge strength

and support. Without his divine intercession we will not surpass all the obstacles we have encountered,

and we shall continue to entrust to him all our future endeavors.

The Researchers
Group 4 Block J
General Academic Strand

ABSTRACT

TITLE: EFFECTS ON ACADEMIC PERFORMANCE OF GADGETS


UTILIZATION AS PERCEIVED BY GRADE 12 STUDENTS IN MANITO

v
NATIONAL HIGH SCHOOL, SCHOOL YEAR 2022-2023
RESEARCHERS: MA. SUZETTE A. RAMOS
CHRISTINE L. AYALA
KIM DREW D. VASQUEZ
CRISTINA MARIE D. TALLE
JOHN MANUEL D. PESCADERO

TYPE OF DOCUMENT: Unpublished Senior High School Thesis

SCHOOL: Manito National High School

The study aimed to determine the effects on academic performance of gadget utilization as

perceived by the Grade 12 students in Manito National High School during the School Year 2022-2023.

Specifically, the study sought answer to the following sub-problems: (1) What is the profile of the

respondents along: (a) Age, (b) Section/Block and (c) Address, (2) What is the average time spent on

gadget utilization of the respondents along: (a) Educational Purpose, (b) Entertainment Purpose, (c)

Communication Purpose, (3) What are the effects of gadget utilization in academic performance as

perceived by the respondents? (4) What activity may be proposed to address the identified problem?

Furthermore, the study is a combined qualitative – quantitative research using descriptive normative

research design. It made use of 3 instruments such as (a) survey-questionnaire on the profile of the

respondents, (b) survey-questionnaire on the average time spent on gadget utilization along three

purposes, and (c) survey-questionnaire on the effects of gadget utilization in academic performance as

perceived by the respondents.

Based on the data gathered and analyzed, it was found out that that the majority of the

respondents were 18 years old, proportionally sampled from the six sections and mostly residing in Buyo,

It-Ba, and Pawa. Moreover, the average time spent on gadget utilization among Grade 12 students

differed across educational, entertainment, and communication purposes, with the majority spending less

than 3 hours on their gadgets for educational and communication purposes, and 4-5 hours for

entertainment purposes. Furthermore, there were three primary negative effects of gadget utilization as

perceived by the students such as the tendency to procrastinate and waste time on non-academic activities

vi
with a mean score of 3.78; experience physical discomfort such as eye strain, neck pain, or headaches

with a mean of 3.75 and may interfering with sleep schedule having a mean of 3.66. Thus, the “Game On

for Academic Performance: A 5-Day Gamified Workshop for Grade 12 Students to Leverage Gadgets and

Mitigate Detrimental Effects” is a proposed activity to help the Grade 12 students improve their academic

performance by harnessing the potential benefits of the gadgets while mitigating its detrimental effects.

Based on the analysis, interpretation, and conclusions of the study, several recommendations are

strongly suggested. Grade 12 students should strike a balance between educational and non-educational

gadget usage to prevent procrastination and enhance academic performance. It is important for parents to

encourage responsible gadget usage, setting limits on screen time, especially outside of school hours, and

monitoring their children's activities. Teachers can enhance learning experiences by incorporating

educational content on gadgets and utilizing online resources aligned with the curriculum. The Senior

High School Department should consider integrating workshops on responsible gadget use into the

curriculum to educate students on effective and responsible gadget usage. The Manito National High

School Administration can establish guidelines and policies regarding gadget use during school hours. For

future research, it is recommended to conduct similar studies addressing identified flaws, and explore

specific patterns of gadget usage, such as duration and content, to gain a deeper understanding of their

impact on academic performance and provide targeted interventions and recommendations for

improvement.

Table of Contents

Title Page i
Certification ii
Results of Oral Examination iii
Approval Sheet iv

vii
Acknowledgement v
Abstract vi
Table of Contents viii
List of Figures x
List of Tables xiii
CHAPTER 1. THE PROBLEM
Introduction 1
Statement of the Problem 4
Scope and Delimitation 5
Significance of the Study 6

CHAPTER 2. REVIEW OF RELATED LITERATURE AND STUDIES


Related Literature 9
Related Studies 14
Synthesis of the State-of-the Art 18
Gap to be Bridged by the Study 20
Theoretical Framework 20
Conceptual Framework 24
Definition of Terms 27

CHAPTER 3. RESEARCH DESIGN AND METHODOLOGY


Research Method 29
Sources of Data 30
Instruments Used 30
Respondents 31
Data Gathering Procedure 31
Statistical Treatment 32

CHAPTER 4. PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA

viii
Profile of the Respondents 35
Average time spent on Gadget Utilization along Three Purposes 39
Effects of Gadget Utilization in Academic Performance 41
as Perceived by the Respondents
Proposed Activity 44

CHAPTER 5. SUMMARY, FINDINGS, CONCLUSIONS AND


RECOMMENDATIONS
Summary 58
Findings 59
Conclusions 60
Recommendations 61
Bibliography 63
APPENDICES
Appendix A Approved Letters 69
Appendix B Juror’s Validation Tool 74
Appendix C Data Gathering Instruments 75
Appendix D Documentation 81
Curriculum Vitae 82

LIST OF FIGURES

Figure No. Title Page

1 Theoretical Paradigm 21

2 Conceptual Paradigm 24

ix
LIST OF TABLES

Table No. Title Page

1 Profile of the Respondents in terms of Age 36


2 Profile of the respondents in terms of section 37
3 Profile of the respondents in terms of Address 38

x
4 Average time spent on Gadget Utilization 39
along Three Purposes
5 Positive Effects of Gadget Utilization 41
on Academic Performance
6 Negative Effects of Gadget Utilization 43
on Academic Performance
7 Timetable of the activities in the gamified 49
workshop
8 Working Committees and their Roles/Tasks 51
9 Consolidated Responses from the Instruments 79

xi
1

Chapter 1
The Problem
Introduction

In recent years, there has been a significant increase in the use of gadgets among students,

particularly in the educational sector. With the advancement of technology and the availability of

gadgets, it has become increasingly common for students to spend a significant amount of time

using gadgets such as smartphones, tablets, and laptops. While these gadgets have revolutionized

the way students learn and communicate, they also provide access to a wide range of

entertainment and social media platforms.

The Department of Education (DepEd) recognizes the importance of technology in

education and the need to ensure that the use of gadgets in the classroom is regulated. The

Republic Act 10533, also known as the Enhanced Basic Education Act of 2013, emphasizes the

importance of providing quality basic education for all Filipino learners. It recognizes the role of

technology in enhancing the quality of education and improving the teaching and learning

process. However, the law also highlights the need to ensure balanced technology use which does

not impede the learners' academic performance.

In line with this, the Department of Education (DepEd) has issued various policies and

memoranda regarding the use of gadgets in basic education. DepEd Order No. 8, series of 2013 or

the Policy Guidelines on Classroom Assessment for the K to 12 Basic Education Program,

emphasizes the importance of assessing students' performance in various aspects, including the

use of technology in learning. Moreover, the DepEd recognizes the need to promote the

responsible use of gadgets among students. In 2018, DepEd issued a memorandum entitled

"Guidelines on the Use of Electronic Gadgets among Students," which provides guidance on the

safe and responsible use of gadgets for students. The memorandum emphasizes the need to
2

balance gadget use with other activities and to ensure that student's gadget use is age-appropriate,

safe, and healthy.

Numerous studies have examined the effects of using electronic gadgets on students'

academic performance, with some showing positive results and others highlighting negative

effects on academic performance. For example, Bhenke et al. (2005) found that the use of gadgets

like tablet PCs had a highly significant direct benefit on student academic performance,

especially for those who might otherwise perform poorly. Similarly, Articulo et al. (2020)

reported that using electronic gadgets in an educational manner could help students become good,

strong, progressive, and effective learners.

From a psychological perspective, experts have conducted research that highlights the

positive effects of gadget use on academic performance. Psychologist Dr. Jane Wang and her

colleagues conducted a study that showed how educational apps and digital resources accessed

through gadgets can enhance students' engagement, motivation, and overall academic

achievement (Wang et al., 2020). Additionally, Dr. Patricia Greenfield, a developmental

psychologist, found that the use of digital media and gadgets can enhance critical thinking skills,

information literacy, and creative problem-solving abilities in students (Greenfield, 2018). These

findings suggest that when used appropriately, gadgets can have a positive impact on students'

academic performance and cognitive development.

However, in this contemporary generation, the use of gadgets by students is becoming a

growing concern for parents and educators. While gadgets can provide educational benefits such

as access to information, educational apps, and online resources, their excessive use may have

negative effects on students' academic performance. Research has shown that excessive gadget

use can cause distractions, which can lead to poor academic performance, reduced learning, and

decreased retention of information. Moreover, the use of social media and gaming platforms can
3

lead to addiction, anxiety, and stress, which can further affect students' academic performance.

Some studies have demonstrated that excessive gadget use can have negative effects,

including poor academic performance and negative impacts on students' physical and mental

health. Othman et al. (2020) found that the total time spent on electronic gadgets was

significantly associated with students' academic performance, with students who spent more time

on gadget use having a high level of dependency on gadgets and poor academic achievement.

Additionally, the study by Rashid et al. (2021) showed that the more frequently adolescents use

gadgets, the more they are at risk of physical and mental health complications such as headaches,

sleeping disorders, and depression, which can also affect their academic performance.

From a psychological perspective, experts have expressed concerns about the potential

effects of excessive gadget use on academic performance and mental health. Psychologist Dr.

Kimberly Young, founder of the Center for Internet Addiction, warns that excessive use of

gadgets and digital media can lead to decreased productivity, poor time management, and

increased distractions, which can negatively impact academic performance (Young, 2018).

Furthermore, a study conducted by Dr. Larry Rosen, a research psychologist specializing

in the effects of technology on society, found that excessive gadget use can contribute to attention

difficulties, reduced cognitive abilities, and impaired learning (Rosen, 2019). He emphasizes the

importance of establishing healthy technology boundaries to maintain a balance between gadget

use and academic activities.

Despite the existing research on gadget use and its effects on academic performance,

there is a lack of research specifically addressing this issue at Manito National High School,

especially among Grade 12 students. Therefore, this study aims to fill this gap in the literature by

examining the effects of gadget utilization on academic performance as perceived by selected

Grade 12 students during the School Year 2022-2023. The study adopts a combined qualitative-
4

quantitative method and utilizes a descriptive normative research design.

By conducting this study, it is aimed to shed light on both the beneficial and detrimental

aspects of gadget utilization on academic performance among Grade 12 students in Manito

National High School during the School Year 2022-2023. The findings will provide valuable

insights into how gadget use affects students' academic performance positively, such as through

improved access to information, educational apps, and online resources. Additionally, the study

will identify any negative effects, such as distractions and reduced learning due to excessive

gadget use. By understanding both sides of the equation, this research will contribute to

promoting responsible gadget use among students, enabling them to strike a balance between

their academic commitments and gadget-related activities. Ultimately, it is expected that the

study will help students manage their time effectively and optimize their academic performance

while utilizing gadgets in a healthy and productive manner.

Statement of the Problem

The study aimed to determine the effects on academic performance of gadget utilization

as perceived by the Grade 12 students in Manito National High School during the School Year

2022-2023. Specifically, the study sought answer to the following questions:

1. What is the profile of the respondents along:

a. Age

b. Section/Block

c. Address

2. What is the average time spent on gadget utilization of the respondents along:

a. Educational Purpose
5

b. Entertainment Purpose

c. Communication Purpose

3. What are the effects of gadget utilization in academic performance as perceived by the

respondents?

4. What activity may be proposed to address the identified problem?

Scope and Delimitation

The study aimed to determine the effects on academic performance of gadget utilization

as perceived by the selected Grade 12 students in Manito National High School during the School

Year 2022-2023. Specifically, it dealt with: a) the profile of the respondents along their age,

section/block, and address; b) the average time spent on gadget utilization of the respondents

along educational purpose, entertainment purpose, communication purpose; c) the effects of

gadget utilization on academic performance as perceived by the respondents; and d) the activity

that could be proposed to address the identified problem. It was conducted at Manito National

High School during the school year 2022-2023 to the selected Grade 12 students. Moreover, it

employed the descriptive-normative survey research design. To gather the needed data, research

instruments such as survey questionnaires were used. Statistical computations such as frequency

count, mean score, average mean, and percentage were also used to analyze and interpret the data

gathered.

On the other hand, the study was limited to 166 respondents, employing the simple

random sampling method due to an insufficiency of resources and the timing of its

implementation. In terms of research focus, it did not include the grade 7–11 students since they

might have been at a different stage of academic and cognitive development compared to grade

12 students. According to Dr. Jean Piaget, a renowned developmental psychologist, individuals


6

progress through distinct stages of development, characterized by changes in their thinking

patterns and abilities. Grade 7–11 students are typically situated in the formal operational stage of

cognitive development, marked by abstract thinking and hypothetical reasoning (Piaget, 1972). In

contrast, grade 12 students are generally transitioning into the post-formal operational stage,

characterized by more sophisticated and complex thinking, including increased decision-making

capabilities and the ability to reflect on their own thoughts (Labouvie-Vief, 1984). Considering

these developmental differences, it is important to focus the study specifically on grade 12

students. Their advanced cognitive abilities and imminent transition to higher education or the

workforce make them a suitable target population for investigating the effects of gadget

utilization on academic performance and decision-making processes.

Furthermore, Dr. Pamela Rutledge, a media psychologist, emphasizes that adolescents'

cognitive abilities and information processing skills continue to develop throughout high school

(Rutledge, 2020). As grade 12 students are in their final year of high school, they have likely

gained more experience in utilizing gadgets and have honed their skills in managing digital media

and educational resources.

Significance of the Study

The present study was deemed beneficial to the following beneficiaries:

Grade 12 Students. The study can benefit Grade 12 students by providing them with

concrete proof and data on the effects of gadget utilization on their academic performance.

Armed with this knowledge, students can make informed decisions about their gadget use,

leading to a more balanced and productive approach to their studies. The study can also offer

specific recommendations on effective time management techniques, enabling students to allocate

their time wisely between academic tasks and gadget use, ultimately improving their overall

academic performance and reducing distractions.


7

Parents. The study's findings can greatly benefit parents by offering empirical evidence

of how gadgets can affect their children's academic performance. Parents can establish clear

guidelines and boundaries for gadget use at home, ensuring that their children strike a healthy

balance between gadgets and academics. By applying responsible gadget use practices, parents

can support their children in maximizing their learning potential, fostering a conducive study

environment, and encouraging academic success.

Teachers. The study can provide valuable insights to teachers regarding the effects of

gadget utilization on their student academic performance. With this knowledge at their disposal,

teachers can adapt their teaching methods and classroom strategies to minimize gadget-related

distractions and enhance student engagement. They can design lessons that incorporate gadgets in

a purposeful and controlled manner, leveraging the benefits of gadgets while mitigating the

negative effects on learning. This can ultimately lead to improved classroom dynamics and

student performance.

Senior High School Department. The study can benefit the Senior High School

Department by offering a comprehensive understanding of how gadgets affect the academic

performance of Grade 12 students. With this understanding, the department can develop targeted

interventions and support systems to address the challenges posed by excessive gadget use. By

implementing programs that promote responsible gadget use, the department can create an

environment that fosters academic excellence and supports the overall development of the

students.

MNHS Administration. The findings of the study can serve as a foundation for the

MNHS administration to formulate evidence-based policies and guidelines regarding gadget use

among Grade 12 students. These policies can emphasize responsible gadget use, establish clear

boundaries, and provide support mechanisms for students. By implementing such guidelines, the
8

administration can create a school culture that prioritizes academic performance while promoting

healthy gadget use habits. Additionally, the study can inform the administration's decision-

making processes when allocating resources to address any negative impacts of excessive gadget

use on academic performance.

Future Researchers. The study's findings can contribute to the existing body of

knowledge on the topic, providing future researchers with a solid foundation for further

investigations. Researchers can build upon the study's results, exploring additional factors or

variables related to gadget utilization and academic performance. This ongoing research can lead

to the development of more nuanced theories, interventions, and strategies aimed at optimizing

gadget use in educational settings. Ultimately, the study can inspire a broader research agenda

focused on enhancing student learning outcomes in the digital age.


9

Chapter 2

Review of Related Literature and Studies

This chapter presents a review of related literature and studies on the effects of gadget

utilization on the academic performance of students. The related literature provides the researcher

with a substantial background on the relationship and effects, or impact, of gadgets on academic

performance, while the review of studies provides the empirical findings that enriched the data

analysis of the study. The related literature and studies established the relevance of the present

study.

This chapter also covers the synthesis of the state-of-the-art, the gap bridged by the study,

the theoretical and conceptual framework, and the definition of terms to validate the direction and

substance of the study.

Related Literature

Gadgets have become a popular learning tool that offers benefits to students in the

learning process. They motivate students to learn and actively participate in their classes and help

them complete their school tasks in a shorter period. However, excessive use of gadgets

negatively affects students' academic performance. Several studies, both foreign and local,

support the effect of using gadgets on school performance.

Foreign. According to Smythe (2019), gadgets have enormous advantages in the

classroom as they enhance the learning experience for both students and teachers. While some

professors prefer to ban gadgets, they provide students with opportunities to learn in different

ways and explore the world outside their classroom. Educational technology enthusiasts believe
10

that the use of gadgets will improve the quality and effectiveness of education by arousing

students' interest and meeting their learning needs.

The cited literature of Smythe (2019) on the advantages of gadgets in the classroom and

how they enhance the learning experience of students and teachers is related to the present study

as it investigates the effects of gadget utilization on academic performance. The study's findings

on the benefits of gadgets for education may support the premise of the present study.

Similarly, in a study conducted by Chen and Lee (2020), it was found that the time spent

on using electronic devices, including smartphones, tablets, and laptops, had a positive effect on

the academic performance of college students. The study surveyed 1,022 college students and

found that those who spent more time on electronic devices for educational purposes had higher

GPAs and were more likely to achieve academic success. The researchers suggested that the use

of electronic devices may enhance students' learning experiences by providing them with access

to a wide range of information, allowing them to communicate with teachers and peers, and

enabling them to collaborate on projects.

The cited literature of Chen and Lee (2020) on the positive effect of electronic devices on

academic performance is related to the present study as it investigates the average time spent on

gadget utilization for educational purposes and its effect on academic performance. The study's

findings may provide a potential area for exploration in the present study on the factors that affect

academic performance.

In contrast, Parillo (2018) states that students who constantly use their cell phones or

electronics are often less engaged in the classroom, leading to shallow classroom discussions and

reduced learning levels. Furthermore, Felisoni and Godoi (2018) explain that although gadgets

provide an effective learning tool, mobile phones have a negative effect on students' grades as

they distract them from learning lessons. Learners tend to overestimate their ability to multitask,
11

which can negatively impact academic performance, especially when mobile phones are used in

class.

Parillo's (2018) and Felisoni and Godoi's (2018) studies on the negative effects of

excessive gadget use on academic performance are related to the present study as they investigate

the impact of gadget utilization on academic performance. The studies' findings provided insights

into the potential risks of excessive gadget use.

Similarly, Sunday, Adesope, and Maarhuis (2021) found that smartphone addiction

negatively affects students' academic performance. When students neglect their daily practices,

engage in excessive smartphone use, or excessively text on their phones, they tend to develop a

behavioral addiction to smartphone use, resulting in a decline in academic performance.

Sunday, Adesope, and Maarhuis's (2021) study on the negative effects of smartphone

addiction on academic performance is related to the present study as it investigates the effects of

gadget utilization on academic performance, including the impact of excessive gadget use on

academic performance. The study's findings on the negative effects of smartphone addiction on

academic performance provided information to the present study on the potential risks of

excessive gadget use.

Overall, while gadgets offer several benefits in education, excessive use of them can have

negative effects on students' academic performance. It is essential to strike a balance between the

use of gadgets and traditional teaching practices to enhance students' learning experience

Local. The use of technology in the classroom has been widely adopted in the

Philippines, as it has shown improvements in students' academic performance. In an article by

The Philippine Star on July 12, 2014, it was stated that the use of computers, internet, and mobile

devices in the classroom has helped students become more independent and improve their critical

thinking, communication, collaboration, and engagement in learning. Moreover, it has prepared


12

them for future jobs that require digital literacy.

The Philippine Star (2014) reported that the use of technology in the classroom has

shown improvements in students' academic performance. This finding is related to the present

study as it suggests that technology can be a useful tool in enhancing the learning experience of

students.

Sabio and Jin (2018) found that the use of mobile devices, such as cellphones, in school

helps with learning, and as mobile devices become more affordable, sustainable, and portable,

they have become personal ecosystems of people in the 21st century. The majority of the

participants in their study indicated that mobile devices have shown potential to be adopted in

existing public senior high schools, which means that mobile devices can help students finish

their work more easily as they have access to the internet. However, the use of mobile devices in

schools should be guided by policies that ensure they are used for educational purposes and do

not distract students from learning.This study is related to the present study as it highlights the

potential of mobile devices to support students' learning and the importance of having policies in

place to ensure their appropriate use.

However, while mobile devices such as smartphones can be useful for accessing

information and finishing school work, there are also potential negative effects on students'

academic performance. Capulong (2018) points out that students can become too dependent on

gadgets and neglect other aspects of their lives, such as social relationships and physical activity.

In addition, students may spend more time using gadgets for entertainment rather than studying,

which can negatively affect their learning habits and academic performance (Contillo et al.,

2019).

Capulong (2018) noted that while gadgets such as smartphones can be useful for

accessing information and finishing school work, they can also negatively affect students'
13

academic performance if they become too dependent on them. This finding is related to the

present study as it highlights the importance of promoting a balanced use of technology and

recognizing the potential negative effects of gadget dependence on academic performance.

It is important to recognize that addiction to gadgets can have similar symptoms to drug

addiction, as noted by Pulido (2019) in The Manila Times. This addiction can lead to distractions

during class and poor academic performance. To mitigate this, it is suggested that schools

prohibit the use of mobile devices during class to encourage active listening and note-taking. This

finding is related to the present study as it underscores the potential negative effects of gadget

addiction on students' academic performance and the need for schools to implement measures to

mitigate this problem.

It is for these reasons that the researchers’ present study dealt in determining the effects

on academic performance of gadgets utilization as perceived by Grade 12 students in Manito

National High School. Specifically, the study seeks to determine the average time spent on

gadgets utilization along educational, entertainment, and communication purposes, the factors

that affects academic performance and the effects of gadget utilization in academic performance.

The importance of gadgets in education has been emphasized in previous studies by Smythe,

Chen and Lee, Jin and Sabio, and The Philippine Star. They have highlighted the potential of

gadgets such as mobile phones, laptops, and computers to enhance learning experiences and

academic performance. However, Parillo, Felisoni and Godoi, Sunday, Adesope and Maarhuis,

Dios, Contillo et al., and Pulido have also cautioned against excessive gadget use, which can lead

to addiction and have a negative impact on overall academic performance. It is important to

examine these potential effects in order to better understand the role that gadgets play in the

education of students.

Related Studies
14

A number of studies and researches that have bearing on the present study had been

reviewed and presented below since all of them have dealt with the gadget utilization and its

effects and relationship towards the academic performance of students.

Foreign. Cotton (2014) investigated the effect of technology on student achievement in

rural high schools. The study used a mixed-methods research design and surveyed 276 students

from three rural high schools in the United States. The findings showed that the use of

technology, including laptops, smartphones, and tablets, positively affected student achievement

in reading and writing, but had no significant effect on math achievement. Additionally, the study

found that students who used technology for educational purposes reported higher levels of

engagement and motivation in their learning.

The cited study is related to the present study in terms of topic, as both studies investigate

the effects of gadget utilization on academic performance. The significant findings of the cited

study showed that technology use positively affected student achievement in reading and writing,

and increased engagement and motivation in learning. These findings are relevant to the present

study, as they suggest that gadget utilization can have both positive and negative effects on

academic performance, depending on the purpose and frequency of use.

Othman, Kelana, and Jamaludin (2020) determine the association of electronic gadget use

with academic performance. Through a descriptive, cross-sectional study design, there were 233

students (124 males and 109 females). 112 out of 233 respondents spent more than 6 hours on

electronic gadgets. 31 respondents spent at least 2 to 3.99 hours, 38 respondents spent time

between 0 and 1.99 hours, and 52 respondents spent 4 to 5.99 hours of their daily lives on

electronic gadgets. The result showed that most of the respondents had poor academic

achievement due to their long-term usage of gadgets. The result also showed that the time spent

using gadgets can affect the students’ academic performance. The results of this research
15

provided significant information about how the time spent using gadgets is associated with the

academic performance of the students.

The cross-sectional and ex post facto study of Gonzalvo (2020) was about the impact of

video game usage on adolescents’ academic performance. The results showed that students spend

an average of 47.23 minutes a day playing video games. In his compelling findings, it was shown

that the students who spend more time playing video games during weekends are those who fail

more subjects, while those who spend less time on it get the best grades. Therefore, his study

concluded that there is an inverse relationship between academic performance and time spent

playing video games—the longer the time spent playing gadgets, the poorer the academic

performance.

The studies of Othman, Kelena, Jamaludin (2020), and Gonzalvo (2020) focused on

determining the average time spent using gadgets and its impact on and relationship with the

academic performance of the students. Seemingly, their study has a positive bearing on the

present study, since the researchers will seek out to answer the specific research problem which is

the average time spent by the Grade 12 students in using their gadgets and its effect on their

school performance.

The empirical study of Arefin et al. (2017) identified the factors that affect the level of

smartphone addiction and its impact on the overall academic performance of the students. Results

revealed that factors like increased impatience and daily-life disturbances were significantly

related to academic performance. Their study identified that the regular academic performance of

the students was hampered by the extensive use of smartphones.

The studies of Sunday, Adesope, and Maarhuis (2021) and Arefin et al. (2017) focused

on the behavior of the students towards gadget usage and its inverse effect with regards to their
16

academic performance. Their findings encouraged the present researchers to determine if the

behavior of the Grade 12 students affected their time spent using gadgets.

Local. Based on the premises revealed in the research conducted by Articulo et al.

(2020), it showed that in using electronic gadgets in an educational manner, gadgets could be a

foundation for good, strong, progressive, and effective students in the class. According to them,

the seniors in high school are highly educated in manipulating gadgets since they know how to

educate themselves with regards to the ill effects of the various gadgets. They are also responsible

for using it. The results showed that using electronic gadgets is effective in developing the

knowledge, skills, and attitude of students toward their academic performance in school.

Likewise, the study of Conquilla et al. (2021) investigated the impact of social media

usage on students’ academic performance amidst the new normal of education, specifically

during the COVID-19 pandemic. Based on their statistical findings, the level of social media

usage in terms of academics, entertainment, and communication is high. Most of their

respondents are using social media for academic purposes. The respondents also use wisely their

allotted time on social media. The study by Conquilla et al. (2021) concluded that social media

usage has a positive effect on students’ academic performance.

The studies of Articulo et al. (2020) and Conquilla et al. (2021) focused on the

significance of gadgets if they are used in an educational manner. Both of their studies revealed

that the students at the senior level are more likely to be wise and responsible in their gadget

usage. Thus, by analyzing their studies, the current researchers would like to determine if the

Grade 12 students of Manito National High School use their gadgets for educational purposes and

if they are wise enough in using them.


17

Gabiota et al. (2017) assessed the positive and negative effects of gadgets on the

academic performance of the students. The population included the randomly selected students

from Grade 7 through Grade 12, with a total of 115 students chosen through a quantitative

experimental research design. The established findings of their study indicated that the positive

effects of gadgets on the students’ academic performance were that they greatly helped the

students' studies, resulting in high grades, and that they were more productive because of the

gadgets they used. On the other hand, the opposing effects of gadgets are that they can make a

student addicted to them, and they will have difficulty performing well in school.

Like the cited study by Gabiota et al. (2017), the present study also focused on the

positive and negative effects of the time spent using gadgets on the school performance of the

Grade 12 students.

The study by Catalla et al. (2019) was about addiction to gadgets and its negative impact

on students’ academic performance. They prepared an intervention to help the students improve

their performance and overcome their addiction to gadgets. They also create a timetable to fix the

schedule of using gadgets and doing schoolwork. The study showed positive results with regards

to the intervention they did. It was also stated that this helped the students focus on their studies

and perform well in school. Catalla et al. (2019) conclude that minimizing the time spent on

gadgets will give the students a stronger connection to school and increase their productivity.

The study of Catalla et al. (2019) is seemingly related to the present study since the

researchers’ aim is likewise to determine the improvement in the school performance of the

students and to help them in time management for study and the use of gadgets through the use of

the project proposal template.


18

However, the results of the study by Antigo and de Guzman (2021) stated that there is no

significant relationship between the extent of the effect on the level of usage of electronic gadgets

and the academic performance of the students. They concluded that the usage of gadgets by the

students cannot be attributed to their improved or poor academic performance as well as study

habits. Improved or poor academic performance may be attributed to other factors such as

teaching pedagogies, teachers’ competencies, instructional resources, the school environment,

and many others.

The study of Antigo and de Guzman (2021) is somehow related to the present study since

their study focused on determining the relationship between gadget usage and academic

performance. Hence, with the significant findings of Antigo and de Guzman, the present

researchers are encouraged to determine if gadget usage is a factor that affects the school

performance of the Grade 12 students.

Synthesis of the State-of-the-Art

Gadgets serve various purposes, encompassing education, communication, and

entertainment. Regardless of their intended purposes, these devices have both positive and

negative effects on students' academic performance. Therefore, a comprehensive review of

relevant studies focused on investigating the relationship between gadgets and their impact on

students' academic performance.

Prominent researchers such as Smythe (2019), Chen and Lee (2020), Jin and Sabio

(2018), and The Philippine Star (2014) emphasize the importance of gadgets in education and

their role in enhancing students' learning experiences and academic performance.

Conversely, Parillo (2018), Felisoni and Godoi (2018), Sunday, Adesope, and Maarhuis

(2021), Capulong (2018), Contillo et al. (2019), and Pulido (2019) argue that excessive usage of
19

gadgets has a detrimental effect on students' overall academic performance. They contend that

students' excessive time spent on gadgets hampers their learning process and can lead to gadget

addiction.

Studies by Cotton (2014), Articulo et al. (2020), and Conquilla et al. (2021) demonstrate

that gadgets can positively influence academic performance when used for educational purposes.

Additionally, Articulo et al. (2020) and Conquilla et al. (2021) find that senior-level students tend

to exhibit more responsible gadget usage.

Other studies, such as those conducted by Othman, Kelena, and Jamaludin (2020) and

Gonzalvo (2020), focus on determining the average time spent using gadgets and its relationship

with students' academic performance. Gabiota et al. (2017) assess both the positive and negative

effects of gadgets on academic performance. Researchers like Sunday, Adesope, and Maarhuis

(2021), Arefin et al. (2017), and Catalla et al. (2019) investigate the behavioral aspects of

students' gadget usage and its impact on academic performance. Notably, Catalla et al. (2019)

propose an intervention to help students improve their performance and overcome gadget

addiction.

On the contrary, Antigo and de Guzman (2021) find no significant relationship between

excessive gadget use and academic performance. They argue that other factors such as teaching

pedagogies, teachers' competencies, instructional resources, and the school environment might

play more significant roles in determining students' academic performance.

Based on the comprehensive review of related literature and studies cited, it is evident

that the present research is both valid and relevant. The findings can serve as a valuable guide for

future researchers in the Manito District. Consequently, this study aims to investigate the

perceived effects of gadget utilization on academic performance among Grade 12 students at

Manito National High School, following the approach taken by previous researchers.
20

Gap Bridged by the Study

Analysis of the related literature and studies shows that gadgets had an effect on

academic performance. The related studies reviewed revealed the effects and significant

relationship between gadgets and academic performance. However, research about the behavior

of the students towards gadget usage and its inverse effect on their academic performance was

seldom conducted. Of all the studies surveyed by the present researchers, only one study dealt

with a negligible relationship between academic performance and the level of effects on the use

of electronic gadgets.

Moreover, by careful comparison of the related literature and studies, it was shown that

many researchers had dealt with the effects and relationship between gadgets and their effect and

impact on academic performance. However, no research had been conducted here in Manito

National High School about the effect of gadget utilization on the academic performance of the

students, particularly the Grade 12 students.

This was the gap bridged by the present study. The researcher aimed to determine the

effects on academic performance of gadget utilization as perceived by the selected Grade 12

students in Manito National High School during the School Year 2022-2023.

Theoretical Framework

The study was anchored on three theories such as Self-Regulation Theory, Attention

Control Theory and Cognitive Load Theory.

Specifically, Self-Regulation Theory stated that individuals have the ability to regulate

their own behavior, thoughts, and emotions in order to achieve their goals (Zimmerman, 2000).

The theory suggests that self-regulation is a key factor in academic success, as students who are
21

able to regulate their own behavior are more likely to engage in productive academic activities,

such as studying, completing assignments, and attending classes.

In relation to the study, the regulation of behavior emphasized in Self-Regulation Theory

suggests that students who are able to regulate their use of gadgets may be more likely to engage

in productive academic activities, which can improve their academic performance. Conversely,

students who struggle to regulate their use of gadgets may be more likely to engage in

unproductive activities, such as social media use or gaming, which can detract from their

academic performance.

Moreover, Attention Control Theory postulated that attention is a limited resource that

can be allocated to different tasks and activities (Eysenck & Derakshan, 2011). According to the

theory, individuals who are able to control their attentional resources are more likely to be

successful in academic and other activities that require focused attention.

The Attentional Control Theory suggests that students who are able to control their

attentional resources may be better able to balance their gadget along with their responsibilities in

school. Conversely, students who struggle with attentional control may find it difficult to limit

their gadget use, which can interfere with their ability to focus on school tasks.

Finally, Cognitive Load Theory asserted that working memory, which is the part of the

brain responsible for processing information, has a limited capacity (Sweller, Ayres, & Kalyuga,

2011). According to this theory, when individuals are presented with information that exceeds

their working memory capacity, they may experience cognitive overload, which can interfere

with their ability to learn and retain information.

In this regard, the Cognitive Load Theory suggests that students who spend a significant

amount of time on gadgets may be more likely to experience cognitive overload, particularly if

they are using gadgets for non-educational purposes during times when they should be focusing
22

on schoolwork. This can interfere with their ability to learn and retain information, which can

ultimately affect their academic performance. On the other hand, students who are able to limit

their gadget use and focus on academic tasks may be less likely to experience cognitive overload,

which can improve their ability to learn and retain information, and ultimately improve their

school performance.

Hence, combining the significant concepts from the three theories it can be said that

improvement of school performance occur effectively if a student know how to regulate their

behavior, thoughts, and emotions in order to achieve their goals, students ability to focus on their

attentional resources while filtering out distractions and the limit of presenting too much

information which manifested in the students’ ability to learn and retain information. In relation

to the present study, students who can regulate their use of gadgets may be more likely to engage

in productive academic activities, able to control and balance their gadget use with their

responsibilities in school and students who are able to limit their gadget use and focus on school

tasks can definitely achieve an outstanding academic performance. The paradigm of the

theoretical framework is shown in Figure 1.


23

Regulation of Attention Control High working


behavior memory

Perceived effects to Academic


Performance

Improvement of academic
performance
24

Figure 1. The Theoretical Paradigm

Conceptual Framework

The overuse of gadgets by students has become a significant challenge for teachers and is

negatively affecting their academic performance. Gadgets have the potential to improve learning

outcomes and academic performance, but excessive usage leads to distraction and lack of

engagement in classroom activities. The problem lies in students using gadgets mainly for

entertainment and communication purposes instead of utilizing them for educational purposes. To

address this issue, there is a need to raise students' awareness of the negative effects of excessive

gadget use on their academic performance.

One potential solution is to promote appropriate gadget usage among students to optimize

their learning outcomes. By utilizing gadgets for educational purposes, students can become more

engaged and motivated in their learning activities. As highlighted by Articulo et al., effective

gadget use can lead to improved academic performance. Teachers and parents play a crucial role

in guiding students on the appropriate usage of gadgets to improve their academic performance.
25

The Attention Control Theory (ACT) proposed by Eysenck and Derakshan (2011)

suggests that individuals have limited cognitive resources that are allocated to performing tasks.

This theory emphasizes the importance of attentional control, which refers to the ability to

selectively attend to relevant information and filter out distractions. According to the ACT,

students with high attentional control are able to efficiently allocate their cognitive resources,

while individuals with low attentional control may experience difficulties in focusing their

attention and performing tasks effectively. This theory provides a framework for understanding

how excessive gadget use, which can lead to cognitive overload, may have negative effects on

attentional control and subsequently affect academic performance.

The present study will gather data on the profile of Grade 12 students in terms of age,

block/section, and address. The study will also collect data on the average time spent on gadget

utilization for educational, entertainment, and communication purposes, along with the factors

that affect academic performance as perceived by the respondents. The study will analyze the

effect gadget use on academic performance, considering the Attention Control Theory, and

examine how the amount of time spent using gadgets affects attentional control and academic

performance. The process involves instrument validation, data gathering, collection, processing,

and analysis. As a result of this study, will be a proposed activity that aims to address the

identified problem of excessive gadget use affecting academic performance. Based on the

findings, the researchers will propose an activity that will focus on improving students' attentional

control and self-regulation skills to enhance their academic performance. The proposed activity

will consider the specific needs and circumstances of Grade 12 students in the sample.

The paradigm of the conceptual framework is presented in Figure 2.


26

INPUT PROCESS OUTPUT


 Profile of respondents in Validation of
terms of: instruments
a. Age
b. Block/section
c. Address Data Gathering
 Average time spent on
gadget utilization along: Proposed
a. Educational Purpose Data Collection Activity to
b. Entertainment and Processing Address
Purpose the
c. Communication Identified
Purpose Data Analysis Problem
 Factors that affect and
academic performance as Interpretation
perceived by the
respondents
 Effect of gadget
utilization on academic
performance

Figure 2. The Conceptual Paradigm


27

Definition of Terms

To facilitate a clearer understanding of the study, the following terms were conceptually

and operationally defined.

Communication Purpose. It refers to the reason or objective behind a particular

communication or message, such as to inform, persuade, or entertain

(https://courses.lumenlearning.com). In relation to the study, it refers to the use of gadgets for

sending and receiving information such as through text messaging, calling, or using social media

platforms for communication purposes.

Educational Purpose. It refers to the primary goal of education, which is to help

students acquire knowledge, skills, and values that will enable them to lead productive and

fulfilling lives (https://www.nea.org). With respect to the study, it refers to the use of gadgets for

school-related activities such as research, PowerPoint presentations, or accessing educational

resources.

Effects. It refers to a change which is a result or consequence of an action or other cause.

(https://languages.oup.com). Whereas, in relation to the study, it refers to the consequences or

influence of time spent using gadgets on the school performance of Grade 12 students.

Entertainment Purpose. Entertainment purpose refers to the aim of a particular media

or activity to provide amusement or enjoyment to the audience

(https://courses.lumenlearning.com). In terms of the present study, it is the use of gadgets for

leisure and recreational activities such as playing games, watching videos or listening to music.

Gadgets. a small mechanical or electronic device or tool, especially an ingenious or

novel one (https://languages.oup.com). In relation to the study, it refers to electronic devices that
28

are usually used by the Grade 12 students. It can be smartphones, laptops, and other handheld

devices.

Gadget Use. Gadget use refers to the utilization of electronic devices or technological

tools designed to perform specific functions, such as smartphones, laptops, or tablets

(https://www.techopedia.com). With respect to the study, it refers to the amount of time Grade 12

students spend using gadgets for various purposes.

Grade 12 Students. Grade 12 students refer to high school students in their final year

of secondary education, typically aged 17-19 years old (https://www.edweek.org). Whereas in

relation to the study, it refers to the respondents of the study, who are in their final year of high

school education.

Intervention. It refers to an action taken to improve or help a situation

(https://www.oxfordlearnersdictionaries.com). In terms of the present study, it refers to the

proposed strategies or project designed to help students in time management for study and use of

gadget to improve school performance.

Academic Performance. Academic performance refers to the level of achievement,

skills, and knowledge demonstrated by a student in various academic tasks, such as tests,

assignments, projects, and other forms of assessment. (https://nces.ed.gov). In relation to the

study, it refers to the level of academic achievement of Grade 12 students as measured by their

grades in various academic subjects.

Time Spent in Using Gadgets. Time spent in using gadgets refers to the amount of

time an individual spends utilizing electronic devices, such as smartphones, computers, or tablets,

for various activities (https://www.psychologytoday.com) . Whereas in relation to the study, it

refers to the total amount of time Grade 12 students spend using gadgets for educational,

entertainment, and communication purposes both in school and at home.


29

Chapter 3

Research Design and Methodology

This chapter includes a discussion of the research methods, research design, sources of

data, respondents of the study, data gathering procedures to be undertaken by the researchers,

instruments to be used in data gathering, and statistical tools to be used in the analysis and

interpretation of data.

Research Method and Design

This study is a combined qualitative-quantitative method and descriptive normative research

design techniques. Combined qualitative-quantitative method is defined as research approach that

"integrates both qualitative and quantitative data collection and analysis procedures" (Creswell

and Plano Clark, 2007). This type of research method allows researchers to gather a wide range of

data on a topic of interest, and to triangulate these data in order to increase the validity and

reliability of the findings. The use of both qualitative and quantitative methods can provide a

more comprehensive understanding of the topic, and allows researchers to explore both the

numerical data and the more in-depth experiences and perspectives of those involved in the study.

Whereas, the descriptive normative research design is primarily used for describing and

understanding the current state of a phenomenon, identifying patterns and trends, and making

comparisons to established norms or standards. The descriptive normative research design was

deemed appropriate for the study because it allowed us to gather quantitative data on the average

time spent using gadgets as well as qualitative data on the effects it on the academic performance

of the Grade 12 students. This research design helped the researchers gain a nuanced and

comprehensive understanding of the current situation under the researchers' present study and
30

compared the collected data to establish norms, which was crucial for identifying deviation from

these norms. Moreover, this helped the researchers make recommendations for a possible

intervention and solution.

Sources of Data

The needed data were drawn from the following:

Primary Sources. The respondents of the study, specifically the Grade 12 students of

Manito National High School, were considered as first-hand sources of data for the study. Their

direct response to the survey questionnaire provided by the researchers were used to determine

the effects of gadget utilization on their academic performance.

Secondary Sources. The researchers utilized the data coming from different researches

with a connection to this problem as the secondary sources of data for the study.

Instruments Used

In gathering the data, the researchers used 3 instruments such as (a) survey-questionnaire

on the profile of the respondents, (b) survey-questionnaire on the average time spent on gadget

utilization along three purposes, and (c) survey-questionnaire on the effects of gadget utilization

in academic performance as perceived by the respondents.

The respondents filled out their information in the profile. Next, they checked the

following indicators for each purpose of gadgets based on the following choices: less than 3

hours, 4-5 hours, 6-7 hours, 8-9 hours, and more than 10 hours. Lastly, they also assessed the

following indicators based on their perception of the effects of gadget utilization on academic

performance. The choices for each item were as follows: 5 – Strongly Agree (SA); 4 – Agree (A);

3 – Neutral (N); 2 – Disagree (DA); and 1 – Strongly Disagree (SDA). These choices were

marked according to the respondents' responses. The last part of the survey questionnaire
31

contained questions that were answered by the respondents, providing supporting data for this

study.

Respondents of the Study

The respondents of the study were the Grade 12 students of Manito National High

School, who were selected through simple random sampling. Simple Random Sampling is a basic

probability sampling design in which the chance of selection is the same for every member of the

population (Faltado et al., 2017). Simple random sampling was done by using a list of all the

Grade 12 students in every section currently enrolled in the present school year, and then samples

were randomly selected with an equal number of chances in each section. They were selected as

respondents because they were more likely to have more experience with and knowledge about

gadgets than the younger students.

Data Gathering Procedure

To ensure the accuracy and reliability of the data gathered for the study, the researchers

followed a systematic process for data collection. The first step was to validate the instruments

used in the study. This involved reviewing and verifying the effectiveness of the survey

questionnaire. Second, the researchers sought permission from the school principal, school

registrar, and advisers of Grade 12 students to conduct the study. If the request was granted, the

survey questionnaire was administered to the selected respondents. Third, the researchers

retrieved the completed questionnaires and processed the data. They checked for completeness

and accuracy of the gathered data. Finally, the researchers conducted data analysis and

interpretation using statistical techniques such as frequency count, mean score, and average mean.

The results were compared to established norms, and recommendations for possible interventions

or solutions were made based on the interpretation of the data. By following this comprehensive
32

process of data gathering, the researchers ensured that the results of the study were accurate and

reliable.

Statistical Treatment of Data

To answer the specific problems in this study, the researcher made use of statistical tools

such as frequency count, mean score, and average mean to analyze the data gathered from the

instruments used in the study.

Frequency count. A frequency count is a statistical method used to calculate how many

people fit into a certain category or the number of times a characteristic occurs

(https://www.uoguelph.ca/). This formula was used to answer research questions related to the

profile of the respondents and the average time they spent on their gadgets along different

purposes.

Mean Score. A mean score is a statistical method used to determine the average of a set

of scores (Field, 2017). This formula was used to determine the effects of gadget utilization on

academic performance. The formula used for mean score is:

X̄ =
∑X
N

Where:

X̄ = mean score

∑ X = sum of the scores


33

N = number of respondents

Average Mean. An average mean is a statistical method used to determine the overall

mean or average of a set of means (Salkind, 2010). This formula can be used interchangeably

with the mean score. The formula used for average mean is:

AM =
∑ X̄
n

Where:

AM =¿Average Mean

∑ X̄=¿ ¿ sum of the means


n=¿ number of means

Percentage. A percentage is a relative value indicating hundredth parts of any quantity

(https://www.britannica.com). This formula was used to determine the percentage value of the

variables in the profile of the respondents and the average time spent on gadget utilization. The

formula used for percentage is:

V
P= × 100
N

Where:

P=¿Percentage

∑ X̄=¿ ¿ Numerical value


N=¿ number of respondents
34

The following scale was used to describe the students' responses on the survey

questionnaire to determine the effect of gadgets on their academic performance. Additionally, it

was also used for interpreting the gathered data.

Equivalent Option Verbal Interpretation

4.50-5.00 5 Strongly Agree

3.50-4.49 4 Agree

2.50-3.49 3 Neutral

1.50-2.49 2 Disagree

1.00-1.49 Strongly Disagree


1
35

Chapter 4

Presentation, Analysis, and Interpretation of Data

This chapter presents the results, the analysis and interpretation of data gathered from the

answers to the research instruments distributed to the respondents followed by the discussion of

the research findings. The said data were presented in tabular form in accordance with the

specific questions posited on the statement of the problem.

Questionnaires were given to Grade 12 students of Manito National High School

(HUMSS, GAS & TVL), with a total of 166 students as respondents of this study. After giving

the consent from indicating their willingness to participate in the study, these students completed

their questionnaires.

Profile of the Respondents

Profile of the respondents refers to the demographic data points of the individuals who

respond to a survey or questionnaire (Glaser, 2012). According to Darwin (2015), the

demographic profile of respondents can include information such as gender, age, household

income, ethnicity, highest educational qualification attained, years of working experience, and the

type of industry they are in.

In this particular study, the profile of the respondents includes their age, section/block,
36

and address. According to Barbour (2020), age is an important factor to consider as it influences

the frequency and purpose of gadget utilization, as well as its effect on academic performance. By

profiling the age of the respondents, this study can better understand the specific challenges and

opportunities that arise from technology use among Grade 12 students, as they are in a critical

transition phase towards adulthood. Next, the section/block of the respondents is important for

examining the social dynamics associated with gadget utilization and academic performance.

Furthermore, Subrahmanyam et al. (2019) and Valkenburg & Peter (2011) pointed out in their

studies that peer influence and interactions significantly impact technology use behaviors and

outcomes. Profiling the respondents' section/block enables the study to examine the potential

influence of classmates and peers on gadget utilization patterns, thereby enriching the

understanding of how social dynamics shape academic performance outcomes. Lastly, Reisdorf

& Rosé (2016) stated that the respondents' addresses provide context about their geographical

location, which can affect access to resources and technological facilities. Profiling the addresses

of the respondents helps identify potential disparities in gadget utilization and academic

performance across different areas, enabling the study to explore the impact of contextual factors

on students' academic outcomes.

Table 1. Profile of the Respondents in terms of Age

Age Frequency Percentage Rank


17 37 22.29% 2
18 85 51.20% 1
19 25 15.06% 3
20 & Above 19 11.06% 4
Total 166 100%

Table 1 presents the profile of the respondents, which includes one hundred sixty-six

(166) Grade 12 students from Manito National High School. The age range of the respondents
37

spans from 17 to 20 years old and above. The majority of respondents, comprising 85 individuals

or 51.20%, are 18 years old. The second-largest age group consists of 37 respondents (22.29%)

who are 17 years old. Additionally, there are 19 individuals (11.06%) who are 20 years old or

above, representing the smallest portion of the population.

Hence, this highlights that the respondents were within the expected age range for their

grade level while there was also some whose age are along 19, 20 and above which can be

considered as overage in terms of the grade level due to several factors such as grade level

retention, late enrollment, and balik-aral (returning to school).

Table 2. Profile of the respondents in terms of section

Section Frequency Percentage Rank


Block I GAS 33 19.88% 1
Block J HUMSS & GAS 30 18.07% 2
Block K 20 12.05% 5
Block L 29 17.47% 3
Block M 30 18.07% 2
Block N 24 14.46% 4
Total 166 100%

The grade level and section distribution of the respondents, as shown in Table 2, reflects

the Grade 12 student population from various blocks/sections in Manito National High School. In

order to ensure a representative sample from the accessible majority within the locale, the study

did not restrict the respondents to a single block/section. Among the 166 participants, Block I

GAS had the highest number of respondents with 33 students, accounting for 19.88% of the total

sample size. Block J GAS and Block M EIM had an equal number of respondents, with 30

students each, constituting 18.07% of the sample. Block L followed closely with 29 respondents

(17.47%). Block N had 24 respondents (14.46%), and Block K had the lowest number of
38

respondents, with 20 students (12.05%). The sample size for each block/section was determined

using the Slovin's Formula, ensuring appropriate representation.

This implies the diversity of the respondents across different blocks/sections within the

school. By including participants from multiple sections, the study can capture a broader

perspective and account for potential variations in gadget utilization and its perceived effects on

academic performance among Grade 12 students. Additionally, the use of the Slovin's Formula

helps maintain an adequate sample size for each block/section, ensuring statistical reliability and

accuracy in the study findings.

Table 3. Profile of the respondents in terms of Address

Address (Barangay) Frequency Percentage Rank


Balabagon 2 1.20% 9
Balasbas 15 9.04% 4
Bamban 5 3.01% 8
Buyo 41 24.70% 1
Cabit 1 0.60% 10
Cawayan 1 0.60% 10
Cawit 10 6.02% 5
Holugan 5 3% 7
It-ba 36 21.70% 2
Malobago 2 1.20% 9
Manumbalay 6 3.61% 6
Nagotgot 2 1.20% 9
Pawa 34 20.50% 3
Tinapian 6 3.61% 6
Total 166 100%

Based on the presented table, a significant proportion of the respondents resided in Buyo,

comprising 41 individuals (24.70%) of the total sample size. The second-largest group consisted
39

of 36 respondents (21.70%) from It-Ba, followed closely by 34 respondents (20.50%) from Pawa.

Additionally, 15 respondents (9.04%) lived in Balasbas, while 6 respondents (3.61%) hailed from

both Manumbalay and Tinapian. Bamban and Holugan each had 5 respondents (3%), while

Balabagon, Malobago, and Nagotgot accounted for 2 respondents (1.20%). Finally, the

respondents from Cabit and Cawayan were the least represented, with only 1 respondent (0.60%)

from each area.

The distribution of respondents across different residential areas provides information

into the geographic diversity of the sample. The higher number of respondents from Buyo, It-Ba,

and Pawa suggests that these locations have a larger concentration of Grade 12 students attending

Manito National High School. Conversely, the smaller representation from areas such as Cabit

and Cawayan indicates a lower population of Grade 12 students in these location.

Average time spent on Gadget Utilization along the Three Purposes

Gadget utilization refers to the use of small mechanical or electronic devices with

practical uses (Collins Dictionary, n.d). Tambunan, and Batubara (2020) stated in their study that

gadgets can be used for various purposes, such as facilitating remote communication with other

people, providing media information, and supporting the learning process.

In the present study, determining the average time spent on gadget utilization among

Grade 12 students is essential to understanding their engagement with electronic devices for

educational, entertainment, and communication purposes. By examining the time allocated to

each of these purposes, the study can identify potential variations in gadget utilization patterns

and shed light on how these patterns may influence academic performance. Moreover,

understanding the average time spent on gadget utilization is crucial for addressing the identified

problem of the study.


40

Table 4. Average time spent on Gadget Utilization along Three Purposes

Frequency
Use of Gadget More than Less than
8-9 hours 6-7 hours 4-5 hours
10hours 3hours
1. Educational purposes 7 12 20 58 69
2.Entertainment purposes 19 27 35 49 36
3.Communication purposes 10 17 26 51 62
Total Frequency 36 56 81 158 167

Table 4 presents the data on the amount of time respondents spent using gadgets for

educational, entertainment, and communication purposes. In terms of educational purposes, a

small percentage of respondents, 7 out of 166 (4.22%), reported spending more than 10 hours,

while 12 respondents (7.23%) spent 8-9 hours, 20 respondents (12.05%) spent 6-7 hours, 58

respondents (34.94%) spent 4-5 hours, and 69 respondents (41.57%) spent less than 3 hours. For

entertainment purposes, 19 out of 166 (11.14%) reported spending more than 10 hours, 27

respondents (16.27%) spent 8-9 hours, 35 respondents (21.08%) spent 6-7 hours, 49 respondents

(29.52%) spent 4-5 hours, and 36 respondents (21.69%) spent less than 3 hours. Regarding

communication purposes, 10 respondents (6.02%) spent more than 10 hours, 17 respondents

(10.24%) spent 8-9 hours, 26 respondents (15.66%) spent 6-7 hours, 51 respondents (30.72%)

spent 4-5 hours, and 62 respondents (37.35%) spent less than 3 hours.

These findings indicate that a significant portion of the respondents predominantly use

their gadgets for less than 3 hours for educational and communication purposes. According to the

responses of the Grade 12 students in the survey questionnaire, they stated that they have a poor

internet connection in their current address, which limits their gadget usage to a shorter period of

time. It suggests that the availability and quality of internet connectivity can vary depending on

the area, resulting in differential access to online educational resources and communication
41

platforms. This also implies that geographical location greatly affects the amount of time they

spend on their gadgets.

Conversely, the majority of respondents spend approximately 4-5 hours on gadgets for

entertainment purposes. It is noteworthy that respondents generally allocate more time to

entertainment purposes compared to educational and communication purposes. This suggests a

higher preference for leisure and recreational activities when utilizing gadgets.

Effects of Gadget Utilization in Academic Performance as Perceived by the

Respondents

The effects of gadget utilization on academic performance, as perceived by the

respondents in a study, refer to the perceived effect that the use of electronic devices has on

various aspects of students' academic achievements. This measure captures the subjective

experiences and beliefs of the respondents regarding how their gadget utilization influences their

learning outcomes, study habits, and overall academic performance. Previous studies have shown

that electronic gadgets can have both positive and negative effects on academic performance. In

the compelling findings of Menorca et al. (2017), The use of gadgets has a moderately positive

impact on learning, which is indicative of good academic performance but it also has a slightly

negative impact because students are most likely to be distracted by it. Conversely, according to

the findings of Jennifer (2012), high school students who had excessively use their gadgets had a

poor academic performance.

In accordance with the present study, determining the effects of gadget utilization on

academic performance holds significant relevance and urgency. As Grade 12 students navigate

their final year of high school, the effect of gadget usage on their academic performance becomes

particularly critical.

Table 5. Positive Effects of Gadget Utilization on Academic Performance


42

Indicators Mean Descriptive


Score Interpretation
1. I find it easier to access online resources and study materials. 4.13 Agree

2. I am able to stay organized and keep track of my assignments, 3.80 Agree


deadlines, and schedules.
3. I can communicate easily with my classmates and teacher. 4.17 Agree
4. I can take advantage of educational apps and software that 3.84 Agree
enhance my learning experience.
5. I can easily collaborate with my classmates to work on group 3.86 Agree
projects and assignments.
6. I can access online writing and research tools that help me to 3.92 Agree
write and cite academic papers effectively.
7. I can take notes more efficiently and effectively. 3.76 Agree
8. I can access multimedia resources such as videos and 3.77 Agree
interactive simulations that illustrate complex concepts.
9. I can work on assignments and projects from anywhere at any 3.70 Agree
time.
10. I am able to stay up-to-date with important announcements 4.21 Agree
and notification from my school.
Average Mean 3.92 Agree

In Table 5, it is evident that the indicators of gadget utilization reveal Grade 12 students

at Manito National High School have a positive perception of its effect on their academic

performance, with an average mean score of 3.92. Specifically, the students unanimously agreed

on all ten indicators, with indicator 1 scoring a mean of 4.13, indicator 2 at 3.80, indicator 3 at

4.17, indicator 4 at 3.84, indicator 5 at 3.86, indicator 6 at 3.92, indicator 7 at 3.76, indicator 8 at

3.77, indicator 9 at 3.70, and indicator 10 at 4.21.

These results strongly imply that utilizing gadgets in an educational manner has a

positive effect on the academic performance of Grade 12 students. The agreement among the

students on all indicators indicates a collective belief that incorporating gadgets into their learning

processes enhances their academic achievements. According to the responses of the Grade 12
43

students in the survey questionnaire, they stated that gadgets can improve their academic

performance. They highlighted that gadgets enable easy access to online resources, such as

educational articles, and facilitate the completion of school tasks in a shorter period of time. This

suggests that gadget utilization, when used appropriately and for educational purposes, can

contribute positively to the students' overall academic performance. These findings highlight the

significance of promoting responsible and purposeful gadget use among Grade 12 students, as it

can potentially lead to improved academic outcomes.

Table 6. Negative Effects of Gadget Utilization on Academic Performance


Statements Mean Score Descriptive Rank
Interpretation
11. I tend to procrastinate and waste time on 3.78 Agree 1
non-academic activities such as social media,
games, or entertainment.
12. I may become distracted by notifications and 3.58 Agree 4.5
messages, which can disrupt my concentration
and lead to decreased productivity.
13. It may interfere with my sleep schedule, 3.66 Agree 3
which can negatively affect my ability to focus
and learn effectively.
14. I may become too reliant on gadgets and 3.58 Agree 4.5
neglect other important study habits such as
reading textbooks, attending lectures, or
engaging in active discussions with peers.
15. I may be exposed to distraction from online 3.55 Agree 6.5
sources that are not related to my academic
goals.
16. I may experience physical discomfort such 3.75 Agree 2
as eye strain, neck pain, or headaches. This can
negatively affect my overall well-being and lead
to poor academic performance.
17. I may become addicted to technology and 3.42 Neutral 8
experience symptoms of withdrawal when not
using it. This can lead to decreased motivation
and a lack of interest in academic pursuits.
18. I may be at risk of cyberbullying, online 3.04 Neutral 10
harassment, or exposure to inappropriate
content. This can negatively affect my mental
44

health and overall academic performance.


19. I may be at risk of plagiarism if I rely too 3.11 Neutral 9
heavily on online sources without properly
citing them.
20. I may be at risk of losing valuable social 3.55 Agree 6.5
skills and face-to-face communication abilities.
This can negatively affect my academic
performance, particularly in group projects or
presentations that require effective
communication skills.
Average Mean 3.50 Agree

Table 6 presents the negative indicators of gadget utilization, indicating that Grade 12

students also acknowledge its negative effects on their academic performance, with an average

mean score of 3.50. Specifically, the students agreed on seven indicators, including indicator 1

with a mean score of 3.78, indicator 2 at 3.58, indicator 3 at 3.66, indicator 4 at 3.58, indicator 5

at 3.55, indicator 6 at 3.75, and indicator 10 at 3.55. However, three out of the ten indicators

showed a neutral effect, with indicator 7 scoring a mean of 3.42, indicator 8 at 3.04, and indicator

9 at 3.11.

These findings indicate that if gadgets are not used responsibly and effectively, it may

have detrimental effects on the academic performance of Grade 12 students. Additionally,

according to the responses of the Grade 12 students in the survey questionnaire, majority of them

stated that they experienced a decline in their academic performance due to excessive gadget use.

Proposed Activity to Address the Identified Problem

The "Game On for Academic Performance: A 5-Day Gamified Workshop for Grade 12

Students to Leverage Gadgets and Mitigate Detrimental Effects" is the proposed activity of Group

No. 4, 12-Block J GAS that presents an innovative and engaging solution to address the identified

problem among Grade 12 students at Manito National High School. Acknowledging that students

believe using gadgets in an educational manner positively affects their academic performance
45

while also recognizing the associated negative effects, this 5-day gamified workshop aims to

empower Grade 12 students to effectively leverage gadgets and mitigate any detrimental effects.

By providing them with the necessary knowledge, skills, and strategies, this workshop strives to

create a balanced and responsible approach towards gadget utilization, fostering improved

academic performance and overall digital well-being. Through interactive sessions, gamified

activities, and collaborative learning experiences, the "Game On for Academic Performance"

workshop will equip Grade 12 students with the tools to maximize the benefits of gadgets while

minimizing the potential drawbacks, ultimately shaping them into resilient and successful

learners in the digital age.


46
47

A Project Proposal to Conduct Student Development Activity

I. Project Title : Game On for Academic Performance: A 5-Day Gamified Workshop for

Grade 12 Students to Leverage Gadgets and Mitigate Detrimental Effects

II. Proponents : Group No. 4, 12-Block J General Academic Strand

Ma. Suzette A. Ramos Cristina Marie D. Talle

Christine L. Ayala John Manuel R. Pescadero

Kim Drew D. Vasquez

III. Target Year of Implementation: June 2023

IV. Implementing Agent : Manito National High School

V. Participants : Grade 12 Students

VI. Rationale

Gadgets play a significant role in the lives of Grade 12 students. While gadgets offer numerous

benefits, they can also have detrimental effects on academic performance if not used responsibly

and effectively. To address this issue, the proposed project, "Game On for Academic

Performance: A 5-Day Gamified Workshop for Grade 12 Students to Leverage Gadgets and

Mitigate Detrimental Effects," aims to provide students with the knowledge, skills, and strategies

to optimize their gadget usage for educational purpose while minimizing the negative effects. By

incorporating gamification, competitions, and prizes, we intend to create an engaging and

exciting workshop that captures the interest of Grade 12 students, motivating them to enhance

their academic performance by optimizing educational uses of gadgets rather than mere focusing

on entertainment purposes. This proposed activity is in accordance with DepEd issued a

memorandum entitled "Guidelines on the Use of Electronic Gadgets among Students," which

provides guidance on the safe and responsible use of gadgets for students. The memorandum

emphasizes the need to balance gadget use with other activities and to ensure that student's gadget

use is age-appropriate, safe, and healthy. Maximizing the educational use of gadgets is a more
48

responsible manner of gadget use.

VII. Objectives

Terminal Objective:

To provide students with an avenue to gain knowledge and understanding of the

educational uses of gadgets, detrimental effects of excessive unregulated gadget use as well as

promote digital wellness and responsible gadget use.

Enabling Objectives:

1. Educate Grade 12 students about the potential benefits and pitfalls of gadget utilization on their

academic performance.

2. Equip students with effective strategies for leveraging gadgets to enhance their learning, time

management, and study skills.

3. Promote digital wellness and responsible gadget usage among Grade 12 students.

4. Provide a gamified workshop experience that fosters engagement, competition, and

collaboration among participants.

5. Mitigate the detrimental effects of excessive gadget usage and promote balance in students'

academic and personal lives.

VIII. Project Description:

In relation to the research study results of Group 4, 12-Block J GAS, which highlighted

the positive and negative effects of gadgets utilization on the academic performance of the grade

12 students, this project aims to address this concern through a gamified workshop. The 5-day

gamified workshop will be a dynamic and interactive learning experience for Grade 12 students.

Each day will be structured to incorporate engaging activities, interactive discussions, and hands-

on exercises. The workshop will cover various topics, including digital wellness, time

management, effective study techniques, and responsible gadget usage. Participants will learn

how to harness the power of gadgets to improve their academic performance while avoiding
49

distractions and maintaining a healthy balance. Throughout the workshop, students will actively

participate in gamified challenges, competitions, and team-based activities, earning points and

rewards along the way. Prizes and recognition will be awarded to individuals and teams who

demonstrate exceptional performance and engagement. By the end of the workshop, students will

have gained practical skills and strategies to leverage their gadgets effectively for academic

success.

Breakdown of the workshop structure and activities

Day 1: Gadget Showdown Kick-off

 Icebreaker activity with a gadget-themed trivia game to energize and engage participants.

 Introduction to the workshop's gamified structure and the concept of earning points

throughout the week.

 Presentation on the effect of gadgets on academic performance, highlighting both the

positive and negative aspects.

 Group discussion and sharing of personal experiences related to gadget usage and

academic challenges.

 Team-building activity: Divide participants into teams for friendly competition

throughout the workshop.

Day 2: Digital Challenge Quest

 Introduction to the Digital Challenge Quest, a day-long competition to test participants'

knowledge and skills in leveraging gadgets for academic success.

 Engaging quiz rounds focusing on digital wellness, time management, and study skills

with digital tools.

 Collaborative problem-solving activities where teams work together to complete

academic tasks using gadgets.


50

 Team scores and leaderboard updates to maintain excitement and foster healthy

competition.

Day 3: Distraction-Free Race

 Distraction-Free Race: A timed challenge where teams compete to complete academic

tasks with the fewest distractions from gadgets.

 Participants will learn and practice strategies for minimizing distractions, such as

implementing notification management techniques and creating distraction-free study

environments.

 Points awarded based on task completion time and the level of distraction avoidance.

 Prizes awarded to the team with the highest scores and the best demonstration of

distraction management techniques.

Day 4: Mindful Gadgets Adventure

 Mindful Gadgets Adventure: A series of challenges and activities focused on practicing

mindfulness and utilizing gadgets in a purposeful and focused manner.

 Mindfulness exercises integrated with gadget usage, encouraging participants to be fully

present and engaged while leveraging digital resources.

 Points awarded for completing mindfulness activities and demonstrating mindful gadget

use.

 Special recognition and prizes for the team that exhibits the highest level of mindfulness

throughout the day.

Day 5: Digital Balance Showcase and Awards Ceremony

 Digital Balance Showcase: Participants present their personalized digital balance plans,

showcasing strategies and goals for responsible gadget use.

 Each team highlights their achievements, showcasing how they have leveraged gadgets to

enhance academic performance while mitigating detrimental effects.


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 Judging panel assesses the digital balance plans and team presentations, awarding points

based on creativity, feasibility, and effectiveness.

Schedule and Timeline

Table 7. Timetable of the activities in the gamified workshop


Day 1: Gadget Showdown Kick-off
Time Activity
8:30 am-9:15 am Icebreaker activity
9:15 am-9:45 pm Introduction to the workshop's gamified structure
9:45 am-11:30 am Presentation on the effects of gadgets on academic performance
11:30 am-12:30 pm LUNCH
12:30 pm-2:15 pm Group discussion and sharing of personal experiences
2:15 pm-3:00 pm Team-building activity and team formation
3:00 pm-3:15 pm SNACKS
Day 2: Digital Challenge Quest
Time Activity
8:30 am-9:00 am Introduction to the Digital Challenge Quest
9:00 am-11:30 am Engaging quiz rounds on digital wellness, time management, and
study skills
11:30 am-12:30 pm LUNCH
12:30 pm-2:30 pm Collaborative problem-solving activities
2:30 pm-2:45 pm Team scores and leaderboard updates
2:45 pm-3:00 pm SNACKS
Day 3: Distraction-Free Race
Time Activity
8:30 am-9:00 am Introduction to the Distraction-Free Race
9:00 am-11:30 am Discussion on the strategies for minimizing distractions and
maximizing focus
11:30 am-12:30 pm LUNCH
12:30 pm-2:30 pm Distraction-Free Race challenge
2:30 pm-2:45 pm Points calculation and leaderboard updates
52

2:45 pm-3:00 pm SNACKS


Day 4: Mindful Gadgets Adventure
Time Activity
8:30 am-9:00 am Introduction to Mindful Gadgets Adventure
9:00 am-11:30 am Mindfulness exercises integrated with gadget usage
11:30 am-12:30 pm LUNCH
12:30 pm-2:30 pm Mindful Gadgets Adventure challenges
2:30 pm-2:45 pm Points calculation and leaderboard updates
2:45 pm-3:00 pm SNACKS

Day 5: Digital Balance Showcase and Awards Ceremony


Time Activity
8:30 am-9:30 am Preparation for Digital Balance Showcase
9:30 am-11:30 am Participants finalize and refine their digital balance plans
11:30 am-12:30 pm Afternoon Session:
12:30 pm-2:30 pm Digital Balance Showcase presentations
2:30 pm-3:00 pm Judging panel assessments
3:00 pm-3:30 pm Awards ceremony and closing remarks
3:30 pm-3:45 pm SNACKS

IX. Expected Outcome

The anticipated outcomes of the workshop are as follows:

 Increased awareness among Grade 12 students about the effect of gadget utilization on

academic performance.

 Enhanced knowledge and application of effective gadget usage strategies, resulting in

improved study habits and time management skills.

 Heightened sense of digital wellness, leading to a more balanced approach to gadget

usage and reduced distractions.


53

 Improved academic performance and grades as students leverage their gadgets more

efficiently and purposefully.

 Strengthened collaboration, teamwork, and communication skills through the gamified

challenges and competitions.

 Increased motivation and engagement among Grade 12 students, fostering a positive

attitude towards learning and personal growth.

X. Working Committee

Table 8. Working Committees their Roles/Tasks


Committee Terms of Reference Person/s Involved
Workshop Coordinator Oversee the overall planning, Ma. Suzette A. Ramos
organization, and execution of
the workshop. and
Facilitators Ensure the successful
implementation of the workshop
and achievement of its
Logistics Coordinators objectives.
Manage the logistical aspects, John Manuel Pescadero
such as venue arrangements, Cristina Marie Talle
equipment, and resource
coordination.
Evaluation Conduct assessments and gathers Ma. Suzette A. Ramos
feedback from participants to Christine L. Ayala Kim
measure the workshop's Drew Vasquez
effectiveness and make
improvements for future
iterations.
Actively involved in the Selected Grade 12 teachers
workshop as facilitators and
Teachers subject matter experts. They
contribute their expertise in
educational strategies, gadget
utilization, and academic
performance to deliver engaging
sessions and guide participants
effectively.
54

Invited experts, such as Invited External resource


academic professionals, industry speakers
Resource Speakers practitioners, and technology
specialists, serve as resource
speakers during specific
sessions. They share their
knowledge, experiences, and
best practices related to gadget
utilization and academic
performance.
Programs, Certificates and Prepare and facilitate the Christine L. Ayala Kim
Attendance program flow. Drew Vasquez
Prepare the certificates for the
participants and guest speakers.
Prepare attendance sheet and
facilitate signing in the
attendance sheets.

Completion Report and Prepare the narrative completion Ma. Suzette A. Ramos
Documentation report with photo-
documentations.
Prepare liquidation report of the
activity.
Take pictures of the day-to-day
activities.

XI. Success Indicators

The following success indicators shall be utilized to document and support effectiveness of

the proposed activity:

 Narrative and Financial Report

 Pictorial

 Attendance Sheet

 Certificates

 Results of the Evaluation Sheets


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By implementing the "Game On for Academic Performance" workshop, the aim is to

empower Grade 12 students with the necessary knowledge, skills, and mindset to effectively

leverage gadgets while mitigating any negative effect on their academic performance. The

gamified approach, interactive sessions, and competitions will create an engaging and immersive

learning experience, ensuring active participation and maximum benefit for all participants.

Prepared by:

MA. SUZETTE A. RAMOS


Main Proponent

CHRISTINE L. AYALA KIM DREW D. VASQUEZ CHRISTINE MARIE TALLE


Co-Proponent Co- Proponent Co-Proponent

Recommending Approval:

VIRGINIA B. DAGTA
OIC-Assistant Principal (SHS)

Approved:

EDUARDO L. LLANERA JR.


OIC/SS Principal I
56

Republic of the Philippines


Department of Education
Region V (Bicol)
Division of Albay
Manito National High School
SENIOR HIGH SCHOOL
Balading, Manito, Albay

BUDGET PROPOSAL
SCHOOL-BASED WORKSHOP

A. SOURCES OF FUNDS: Financial Contribution of the Proponents


50 pesos Registration Fee
Office of the Finance Staff

B. ESTIMATED EXPENSES:

Workshop Materials:
Printing of handouts, worksheets, and activity materials: Php 2,000 Stationery
supplies (pens, markers, sticky notes, etc.): Php 500

Gamification Elements: Prizes and rewards for


competition winners: Php 5,000 Trophies or
medals for outstanding participants: Php 2,000 Certificates of
participation for all attendees: Php 500

Refreshments and Snacks:


Daily snacks and beverages for 100 participants (5 days): Php 10,000

Invited 3 Resource Speakers:


Token of appreciation for each speaker: Php 1,000 x 3 speakers= Php 3,000
Stipend for each speaker: Php 2,000 x 3 speakers= Php 6,000

Total Estimated Cost: Php 29,000

Prepared by:

Ma. Suzette A. Ramos


Group 4 12-Block J GAS Leader
57

Evaluation Sheet
Name: __________________________________ Position/Designation: ___________________
Direction: Please indicate whether you agree or disagree on the extent by which the seminar
has been effective along each indicator using a check ( / ) under appropriate
column.
SD-Strongly Disagree D-Disagree U-Uncertain A-Agree SA-Strongly Agree

# Indicators SD D U A SA
A. WORKSHOP OBJECTIVE
1. Objectives of the workshop were clearly presented.
2. Objectives of the workshop were attained.
B. ACCOMODATION AND PROGRAM MANAGEMENT
1. Venue was clean, orderly, well-lighted, and conducive.
2. Program/Activities in the gamified workshop were clearly
presented to the participants.
3. Copies of the workshop were readily available for quick
reference of the participants.
4. Facilitators, support staff and committee in-charge were
efficient and responsive to the participants needs.
5. Preliminary activities were successfully conducted as
planned.
6. Officers of the day have efficiently manage their tasks and
duties.
C. DELIVERY OF CONTENTS
1. Topics/Contents were delivered as planned each day.
2. Topics/Contents were relevant and timely.
3. Delivery of content was time-bound.
D. FACILITATORS/SPEAKERS
1. Facilitators/speakers were able to attain the workshop
objectives.
2. Facilitators/speakers manifested mastery of the topics.
3 Facilitators/speakers processed questions and responses.
4. Facilitators/speakers maintained positive environment.
5. Facilitators/speakers observed proper attire.
E. PROVISION OF SUPPORT MATERIALS
1. Materials were apparent in the program.
2. Sound system, projectors and power point presentations
were available.
F. MANAGEMENT OF WORKSHOP
1. Resources were properly utilized during workshops.
2. Management of workshops were maximized by the
facilitators.
3. Output presentations were completed and meaningfully
showed transfer of learning from the workshop.
G. PARTICIPANTS
1. Participants were attentive during lectures.
2. Participants were active and participative during
58

workshops.
3. Participants were responsive and competitive during
workshops.
4. Participants were creative and imaginative in doing their
tasks.
5. Participants were observant of time-on-task management.
H. FOOD SERVICES
1. Snacks and lunch were served on time.
2. Snacks and lunch were nutritious.
3. Committee in-charge were nice and approachable.

GENERAL COMMENTS AND SUGGESTIONS:


59

Implications

The implementation of the "Game On for Academic Performance" workshop holds

significant implications for Grade 12 students at Manito National High School. By actively

engaging in this 5-day gamified workshop, students will have the opportunity to explore and

leverage the potential of gadgets in their academic performance. The workshop's emphasis on

responsible gadget use and mitigating detrimental effects will foster a sense of digital well-being

among students, enabling them to strike a balance between educational utilization and potential

distractions. Furthermore, the immersive and interactive nature of the workshop will promote

student engagement, critical thinking, and problem-solving skills. As students participate in

gamified activities, competitions, and collaborative challenges, they will develop teamwork,

communication, and leadership abilities. Ultimately, the implications of this workshop extend

beyond academic performance, as students will acquire essential digital literacy skills, cultivate

responsible gadget use habits, and enhance their overall well-being in the digital age. The

workshop's positive outcomes will not only benefit the participating Grade 12 students but also

influence the wider school community by fostering a culture of effective gadget utilization and

academic excellence.

Recommendations

Based on the objectives and expected outcomes of the "Game On for Academic

Performance" workshop, several recommendations emerge to further support the effective

utilization of gadgets and mitigate their detrimental effects among Grade 12 students. First, it is

recommended that the workshop be integrated into the school curriculum on an annual basis to

ensure sustained impact and reach a wider student population. Additionally, providing ongoing

training and support to teachers and school staff regarding responsible gadget use and digital

literacy will enable them to reinforce the workshop's principles and practices in the classroom. To

enhance long-term sustainability, it is advisable to establish a student-led committee or club


60

focused on promoting responsible gadget use, organizing follow-up activities, and fostering peer

support. Moreover, collaboration with parents and guardians should be encouraged through

informative sessions, workshops, or digital parenting resources to establish a cohesive approach

between home and school environments. Finally, it is recommended to conduct regular

evaluations and assessments to measure the workshop's effectiveness and make necessary

adjustments for future iterations. By implementing these recommendations, the workshop's

impact can be maximized, fostering a generation of Grade 12 students who effectively leverage

gadgets for academic excellence while mitigating any potential negative effects.
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Chapter 5

Summary, Findings, Conclusions and Recommendations

This chapter is a presentation of the summary, findings, conclusions and the

recommendations regarding the effects on academic performance of gadget utilization as

perceived by the Grade 12 students.

Summary

The study entitled, Effects on Academic Performance of Gadgets Utilization as Perceived

by Grade 12 Students in Manito National High School, School Year 2022-2023 aimed to

determine the effects on academic performance of gadgets utilization as perceived by Grade 12

students. It was conducted to answer the following questions:

1. What is the profile of the respondents along:

a. Age

b. Section/Block

c. Address

2. What is the average time spent on gadget utilization of the respondents along:

a. Educational purpose

b. Entertainment purpose

c. Communication purpose

3. What are the effects of gadgets utilization in academic performance as perceived by the

respondents?

4. What activity may be proposed to address the identified problem?


62

The study used qualitative-quantitative method employing descriptive normative research

design. Qualitative research is a method of inquiry employed in many different academic

disciplines, including in the social sciences and natural science. Quantitative research is an

objective, systematic empirical investigation of observable phenomena with computational

techniques. This research followed a combined method. This was used in determining the effects

on academic performance of gadgets utilization

Researcher made questionnaire-checklist that focused on the gadgets utilization in order

to determine its effect on academic performance of selected grade 12 students.

The researcher followed these data gathering procedures. First, they coordinated with the

senior high school registrar and the Grade 12 curriculum chairman to formally ask permission to

have the list of the students per block. Second, the researchers conducted an orientation and

explain the purpose of conducting the survey to the respondents. Third, the survey-questionnaire

were administered to selected students of grade 12 is needed to be accomplished. Fourth, is the

organization, categorization, treatment, analysis; and interpretation of the data collected. Finally,

writing the final draft of the study.

Findings

Based on the data gathered, analyzed, and interpreted the significant findings of this

study are as follows:

1. The respondents’ profile in terms of age, section and address are as follows:

a. The respondents’ age is along 17, 18, 19, and 20 years old and above where 17 years

old has a frequency of 37, 18 with a frequency of 85, 19 with a frequency of 25 and 20

& above has a frequency of 19 which shows that majority of them are at the age of 18.

b. The respondents’ who belong to Block I are 33, Block J are 30, Block K are 20; Block

L are 29, Block M are 30 and Block N are 24 respectively.


63

c. The respondents have varied addresses but majority came from Buyo with a

frequency of 41 or 24.70%; followed by It-Ba with f=36 or 21.78%; Pawa with f=34

or 20.50% and Balasbas with f=15 or 9.04%

2. The average time spent on gadgets utilization of the respondents along educational purposes

is less than 3 hours; entertainment purposes is 4-5 hours, and communication purposes is

also less than 3 hours.

3. The top three perceived effects of gadget utilization to academic performance of the

respondents are as follows:

a. I tend to procrastinate and waste time on non-academic activities such as social

media, games, or entertainment with a mean score of 3.78 which means Agree;

b. I may experience physical discomfort such as eye strain, neck pain, or headaches.

This can negatively affect my overall well-being and lead to poor academic

performance with a mean score of 3.75 which means Agree; and

c. It may interfere with my sleep schedule, which can negatively affect my ability to

focus and learn effectively with a mean score of 3.66 which means agree.

4. The “Game On for Academic Performance: A 5-Day Gamified Workshop for Grade 12

Students to Leverage Gadgets and Mitigate Detrimental Effects” is a proposed activity to

help the Grade 12 students improve their academic performance by harnessing the

potential benefits of the gadgets while mitigating its detrimental effects.

Conclusions

In the line with the foregoing findings of the study, the researchers hereby concluded

that:

1. The profile of the respondents revealed that majority of them are 18 years of age,

proportionally sampled from the six sections of Grade 12, and most of them are residents
64

of Barangay Buyo, It-Ba, and Pawa which implies that they are within the age

requirement for their grade level, proportionally sampled from the entire target

population and accessible to the school.

2. The average time spent on gadget utilization among Grade 12 students differed across

educational, entertainment, and communication purposes, with the majority spending less

than 3 hours on their gadgets for educational and communication purposes, and 4-5 hours

for entertainment purposes which implies that less time is dedicated for educational

purposes.

3. The Grade 12 students perceived that their academic performance is affected negatively

by gadget use because they tend to procrastinate and waste time on non-academic

activities such as social media, games, or entertainment; experience physical discomfort

such as eye strain, neck pain, or headaches and experience interfered sleep schedule

which can affect ability to focus and learn effectively.

4. The project entitled, “Game On for Academic Performance: A 5-Day Gamified

Workshop for Grade 12 Students to Leverage Gadgets and Mitigate Detrimental Effects”

should be implemented to improve the academic performance of the respondents.

Recommendations

With all of the foregoing findings and conclusions of this study, the following

recommendations were formulated:

1. The Grade 12 students should manage their time effectively and set limits on gadget

usage, ensuring a balanced approach that prioritizes educational purposes while

moderating entertainment and communication usage.


65

2. Parents should be actively involved in monitoring and guiding their children's gadget

usage, promoting responsible and purposeful utilization while fostering open

communication about the potential benefits and negative effects.

3. Teachers can incorporate gadget utilization into educational activities, designing

engaging and interactive lessons that harness the positive effects of gadgets on

academic performance while addressing the potential negative effects.

4. Senior High School Department should consider implementing guidelines or policies

that promote responsible gadget usage among students, emphasizing the importance

of balanced utilization for educational purposes and providing support mechanisms

for students who may need guidance.

5. The Manito National High School Administration should explore ways to integrate

technology-enhanced learning strategies into the curriculum, providing necessary

resources and training opportunities for teachers and students to maximize the

positive impact of gadget utilization on academic performance.

6. Future researchers can build upon this study by conducting further investigations into

the long-term effects of gadget utilization on Grade 12 students' academic

performance, considering factors such as different subject areas, socioeconomic

backgrounds, and cultural contexts to gain a comprehensive understanding of the

topic.
66

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APPENDICES
72

Appendix A
Approved Letters

Republic of the Philippines


Department of Education
Region V - Bicol
SCHOOLS DIVISION OFFICE OF ALBAY
Manito National High School
Balading, Manito, Albay

March 02, 2023


EDUARDO L. LLANERA JR.
OIC/SS Principal I Manito
National High School
Sir:
Greetings!
May we ask permission to conduct a proposal defense on March 9, 2023 at 8:00-9:00 am,
which will be attended by the panel of evaluators namely the research adviser, chairman, panel
members 1 and 2, editor and statistician. Our research study is entitled "TIME SPENT IN USING
GADGETS AND ITS EFFECT TO SCHOOL PERFORMANCE OF GRADE 12 STUDENTS
IN MANITO NATIONAL HIGH SCHOOL, SCHOOL YEAR 2022-2023".
We believe that this research can provide valuable insights into the effects of the amount
of time spent in gadget use on school performance among Grade 12 students, and we are
confident that the proposal defense will help us improve our research and prepare us for the actual
study.
We wholeheartedly anticipate for your favorable approval.
Thank you.
Very truly yours,
MA. SUZETTE A. RAMOS
Group No. 4 Leader GRADE
12-BLOCK J GAS
Noted:
73

VIRGINIA B. DAGTA Research


Adviser
APRROVED:
EDUARDO L. LLANERA JR.
OIC/SS Principal I

Republic of the Philippines


Department of Education
Region V - Bicol
SCHOOLS DIVISION OFFICE OF ALBAY
Manito National High School
Balading, Manito, Albay

March 02, 2023


EDUARDO L. LLANERAJR. OIC/SS Principal
Manito National High School
ATTENTION: NERESA B. TOLEDO
In-charge of AVR and Projector

Madam:
Greetings!
May we ask permission to utilize the audio-visual room and to borrow a multimedia projector
and sound system facilities for our research proposal defense on March 9, 2023, at 8:00–9:00 am,
which will be attended by the panel of evaluators, namely the research adviser, chairman, panel
members 1 and 2, editor, and statistician.
Rest assured that the equipment to be borrowed and the facilities in the audio-visual room
will be returned in good condition after the defense.
We wholeheartedly anticipate for your favorable response and approval.
Thank you.
Very truly yours,
MA. SUZETTE A. RAMOS
Group No. 4 Leader GRADE
12-BLOCK J GAS
Noted:
VIRGINIA B. DAGTA Research
Adviser
Received:
74

NERESA B. TOLEDO AVR and


Projector In-charge

APRROVED:
EDUARDO L. LLANERA JR.
OIC/SS Principal I

Republic of the Philippines


Department of Education
Region V - Bicol
SCHOOLS DIVISION OFFICE OF ALBAY
Manito National High School
Balading, Manito, Albay

May 03, 2023


________________________
________________________
________________________

Sir/Madam:

Greetings!

A research study entitled, EFFECTS ON ACADEMIC PERFORMANCE OF GADGETS


UTILIZATION AS PERCEIVED BY GRADE 12 STUDENTS IN MANITO NATIONAL HIGH
SCHOOL, SCHOOL YEAR 2022-2023, is being conducted by Group 4 of 12-Block J GAS
herein represented by the undersigned as the Group Leader.

In this connection, to ensure validity and reliability of the data gathering instrument to be
used in the study, may we seek your favorable help as an evaluator who can help check the
correctness of the survey-questionnaire enclosed herewith.

The researchers believe that your insightful suggestions and recommendations will really
improve our work.

Anticipating with thanks and sincere acknowledgment.

Thank You!

Very truly yours,


75

MA. SUZETTE A. RAMOS


Group No. 4 Leader
Noted:

VIRGINIA B. DAGTA
Research Teacher, MT-2

Republic of the Philippines


Department of Education
Region V - Bicol
SCHOOLS DIVISION OFFICE OF ALBAY
Manito National High School
Balading, Manito, Albay

May 03, 2023

THE SCHOOL PRINCIPAL


Manito National High School
Manito, Albay

ATTENTION: ANA JEAN A. DAPA


Curriculum Chairman, Grade 12
Madam:

Greetings!

A research study entitled, EFFECTS ON ACADEMIC PERFORMANCE OF GADGETS


UTILIZATION AS PERCEIVED BY GRADE 12 STUDENTS IN MANITO NATIONAL HIGH
SCHOOL, SCHOOL YEAR 2022-2023, is being conducted by Group 4 of 12-Block J GAS
herein represented by the undersigned as the Group Leader.

In this connection, may they request permission from your good office to conduct data
collection by administering the Survey- Questionnaire to the student- respondents and secure
important data of the respondents from their class advisers and in-charge of students’ records.

The researchers believe that the results of this study will contribute to the improvement of
school and the students.

May this request merit your kind approval.

Thank You!

Very truly yours,

MA. SUZETTE A. RAMOS


Noted: Group No. 4 Leader
76

VIRGINIA B. DAGTA
Research Adviser, MT-2 Approved:

EDUARDO L. LLANERA JR.


OIC/SS Principal I

Republic of the Philippines


Department of Education
Region V - Bicol
SCHOOLS DIVISION OFFICE OF ALBAY
Manito National High School
Balading, Manito, Albay

May 03, 2023

Dear Respondents,

Good Day!

The Group 4 of 12-Block J GAS are conducting a research study entitled EFFECTS ON
ACADEMIC PERFORMANCE OF GADGETS UTILIZATION AS PERCEIVED BY GRADE
12 STUDENTS IN MANITO NATIONAL HIGH SCHOOL, SCHOOL YEAR 2022-2023. In
this connection, a survey-questionnaire on the specific indicators describing the use of gadgets
and the factors that affects academic performance will be used. Attached herewith is the
questionnaire that you will be asked to respond to. This, then is request for your invaluable
assistance.

Your honest answers will be greatly appreciated.

Thank you very much for your wholehearted support and cooperation.

Respectfully yours,

MA. SUZETTE A. RAMOS


Group No. 4 Leader
77

GRADE 12-BLOCK J GAS

Noted:

VIRGINIA B. DAGTA
Research Adviser
Appendix B
Accomplished Validation Tool

Republic of the Philippines


Department of Education
Region V - Bicol
SCHOOLS DIVISION OFFICE OF ALBAY
Manito National High School
Balading, Manito, Albay

JUROR’S VALIDATION FORM

Name of Evaluator: ______________________________________________________


Position Title: ____________________________ Designation: ___________________

1. Are the items/questions/statements in the questionnaire congruent with the statement of


the problem?

2. Are the items/questions/statements leading to the expected answer to the problem


statements?

3. Are the items/questions/statements really relevant to the research topic?

COMMENTS:

SUGGESTIONS:
78

RECOMMENDATIONS:

___________________________________
Signature Over Printed Name of Teacher

Appendix C
Data Gathering Instrument

Republic of the Philippines


Department of Education
Region V - Bicol
SCHOOLS DIVISION OFFICE OF ALBAY
Manito National High School
Balading, Manito, Albay

EFFECTS ON ACADEMIC PERFORMANCE OF GADGET UTILIZATION AS


PERCEIVED BY GRADE 12 STUDENTS IN MANITO NATIONAL HIGH
SCHOOL, SCHOOL YEAR 2022-2023

SURVEY QUESTIONNAIRE
I. Respondent’s Profile
Respondent No. ____________ Grade, Block, & Strand: ________________________________
Gender: ___ Male ___ Female ___ Others (please specify) _______________________
Age: _____ Address: ___________________________________________________
Dear Respondents:

The research instrument hereto administered shall be used by the researchers in their
study about the effect on academic performance of gadget utilization. Hence, your utmost
cooperation and truthful response to the questions given hereto is requested.

Kindly check ( / ) the appropriate column provided for you based on your own perception
of the statements given in the table. A five-point scale is used in this survey questionnaire.

II. Gadget Utilization


1. What is the average time spent on your gadget utilization along educational,
entertainment, and communication purpose? Please check the number of hours per day,
as applicable.
79

More 8 – 9 6–7 4–5 Less


Uses of Gadgets than hours hour hours than
10 s 3
hour hours
s
Educational Purposes such as:
Answering assignments, Researching, preparing
presentations, solving mathematical problems,
and Doing school works and activities
Entertainment Purposes such as:
Surfing on social media, watching videos and
vlogs, watching movies, playing online games,
and Reading online novels and stories
Communication Purpose such as:
Video calls, Texting, Online chatting, Voice calls
and Online Communication Apps (e.g.
messenger, google meet, and zoom)

III. Effects of gadget utilization on academic performance


2. What are the effects of gadget utilization in your academic performance? Please check
the appropriate column if you have experienced each of the statements given. A five-
point scale used here is represented by the legend below:
Legend:

5 – Strongly Agree (SA) 4 – Agree (A) 3 – Neutral (N)

2 – Disagree (DA) 1 – Strongly Disagree (SDA)


SA(5) A (4) N (3) DA(2) SDA(1)
When I use my gadgets…
I find it easier to access online resources and study
materials.
I am able to stay organized and keep track of my
assignments, deadlines, and schedules.
I can communicate easily with my classmates and
teachers.
I can take advantage of educational apps and software that
enhance my learning experience.
I can easily collaborate with my classmates to work on
group projects and assignments.
I can access online writing and research tools that help me
to write and cite academic papers effectively.
I can take notes more efficiently and effectively.
80

I can access multimedia resources such as videos and


interactive simulations that illustrate complex concepts.
I can work on assignments and projects from anywhere at
any time.
I am able to stay up-to-date with important
announcements and notifications from my school.

SA(5) A (4) N(3) DA(2) SDA(1)


When I use my gadgets…
I tend to procrastinate and waste time on non-academic
activities such as social media, games, or entertainment.
I may become distracted by notifications and messages,
which can disrupt my concentration and lead to decreased
productivity.
It may interfere with my sleep schedule, which can
negatively impact my ability to focus and learn
effectively.
I may become too reliant on technology and neglect other
important study habits such as reading textbooks,
attending lectures, or engaging in active discussions with
peers.
I may be exposed to distractions from online sources that
are not related to my academic goals.
I may experience physical discomfort such as eye strain,
neck pain, or headaches. This can negatively affect my
overall well-being and lead to a decline in academic
performance.
I may become addicted to technology and experience
symptoms of withdrawal when not using it. This can lead
to decreased motivation and a lack of interest in academic
pursuits.
I may be at risk of cyberbullying, online harassment, or
exposure to inappropriate content. This can negatively
impact my mental health and overall academic
performance.
I may be at risk of plagiarism if I rely too heavily on
online sources without properly citing them.
I may be at risk of losing valuable social skills and face-
to-face communication abilities. This can negatively
impact my academic performance, particularly in group
projects or presentations that require effective
communication skills.
81

Thank you very much!!!

THE RESEARCHERS

Appendix D

Documentation

Proposal Defense

During our proposal defense held on March 13, 2023, from 8:00 to 9:30 AM at the audio-

visual room, we had the privilege of presenting our research to a

distinguished panel of examiners. Led by our research adviser, Ma’am

Virginia Dagta, the panel comprised of Chairman Sir Julius Caesar

Averilla, panel members Ma’am Ana Jean Dapa and Ma’am Sally

Data Gathering
82

The data gathering process, conducted from May 15 to May 17, 2023, involved surveying

Grade 12 students at Manito National High School. The researchers distributed survey

questionnaires to the respondents and provided guidance to ensure accurate and consistent

responses.

CURRICULUM VITAE

PERSONAL DATA

Name: Ma. Suzette A. Ramos

Address: Purok 2, Manumbalay


Manito,Albay

Date of birth: October 5, 2004

Place of birth: Tabaco City

Nationality: Filipino

Religion: Roman Catholic

EDUCATIONAL PROFILE Inclusive Dates

Pre-School:

Kids’ Multiple

Intelligence School

2010-2011

Elementary:
83

St. Agnes Academy 2011-2013

Manumbalay Elementary School 2013-2015

Manito Central School 2015- 2017

Junior High School:

Tabaco National High School 2017-2020

Manito National High School 2020-2021

Senior High School:

Manito National High School 2021-2023

Classroom Designation: Business Manager

CURRICULUM VITAE

A. PERSONAL DATA

Name: Christine Lincuna Ayala

Address: P-3 Sitio Catungawan Brgy.


Cawit Manito, Albay

Date of birth: November 25, 1996

Place of birth: Panginay, Bulacan

Nationality: Filipino

Religion: Roman Catholic

EDUCATIONAL PROFILE Inclusive Dates


84

Elementary:

Sto. Nino Elementary School 2004-2009

Junior High School:

Sto. Nino Integrated School 2009-2013

Senior High School:

Manito National High School 2021-2023

Classroom Designation: Attendance Monitor

CURRICULUM VITAE

A. PERSONAL DATA

Name: Kim Drew D. Vasquez

Address: Purok 1 J-sañez Street


It-Ba Manito, Albay

Date of Birth: September 23, 2005

Place of Birth: Quezon City

Nationality: Filipino

Religion: Islam

EDUCATIONAL PROFILE Inclusive Dates


85

Elementary:

Manito Central School 2011-2017

Junior High School:

Manito National High School 2017-2021

Senior High School:

Manito National High School 2021-2023

Classroom designation: None

CURRICULUM VITAE

A. PERSONAL DATA

Name: Cristina Marie D. Talle

Address: Purok 9 It-Ba Manito, Albay

Date of Birth: October 20, 2005

Place of Birth: Manito Municipal Hospital

Nationality: Filipino

Religion: Roman Catholic

EDUCATIONAL PROFILE Inclusive Dates


86

Elementary:

Manito Central School 2011-2017

Junior High School:

Manito National High School 2017-2021

Senior High School:

Manito National High School: 2021-2023

Classroom designation: None

CURRICULUM VITAE

A. PERSONAL DATA

Name: John Manuel R. Pescadero

Address: Purok 4 Parong Pawa Manito, Albay

Date of Birth: September 8, 2004

Place of Birth: Quezon City

Nationality: Filipino

Religion: Roman Catholic


87

EDUCATIONAL PROFILE Inclusive Dates

Elementary:

Caybiga Elementary School 2010-2017

Junior High School:

Caybiga High School 2017-2021

Senior High School:

Manito National High School 2021-2023

Classroom/school designation: None

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