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HEALTH-RELATED CONDITIONS ASSOCIATED WITH THE USE OF ELECTRONIC

GADGETS AMONG STUDENTS IN THE LABORATORY SCHOOL


OF THE UNIVERSITY OF NORTHERN PHILIPPINES

A Research Proposal
Presented to
The Faculty of the College of Medicine
University of Northern Philippines
Vigan City, Ilocos Sur

In Partial Fulfillment
of the Requirements for the Degree
Doctor of Medicine

by:
Galvez, Kristine Joy D.
Inay, Shalimar Kim P.
Kairupan, Gerarld Immanuel
Maurera, Maria Victoria
Refuerzo, Katrina Concesa T.
Tjakrapawira, Victor Mattathias Noli

2014

TABLE OF CONTENTS

Table Of Contents...........................................................................................................................I
The Problem...................................................................................................................................1
Introduction..................................................................................................................................1
Research Question........................................................................................................................3
Statement Of The Problem...........................................................................................................3
Significance Of The Study...........................................................................................................4
Scope And Delimitation...............................................................................................................4
Biases...........................................................................................................................................5
Theoretical Framework................................................................................................................5
Review Of Related Literature......................................................................................................6
Conceptual Framework..............................................................................................................11
Operational Definition Of Terms...............................................................................................12
Hypotheses.................................................................................................................................12
Methodology..............................................................................................................................13
Research Design.....................................................................................................................13
Population And Sample..........................................................................................................13
Data Gathering Instrument.....................................................................................................13
Data Gathering Procedure......................................................................................................13
Ethical Consideration.............................................................................................................13
Statistical Treatment Of Data.................................................................................................14

Questionnaire.............................................................................................................................18

Bibliography.................................................................................................................................22

CHAPTER I

THE PROBLEM
Introduction
Humans have almost been on a path of progression. He never stops until he finds
something new to develop or new techniques or methods to use. That is why we and our society
are full of different modern technologies. Modern technology has changed our way of life in
many different ways. Modern technology have revolutionized and vastly changed the way people
work, live and play. It would be impossible to imagine life without the comforts and ease of
these modern technological achievements. This scenario helps us grasp our dependence and
reliance to these modern technological marvels.
Globally, average kid ages 8-18 spends over 7 hours a day using technology gadgets
equalling 2 hours of music, almost 5 hours of TV and movies, three hours of internet and
video games, and just 38 minutes of old fashioned reading.
In the Philippines, about two-thirds of children own a mobile phone, more than kids in
Australia and Taiwan. Personal ownership of mobile phones among Filipino children aged seven
to 14 had increased dramatically to 65% as of 2012, from the 38% recorded three years earlier.
Current mobile phone ownership levels among kids in Australia and Taiwan, in comparison,
were at 42% and 22%, respectively. In 2009, 63% of Filipino children aged 7 to 14 years old
regularly use the Internet, showing an almost 40 percent increase in online access since 2003.
The respondents said that they usually go online to play games and watch videos, while they also
use the web to access information for school requirements.
Modern gadgets today are very important in everyday life. These gadgets have definitely
increased our efficiency in everyday tasks such as sending messages and mails through electronic
mail. Gadgets have also brought us closer to each other, thus bridging us to our loved ones.

Webcams and other internet video devices can help us get connected with family members,
relatives and friends at all times and at any venue. Some gadgets have multipurpose use. It can
do almost any task at a very fast speed. Gadgets today also mean entertainment and fun. We can
play video games using our computers, laptops, tablets and other mobile devices. Gadgets have
also made learning and teaching enjoyable especially those who are in grade school.
Despite all these advantages, we can always say that modern gadgets can have very
negative effects to us. This is especially true nowadays because a lot of children are extremely
exposed in using these gadgets without even aware of its unnecessary effects.
One of the negative effects of excessive use of gadgets is obesity. Data shows 16% of
children (over 9 million) that are between the ages of 6 -19 years old are overweight or obese, a
number that has tripled since 1980 (mostly due to electronic usage). Being overweight can also
bring with it great health concerns.
A new national study has found that one in five teens has lost some hearing, and the
problem has gotten worse in recent years. Nobody knows for sure exactly what's causing the
hearing loss, but earbuds and digital music are the prime suspects.
The researchers analyzed data on 12- to 19-year-olds from a nationwide health survey.
They compared hearing loss in the 3,000 kids tested from 1988-94 to the 1,800 kids tested over
2005-06. Over the two time periods, the prevalence of hearing loss increased from about 15
percent to 19.5 percent. That calculates out to about 6.5 million teens with at least slight hearing
loss.
Parents should think in terms of a risk to benefit ratio when considering exceeding expert
guidelines for technology use. The benefits, such as entertainment, escape, immediate
gratification, babysitting, and soothing might seem very attractive to parents and teachers at first

glance, but the risk of obesity, developmental delay, sleep deprivation, anxiety, depression,
aggression, unsociability, attention deficit, and low grades should be taken into an account when
allowing kids using a gadget. Long term usage of technology for these reasons can be
problematic to say the least.
Although media is raising the issue of adverse effects of gadget usage, still there are no
substantial efforts regarding the proper usage of gadgets.
This study aims to evaluate health conditions associated with electronic gadgets use
among students for them to modify their usage of gadgets and to lessen the health conditions
associated with it.
Research Question
What are the health-related conditions associated with the use of electronic gadgets
among pupils in the Laboratory School of the University of Northern Philippines.
Statement of the Problem
This study aims to determine the health-related conditions associated with electronic gadgets
used by the pupils. Specifically, it seeks to answer the following inquiries:
1. What is the profile of the respondents on the use of electronic gadgets in terms of?
a. Age at the start of using the gadgets
b. Length of time using the gadgets per day
c. Type or kind of electronic gadget used
d. Type or application being used
2. What are the purposes of the respondents in using the gadgets?
3. What are the health-related conditions associated with the use of electronic
gadgets, in terms of?
a. Vision
b. Nutritional Status
c. Hearing
d. Growth

4. Is there a significant relationship between respondents profile on the use of


gadgets and the health-related conditions associated with the use of gadgets
Significance of the study
Results of this study will help the students to be aware of the health-related conditions
associated with excessive use of gadgets that would help them make actions in minimizing its
negative effects. This study would also benefit the parents in guiding their children in the proper
usage of these gadgets. Lastly, it will help the community, especially Vigan City which is known
as a Child-Friendly City, in promoting its advocacy by conducting seminars in coordination with
the Philippine Pediatric Society based on its results.
Scope and Delimitation
This study will focus on determining the health-related conditions along vision,
nutritional status, hearing and growth associated with the use of electronic gadgets among
selected pupils. The subjects of this study are the grades V and VI pupils of the Laboratory
School of University of Northern Philippines.
The study will be conducted from December 2014 to March 2015. The survey
questionnaire to be used will be adopted from a study of Muduli, J.R.
Biases
Biases that can happen:

1. Observation Bias - people who are part of a study are usually aware of their
involvement, hence, they may give more favorable responses or perform better than
people who are unaware of the studys intent
2. Recall or Memory Bias - if outcomes being measured require subjects to recall past
events
Theoretical Framework
Social Learning Theory
In social learning theory, Albert Bandura (1977) states behavior is learned from the
environment through the process of observational learning.
Individuals that are observed are called models. In society children are surrounded by
many influential models, such as parents within the family, characters on childrens TV, friends
within their peer group and teachers at school. These models provide examples of behavior to
observe and imitate, e.g. masculine and feminine, pro and anti-social etc. Children pay attention
to some of these people (models) and encode their behavior. At a later time they may imitate the
behavior they have observed. They may do this regardless of whether the behavior is gender
appropriate or not but there are a number of processes that make it more likely that a child will
reproduce the behavior that its society deems appropriate for its sex. Necessary conditions for
effective modeling are attention, retention, reproduction, and motivation. Attention is a various
factors that increase or decrease the amount of attention paid. Retention is remembering what
you paid attention to. Reproduction is reproducing the image. Lastly, motivation is to have good
reason to imitate. The people around the child will respond to the behavior it imitates with either
reinforcement or punishment. If a child imitates a models behavior and the consequences are
rewarding, the child is likely to continue performing the behavior.
In this study, specific perceived factors from a childs environment are related to the use
of gadgets and its behavioral effects.

Review of Related Literature


Use of every type of media has increased over the past 10 years, with the exception of
reading. In just the past five years, the increases range from 24 minutes a day for video games, to
27 minutes a day for computers, 38 minutes for TV content, and 47 minutes a day for music and
other audio. During this same period, time spent reading went from 43 to 38 minutes a day, not a
statistically significant change.
The Australian Communications and Media Authority reported that in 2007, children
were spending on average close to five hours a day with technology, a figure which has likely
increased with the proliferation of media-enabled smart phones and other electronic devices. In
fact, in April 2012, the Australian Bureau of Statistics reported that nearly a third of all 5-14 year
old children had their own mobile phones. With the increased sedentary time children are
spending with technology and reduced time in outdoor play, links are being drawn between
overuse of technology and a delay in childrens achievement of sensory and motor milestones
and reduced academic performance. The types of interactions children are having with
technology are also of concern. Exposure to violent content during gaming has been correlated
with aggression and desensitization to violence, which is of particular concern, given the
evidence that gaming can be very addictive.
On Vision
The human eye is not adapted for staring at a single point in space for hours on end. If
you log significant time in front of a computer monitor, you've probably experienced computer
vision syndrome: eyestrain, tired eyes, irritation, redness, blurred vision, and double vision.
Luckily, this isn't a permanent condition.

With all the gadgets kids use these days, what we noticed now is that more and more
children have dry eyeswhich was unheard of before, said Dr. Pik Sha Chan-Uy, an
opthalmologist specializing in cataract, retina, strabismus, children's eye diseases and laser
surgery. They get red eyes, blink a lot, or get teary eyed... Out of 10 kid patients I get aged 3
and above, about half of them have dry eyes, Dr. Chan-Uy added. Using electronic gadgets for a
long time can dry the cornea, which is in the front part of the eye. If this gets dry, it can be
irritating. A person can experience lots of discomfort, similar to the sensation of having
puwing, Dr. Chan-Uy told GMA News Online during the launch of Pacific Eye and Laser
Institute in Makati on Wednesday.
On Nutrition
In the last forty years, the percentage of American children who are defined as
overweight has more than doubled. As a result, childhood obesity has become a national
epidemic, with the CDC noting that about 15% of children and adolescents are now overweight.
"Basically, the more TV you watch, the heavier you are," Jason Mendoza, MD, MPH,
tells WebMD. Nowadays, screen time isn't limited to television; we may spend as much or more
time using a computer for work or school. Then, for recreation, instead of going outside to shoot
some hoops, we play video games. When Mendoza, assistant professor of pediatrics at Baylor
College of Medicine, compared the body weights of preschoolers who used computers and those
who didn't, he found the computer-using kids were tubbier. More than two hours a day parked in
front of any kind of screen seems to be the tipping point, he says.
Too much screen time can promote a sedentary lifestyle -- one of the major contributing
factors to obesity and a major risk factor for heart disease, according to the Texas Heart Institute.

As many as 33 percent of teens are obese, according to estimates by the American Academy of
Child and Adolescent Psychiatry published by the Texas Heart Institute. Obese teens are more
likely to grow up to become obese adults, giving them an increased risk for chronic health
conditions, including heart disease, diabetes and arthritis. Trading even just 30 minutes of
electronics time per day for physical activity can help significantly reduce these risks.
TV and video game use correlates with increased obesity. Children who are allowed a
device in their bedrooms have 30% increased incidence of obesity. One in four Canadian, and
one in three US children are obese. 30% of children with obesity will develop diabetes, and
obese individuals are at higher risk for early stroke and heart attack, gravely shortening life
expectancy. Largely due to obesity, 21st century children may be the first generation many of
whom will not outlive their parents.
Televisions, iPads and computers in bedrooms may be contributing to the obesity
epidemic because rooms are not dark enough for the metabolism to work properly, scientists
have suggested.
Sleepers need pitch-black conditions for the body to produce the healthy level of
hormones that is needed to regulate how the body converts food and drink into energy, the study
says. But ambient light from screens, and even street lighting creeping under curtains and blinds,
can harm the production of melatonin and stop the body processing food efficiently.
On Hearing
Data implies that about 72% of the respondents who are using ear phone or head sets for
more than 6 hours per day are having significant hearing problem. It is 54% for the users of 4-6

hours, 13% in case of the users of 2-4 hours and for users using the same for 1-2 hours it is only
12% It signifies that the higher the degree of the use of the ear phones the higher the hearing
problems of the students.
While OSHA warns employers to limit workers' exposure to noise levels above 85
decibels, Novak says people commonly listen to music through headphones at 85 to 110
decibels. "It's not just the level of the noise, it's the duration," he points out. Our ears can recover
from a siren screeching past, but exposure to loud noise for hours every day can permanently
destroy cells in the inner ear.
One in ve teenagers in America cant hear rustles or whispers, according to a study
published in August in The Journal of the American Medical Association. These teenagers
exhibit whats known as slight hearing loss, which means they often cant make out consonants
like Ts or Ks, or the plinking of raindrops. An audiologist at Wichita State University who
pulled earbuds off students to find out how loud their music was discovered that most students
were listening to music at 110-120 decibels, well over the recommended volume. At that level,
loud noise can cause permanent hearing loss after just an hour and 15 minutes. The number of
teenagers with hearing loss from slight to severe has jumped 33 percent since 1994.
Given the current ubiquity of personal media players the iPod appeared almost a
decade ago many researchers attribute this widespread hearing loss to exposure to sound
played loudly and regularly through headphones. Indeed, the August report reinforces the
findings of a 2008 European study of people who habitually blast MP3 players, including iPods
and smartphones. According to that report, headphone users who listen to music at high volumes
for more than an hour a day risk permanent hearing loss after five years.

On Growth
Technology use restricts movement, which can result in delayed development. One in
three children now enter school developmentally delayed, negatively impacting literacy and
academic achievement. Movement enhances attention and learning ability. Use of technology
under the age of 12 years is detrimental to child development and learning.
Because of all this negative and positive effects, The American Academy of Pediatrics,
The White House Task Force on Childhood Obesity, and others recommend discouraging any
screen time for children under the age of two, and less than two hours a day of educational
programming for older children.
Children involved in the work of play do not require expensive toys and gadgets to keep
them entertained but often enjoy playing with common household items such as broom handle or
even items that adults consider junk (boxes, sticks, rocks and dirt). Parents and other caregivers
should supervise the selection of programs, watch and discuss programs with their children,
schedule limited time for television viewing, and set a good example television viewing.
Prolonged television viewing in young children has been linked an increase in psychological
distress and decreased time spent in active playing, which increases the risk for obesity among
certain children.
Government recommendations in relation to physical activity suggests that children
should be involved in physical activity for at least an hour a day and that sedentary activities and
time spent sitting should be minimized. Whilst these recommendations are primarily aimed at
improving the current and future health of children, this study reminds us of the social benefits of
promoting physical activity with children. Playing using gadgets and technology may fail to meet

cognitive and social developmental needs which can be achieved through outdoor physical
activity.
Conceptual Framework
INDEPENDENT VARIABLES

Factors on the use of electronic gadgets:

DEPENDENT VARIABLES

Health-related conditions associated


with the use of electronic gadgets,
in terms of:

a. Age at the start of using the gadgets


b. Length of time using the gadgets
per day
a. Vision
Figure 1. Research Paradigm
c. Type or kind of electronic gadgets
b. Nutritional Status
used
c. Hearing
d. Type or application being used
d. Growth
The research paradigm shows the respondents profile as to their socio-demographic
factors which include age, sex, place of residence, height and weight. It also shows the healthrelated conditions associated with the use of electronic in terms of vision, nutritional status
hearing and growth.
The figure consists of two boxes and an arrow. The box in the left portion contains the

respondents socio-demographic profile which is our independent variables. The box in the right
portion consists of the health related conditions associated with the use of electronic gadgets in
terms of vision, nutritional status, hearing and growth.
Operational Definition of Terms
A. ObesityB. Hearing Problems- This pertains to conditions that affect the ears such as tinnitus,
dullness, hearing loss, and ear pain.
C. Vision Problems- This refers to conditions that can lead to astigmatism, color blindness,
eye dryness and pain, and visual loss.
D. Growth Retardation

Hypotheses
There is no significant relationship between the exposure to electronic gadgets and effects
on vision, nutritional status, hearing, and growth.
Methodology
Research Design. The study will utilize a Descriptive Correlational research design with the use
of questionnaire checklist coupled with interview to gather relevant data needed to attain the
objectives.. The responses of the respondents will be analyzed, interpreted and summarized.
Population and Sample. A total enumeration will be applied. This will be conducted in the
Laboratory School of the University of Northern Philippines. The respondents of the study will
be the Grades V and VI pupils..
Data Gathering Instrument. The primary tool used by the researchers in obtaining the data will
be a questionnaire, adopted from published research study of Muduli, J.R. and were modified to
suit the purpose of the study and in Vigan setting.
Data Gathering Procedure. A letter will be forwarded to the Laboratory school principal, Dr.
Aurelia T. Vitamog for the permission to gather data and a letter of consent for the parents of the
respondents. The researchers will float the questionnaires to the respondents, and some will be
interviewed. On the same day, the researchers will also evaluate health related conditions
specifically for vision, nutritional status, hearing and growth retardation related to the usage of
electronic gadgets. Vision condition will be assessed using Snellen chart, nutritional status will
be determined through the use of Body mass index, hearing will be assess using ( tuning fork)
and lastly the growth condition will be evaluated with the use of z-chart.
Ethical Consideration. This study will focus on the awareness of parents on the effects of
electronic gadgets use among the students of the Laboratory School - University of Northern

Philippines. Data will be gathered through survey questionnare and interview wherein personal
data, insights and perception will be assessed. The following ethical principles will be applied
and used in this study:
Respect for Person : Informed Consent
Maintenance of Privacy and Confidentiality
Autonomy: Respondents will answer the survey questionnare and interview
independently.
Statistical Treatment of Data

Table 1. Profile of the Respondents in Terms of the Variable Age at the Start of Using the
Gadgets
Age Range
12-14
10-12
8-10
6-8
4-6
2-4
Total

Percent

Table 2. Profile of the Respondents in Terms of the Variable Type of Electronic Gadgets
Used by Length of Time Using the Gadget per Day
Gadgets
Cellphone
Laptop/Compute
r
Ipad/tablet
MP3/Ipod
Television
Game Consoles
Others
Total

<1 hr
n %

1-2 hrs
n
%

2-4 hrs
n
%

4-6 hrs
n
%

>6 hrs
n
%

Total
n
%

Table 3. Profile of the Respondents in Terms of the Variable Type or Appkication being
Used
Applications
Youtube
Games
Music
Browsing
Facebook, Twitter, Instagram,
Path, Viber
Camera
Messaging/Calling
Others
Total

Percent

Table 4. Frequency of Eye Problems Associated with the Use of Electronic Gadgets
Eye Problems
Pain
Strain
Redness
Dryness
Visual loss
Total

Percent

Table 5. Profile of the Respondents in Terms of the Variable Nutritional Status Associated
with the Use of Electronic Gadgets
BMI
Obese (BMI >2 SD)
Overweight (BMI >1 SD)
Underweight (BMI <2 SD)
Total

Percent

Table 6. Frequency of Ear Problems Associated with the Use of Electronic Gadgets
Ear Problems
Pain
Tinnitus
Dullness
Hearing loss/Difficulty

Percent

Total
Table 7. Profile of the Respondents in Terms of the Variable Growth Development
Associated with the Use of Electronic Gadgets

Table 8. Summary of the Health-related Conditions Associated with the Use of Electronic
Gadgets
Health-related Conditions
1. Vision
2. Nutrition
3. Hearing
4. Growth
Total

Mean

DR

Table 9. Summary of the Computation on the Relationship Between the Factors on the Use
of Electronic Gadgets and the Health-related Conditions
Varia
bles

Vision
correl
ation

Age
at the
start
of
using
the
gadge
ts
Lengt
h of
time
per
day
Type
of
gadge
t
Type

proba
bility

Nutritional
status
correl proba
ation bility

Hearing
correl
ation

Growth
proba
bility

correl
ation

As a whole
proba
bility

correl
ation

proba
bility

of
applic
ation
being
used
Time Table
Activities

Nov

Dec

Jan

Month
Feb

Mar

Acceptance of research proposal


Development of research tools
Pre-testing of questionnaire
Distribution of letters to school
authorities
Give questionnaires
Data entry and analysis
Thesis report writing
Revise final paper
Proof final paper
Submit final paper
Budget Proposal
Questionnaire Printing
Food (members)
Food (respondents)

500.00
1,000.00
2,000

Total

3,500.00

Apr

May

Questionnaire
I.

Respondents Profile

Name __________________________________Age _______ Sex ________ Grade Level


___________
Height ____________ Weight _________
Direction: Put a check on the box provided before for your corresponding answer/s.
1. What is/are the electronic gadget/s you are using?
Cellphone
Mp3/Ipod
Laptop/computer
Television
Ipad/tablet
Game consoles (playstation, Xbox, Nintendo,
PSP)
others (specify) ______________
2. What age did you start using the gadget? _______________
3. How many hours (per day) do you use these gadgets? ______________
4. How did you start to using these?
Self taught/ Exploring
Observing parents
Parent encouragement
Peer encouragement
Others (specify) _____________
5. Where do you get access these modern gadgets?
Home
School
Neighborhood
Computer shop/ Internet Cafe
Others (specify) _____________
6. What are the applications and Games that you use the most?
Youtube

Games
Music
Browsing
Facebook, Twitter, Instagram, Path, Viber, Line
Camera
Texting and calling
Others (specify) _____________
7. Are you able to use these modern gadgets whenever you want to?
Yes
No
8. What are your reasons in using these gadgets?
Entertainment
Observation from parents/other adults
Communication
Educational Research
Others (specify) ____________
II.
Health Status
A. Nutritional Status
Height (cm) ________________ Weight (kg) ________________
BMI ___________
B. Vision
1. Do you experience any of the following whenever you use these gadgets?
Yes
No
Eye pain
Eye strain
Eye redness
Eye dryness
Visual loss
Snellen Chart _________
3. Hearing
1. Do you experience any of the following?
Yes
No
Ear pain
Tinnitus (buzzing sound)
Feeling of dullness
Hearing loss/difficulty
Webers Test _______
Rhinnes Test _______
4. Growth
Height ________
Age _________

Z-chart _________

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