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Gadgets Usage
Gadgets Usage
Without these, they can’t think a step forward in the direction of their growth. The
degree of dependency is leading to addiction of the tech-devices and services. Youth
is the most vulnerable group among the population to be addicted to technology.
Furthermore Kuznekoff, Munz and Titsworth (2015), have pointed out that the
exchange process of (UN) related messages through smartphones during lecture
time affects student performance and the note-taking process. The major three
distractive ways that mobile phones affect learning performance are related to
sources example are notifications, texting process, targets example are messaging
has no impact on reading comprehension and in subjects the examples are
information motives, personalities. On the contrary, Marzouki, Idrissi and Bennani
(2017) have mentioned the positive effects of mobile learning on knowledge
acquisition, student academic performance, attitudes, and motivation in social
constructivist learning environments. The direct and indirect association between
learning variables of laptop multitasking and academic performance, the findings of
this study argued that females with high self-regulation skills are less exposed to
online multitasking experiences and presented higher academic performance
compared to males. Zhang (2015).
lecture theatre affects student academic performance , only limited attention has
been given to learning variables, such as self-efficacy and self-regulation. Self-
efficacy refers to individuals’ beliefs on their capabilities to perform behaviours that
will produce desired outcomes through the accomplishment of specific tasks which
then in turn led to achieving one’s scholastic goals.
Hence, Technology users are moving towards being more mobile, and
teachers and students are a significant part of that trend. Teachers can project
presentations onto the SMART Boards and they can write, touch and interact with
their content. Document cameras are also a fun way for teachers to show students
new and interesting ways of looking at objects. Whether they are zooming in on the
smaller details of a 3D object, or observing science experiments, students can share
an equal view of the lesson without crowding the teacher’s desk. Whether a student
is listening to his own music while studying, or a teacher is playing an audio book to
her students, mp3 players are an increasingly common sight in schools. Both
teachers and students can make full use of mp3 players in their school activities
(Gammuac, 2013)
Based on the background above, it can be seen that the use of gadgets is
more widely used to open social media and play online games. To examine more
deeply the impact of gadget usage, the authors are interested in conducting research
that examines the impact of gadget usage in academic performance of grade 12
learners in Don Carlos Polytechnic College SHS.
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A. Age
B. Gender
2. What are the impacts of gadgets usage to the academic performance of Grade 12
learners in Don Carlos Polytechnic College?
To the teachers they gained insights to help the students regarding of the
impact of gadgets to their academic performance.
To the parents this study helped them to know the impact of gadgets to the
academic performance of their children. Also it helped them limit the usage of
gadgets to their children when they found out on the study the different results about
the gadget usage.
To the students this study was beneficial to them, they are aware in their
studies especially when it comes in using their different gadgets. It was important for
them to remain aware of their responsibilities while using their favourite gadget
because many academic and researcher believed that excessive use of
sophisticated gadgets have the potential to become an addiction.
To the future researchers this was a big help to the future researchers
because it served as guide to gather information to have a bigger study.
This study was delimited on the impact of gadgets usage to the students'
academic performance of grade 12 learners of Don Carlos Polytechnic College. The
researcher conducted the study which are some of the students has gadget.
Researchers chose the grade 12 learners as their respondents at Don Carlos
Polytechnic College. Located at Purok 2, North Poblacion, Don Carlos Bukidnon. In
the school year 2022-2023.
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Definition of terms
This study used the following terminologies which were denotatively and
operationally defined in the study.
Academic performance - it refers to the general average in the first semester of the
grade 12 learners.
Gadget- it refers to cell phones, laptop, computer and any technology that students
used.
Gadget usage – a sense of urge to use the phone or any other gadget when using
something or the fact of being used.
Generation – a group of people born and living during the same time.
Impact – it refers to the effect of gadget usage to the academic performance of the
grade 12 learners.
Social media – refers to communicate other people through internet access using
any gadgets like facebook, instagram, messenger etc.
THEORITICAL FRAMEWORK
GADGETS
Based on research that has been conducted by Nelli (2019) which concludes
that field research shows that student academic development greatly influences the
use of gadgets because students who really fuse gadgets as they should or more
precisely students who use gadgets to learn, these students will experience an
increase the value of achievement or academic value increases. The form of using
gadgets that can shape student academics is the ability of students to find study
materials and references and even use them correctly, because it is obvious that
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students who use gadgets correctly tend to win in competitions even in almost all
fields of competition they win because they don't only fostered by schools but also
additional learning at home using gadgets.
GADGET USAGE
Advances in digital technology, one of which gadgets have become part of the
daily life of all levels of society (Agung, et al., 2019, p. 276).Regardless of gender,
age, education level, ethnicity, economic status, modern people actively use gadgets
in their lives, have quick access to any information, are always in touch with friends,
relatives, colleagues, regardless of location. It is not surprising that today, modern
electronic technology is firmly entrenched in education (Kabanova & Vetrova, 2019,
p. 524). The use of gadgets simultaneously affects student interest (Syaputri&
Usman, 2019). Therefore, Syaputri and Usman added that the use of gadgets in
education is an issue that must be studied in depth. Content or material that is often
accessed by students can more or less influence the development of students in
thinking, behaving, and acting. Most people use gadget technology as a means of
communication, learning and media to find information that is in line with the goals of
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the technology being developed. The results of technological advances not only
provide benefits to the industrial sector but also help in the field of state education
(Anshari, et al., 2018, p. 152).
According to Rosen et al., 2013. More studies were carried out to investigate the
causes behind a negative relationship between electro media use and academic
performance; multitasking has emerged as a possible explanation. Obviously, as
smartphone use is not only limited to texting and calling but internet use, email and
social-networking sites such as facebook, it can potentially increases multitasking
and task switching during academic activities. This ultimately leads to decrease in
academic performance.
ACADEMIC PERFORMANCE
In addition, Kuznekoff, Munz and Titsworth (2015) have pointed out that the
exchange process of (UN) related messages through smartphones during lecture
time affects student performance and the note-taking process. The major three
distractive ways that mobile phones affect learning performance are related to
sources (i.e., notifications, texting process), targets (i.e., messaging has no impact
on reading comprehension) and subjects (i.e., information motives, personalities).
On the contrary, Marzouki, Idrissi and Bennani (2017) have mentioned the positive
effects of mobile learning on knowledge acquisition, student academic performance,
attitudes, and motivation in social constructivist learning environments. Although
researchers have quite extensively explored how, digital device usage in a lecture
theatre affects student academic performance , only limited attention has been given
to learning variables, such as self-efficacy and self-regulation. Self-efficacy refers to
individuals’ beliefs on their capabilities to perform behaviours that will produce
desired outcomes through the accomplishment of specific tasks which then in turn
led to achieving one’s scholastic goals. Self-regulation consists of social cognitive
(e.g., self-efficacy and motivation) and behavioural dimensions (e.g., self-evaluation
and effort management).
According to Patacsil & Idor in 2021, revealed that the use of gadgets has a
moderately positive impact in learning because of its features that extend the ability
of the students to do more things but it also has a negative impact because students
are most likely to be distracted by it.
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Conceptual framework
The conceptual framework for this study utilized constructs and relationships
from the theory of the Hook Model Theory (2013) and Social Learning Theory (2014)
to develop theoretical propositions regarding the effects of gadget exposure.
According to the Hook Model Theory 2013, trigger is one of the elements that
a user undergoes when they are starting to use gadgets. Trigger has two types: the
external and internal, a person which is using a gadget happens to see a notification
in his email from his old friend. The external trigger is the action of her being curious
in who and what are the notifications content and by cycling through successive
hooks, users begin to form associations with internal triggers, which attach to
existing behaviours and emotions. (Nir Eyal, 2013). This explains that when every
user starts to use a gadget there is a trigger action in every clicking of the mobile
gadgets that causes it to be a habit and form into an everyday routine in their life.
Gadget is a great invention of genius minds in the world and innovated a new
easy way of living. Nowadays there are an increasing amount of people who are
using gadgets because of the pandemic. The researchers have to conduct research
about the effects of gadgets on students’ health to inform and spread awareness
about the effects of using gadgets. The hook model theory determines that a user of
a gadget can undergo. It explains why a user hooked in using a gadget; a simple
notifications, image or message that can give information can lead to a cause of
excessive use of a gadget and becoming a habitual routine.
In line with this research, it can be said that the invented gadgets have a huge
influence on every person, especially the students who mostly used the gadgets.
There are a number of reasons why many people use gadgets, they use it for
educational purposes, gaming, shopping, business and entertainment. As young as
6 months parents actually let their children use gadget like watching videos for them
to stay quiet and make it a habit. In order to prevent the effects of using it parents
should be more aware and educate their children as well as those teenagers to
prevent getting bad effects of excessively using gadgets.
In Social Learning Theory (2014) that theorises people learn from one another
via observation, imitation and modelling. This theory has often been called a bridge
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Gadgets they have are only used as entertainment media, the gadgets used
cannot be used as learning media. Children's study time, has not been managed
properly. This is marked by the absence of a child's study schedule at home.
Gadgets have a negative impact on children with gadgets when children's learning is
not managed properly. Besides that, it is difficult for children to break away from
using gadgets, weak parental control, there is no policy from the sub-district
government regarding time limits for using gadgets, an unsupportive environment
and so on (Sandrawita 2019)
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Research paradigm
GARDE 12 ACADEMIC
GADGET USAGE
PERFORMANCE
HO1: There was no significant relationship between the usages of gadgets towards
the academic performance of the grade 12 learners of Don Carlos Polytechnic
College.
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METHODOLOGY
This chapter described the method of research design, the respondents of the study,
the instrument used, data gathering procedures and statistical treatment of data.
Research Design
This study utilized the quantitative design to determine the impact of gadgets
to the academic performance of the Grade 12 students of Don Carlos Polytechnic
College, Don Carlos Bukidnon. The descriptive survey used to determine the impact
of gadgets to the academic performance of the Grade 12 students. According to
Form plus Blog, descriptive research is a type of research that describes a
population, situation or phenomenon that is being studied. It can answer the
questions how, what, when and where questions in a research problem.
The school principal is Mr Ariel Berico, supervising 380 Senior High School
students in Grade 12, each section has 54 students. The people who live in the
locality are Cebuano, Ilonggo, Ilocano and Manobo tribes but they are
communicating using the same dialects. The abundant crops in the locality are corn,
rice, sugar cane, pineapple and vegetables in part of Don Carlos, Bukidnon.
The respondents of this study was the Grade 12 learners of Don Carlos
Polytechnic College SHS of Don Carlos, Bukidnon who are enrolled in this school
year 2022-2023. There are 7 sections for the Grade 12 learners of Don Carlos
Polytechnic and the researchers selected one (1) section of HUMSS strand with fifty
students.
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Figure 2: Map of Don Carlos Bukidnon and location of Don Carlos Polytechnic
College.
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Sampling Procedure
This study used total enumeration of one (1) section to identify the
respondents. When administering the tool, the researchers explained to the
participants and they are assured that their response would be kept as confidential
and used for research purposes only. The researcher conducted a survey related to
the impact of gadgets to the academic performance of the Grade 12 students.
Research Instrument
Data gathering
Once the proposal was approved, a letter of request to conduct the study was
forwarded to the principal of Don Carlos Polytechnic College for the administration of
the survey questionnaires. The instrument used in this research was a survey
questionnaire that consist questions that focused on the impact of the gadgets
towards the academic performance of the learners who are currently using different
kinds of gadgets.
Upon approval, the researchers started the survey. The identified participants
was not disclose throughout the research study in order to motivate them to give
their responses. Then, the accomplished survey questionnaire retrieved to ensure
the accuracy of the responses and a high percentage of retrieval. The result of the
study was analysed and treated statistically.
Statistical Techniques
This study used descriptive statistics such as frequency count and mean to
determine the average of the student’s response on the categorized survey
questionnaire Descriptive statistics was a useful tool in determining the impacts of
Gadgets. This involved summarizing and analysing data using measures such as
mean, median, mode, standard deviation, range and percentiles.
Chapter 4
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
This chapter presents the analysis and interpretation of the data collected
from the respondents to determine the effect of gadget usage on students’ academic
performance. The presentation of data is based on the sequence of the problem
presented in Chapter 1.
Total 50 100.00
Male 23 46.00
Female 27 54.00
Total 50 100.00
Age is often associated with a decline in cognitive abilities that are important
for maintaining functional independence, such as learning new skills. While gender is
often used to refer to the social and cultural constructions of masculinity and
femininity, rather than biological aspects of the male or female sex.
Table 1 shows the demographic profile of the Grade 12 students in terms of
Age and Gender. The result shows that 48% of them were 18 years old, 34% were
19 years old, 10 % were 17 years old, and 8.88% were 20 years old. In terms of
gender, a difference of 6% (3 students) is shown in the table, there were 54% female
and 46% male.
It also agrees with Kabanova & Vetrova (2019, p. 524) that regardless of
gender, age, education level, ethnicity, economic status, modern people actively use
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gadgets in their lives, have quick access to any information, are always in touch with
friends, relatives, colleagues, regardless of location. It is not surprising that today,
modern electronic technology is firmly entrenched in education.
In connection to the study of Articulo et al. (2014) The finding on the effect of
electronic gadgets on the academic performance found out all respondents,
regardless of differences in sex and ages and exposure were very affective and was
most likely to be dominated by girls. However, Grade 12 students were extremely
affective in the awareness of the ill effect of these useful devices.
Legend:
4.50-5.00 High Impact
3.50-4.49 Moderate Impact
2.50-3.49 Slight Impact
1.50-2.49 Low Impact
1.00-1.49 No Impact
Excessive use of gadgets not only has a positive impact on students but also
has a negative impact. The positive impact obtained from the use of gadgets is that
students are able to find information and communication easily, but excessive use of
gadgets will have a negative impact on student learning outcomes.
Table 2 shows the impacts of gadgets on the academic performance of grade
12 students. Out of 20 indicators, 12 were rated as Moderate Impact and 8 were
rated a Slight Impact with an overall mean of 3.54 (SD=.40). This further implies that
using gadgets has minor impacts on performance.
Specifically, the indicator I can research topics easier, obtained the highest
mean of 4.22 (SD=.97). It is followed by, I am more creative, with a mean of 4.06
(SD=.98). Then, I can search for information anywhere, with a mean of 4.00
(SD=1.01). The results imply that students were able to search and research topics
comfortably using their own creativity through gadgets.
Moreover, the indicator, My hand writing became worse, obtained the lowest
mean of 3.00 (Sd= 1.32). It is followed by I am to lazy to go to school, with a mean of
3.06 (SD=1.30). Then, My hand-eye coordination improved, with a mean of 3.14
(SD=1.23). These indicators had a Slight Impact on students’ performance.
According to Patacsil & Idor in 2021, revealed that the use of gadgets has a
moderately positive impact in learning because of its features that extend the ability
of the students to do more things but it also has a negative impact because students
are most likely to be distracted by it.
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Table 4. Correlation
Variables Academic Performance Interpretation
r-value p-value
Impact of Gadget -.188 .190 Not Significant
Table 4 illustrates the correlation among the variables in the study. As shown in
the table, the impacts of gadget did not exhibit a significant relation to academic
performance. Specifically, the r-value is -.188 (p>.05). This further means that there
is a negative relationship between the variables but not enough to make influence on
the academic performance of the learners. Thus, the null hypothesis is not rejected.
Used of gadgets did not significantly impact students’ academic achievements.
According to Rosen et al., 2013. More studies were carried out to investigate the
causes behind a negative relationship between electro media use and academic
performance; multitasking has emerged as a possible explanation. Obviously, as
smartphone use is not only limited to texting and calling but internet use, email and
social-networking sites such as facebook, it can potentially increases multitasking
25
and task switching during academic activities. This ultimately leads to decrease in
academic performance.
Chapter 5
This section contains the summary and critical discussions of the significant
findings presented in relation to previously identified problem statements in the first
chapter. Conclusions and recommendations are further offered with the intent to
generalize the result of the field of investigation.
Summary
This study was conducted in Don Carlos Polytechnic College, Don Carlos,
Bukidnon during the second semester of SY 2022-2023.
FINDINGS
There were 48% of the students belong to 18 years old which means that
most of them did not belong to the school-aged of a senior high school and 54%
were female.
The overall mean of the impact of gadget usage was 3.54 with SD= .40 which
suggests a moderate impact.
As to academic performance, 48% belong to Very Satisfactory.
There is a negative non-significant relationship between the impact of gadget
use and academic performance with a -value of -.188 (p>.05).
CONCLUSIONS
Most of the students do not belong to the school-age of a senior high school
student and are dominated by females.
Most of the grade 12 students belong to Very Satisfactory.
The usage of gadgets has a moderate impact on learning.
There is no significant relationship between the impact of using gadgets and
academic performance.
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