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Introduction
A gadget is a small tool such as a machine that has a particular function, but is
Gizmos in particular are a bit different than gadgets. Gadgets in particular are
Gadgets have become a part of our day to day lives. From morning alarms
Rishika Jalan. Mobile phones, tabs, laptops, iPods, cameras, are a few things one
cannot imagine life without. Although we might not realize and accept it but the
possession of all these gadgets have had a major impact on our lives. It has
become a part of all of us and we cannot imagine a day without any of this.
Technology has advanced a lot in order to make life simpler but on the other hand
it is also causing a lot of negative impact on our personal and social lives. The
presence of these technological gadgets. We all are human beings and social
interactions are a part of our existence. But technology has unintentionally ruined
inter personal space. It has been found that the perils of personal gadgets extends
and declining the size of the social circles. Personal mobile phones have played a
1
major role in the decline of face to face communication. When such a gadget is
text from the living room to someone in the bedroom. Family members don’t find
the time off from their phones and their laptops for face to face encounters.
Everybody is busy with their own things, be it their tabs or their smart phones.
The entire family is entangled in their own high tech world. And this causes
Theoretical Framework
but instead examines how people, as they interact with a technology in their
ongoing practices, enact structures which shape their emergent and situated use
of that technology. Key authors include De Santis and Poole (1990), and
Orlikowski (1992)
Social Presence Theory (Short, et al., 1976) is a seminal theory of the social
telephone conferencing (the research was sponsored by the British Post Office,
2
visual, and physical contact that it allows. The theory assumes that more contact
messaging) are less social, and therefore less conducive to social influence.
Conceptual Framework
Negative effects
Using Gadgets A. Social Relationship
B. Health
Figure 1.1 Diagram showing the relationship of the independent and dependent
relationship and health of grade 11 ABM students in Iligan City National High
1. What are the negative effects of gadgets to social relationship of grade 11 ABM
students?
2. What are the negative effects of gadgets to health of grade 11 ABM students?
3
3. What are the possible solutions of the negative effects of gadgets to social to
The purpose of the study is to discuss the negative effects of gadgets to the social
relationship and health. This research work will be useful to many persons as it
relationships and health of students. Specifically, this study will be most beneficial
Family. This study will help to guide their children of over use of gadgets.
This will serve as a guide to parents on how to control their children in over use
of gadgets.
Friends. With this study, help friends to know the negative effects of
Gadgets User. This will give awareness to help them avoid the negative
further similar studies in line with family, students, and peer group of negative
effects of gadgets
4
Scope and Limitations
This study focused on the negative effects of gadgets to social relationships and
(ABM) of the Academic Track of Iligan City National High School – Senior High
School Department during the School Year 2016 - 2017. Using the Slovin’s
comprised 77% of the students enrolled to ABM strand, and 9.8% of the total
population of the Senior High School Department. Desired date were obtained by
Definitions of Terms
Gadget. A gadget is a small tool such as a machine that has particular function,
5
Chapter II
REVIEW OF RELATED LITERATURE AND STUDIES
Related Literature
This research is supported with various literature and studies of language experts
observations and view point of the researcher with negative effects of gadgets to
Jalan (2014) has said that mobile phones, tabs, laptops, iPods, cameras are few
things are cannot imagine life without. Although we might not realize and
accept it but the possession of all these gadgets have a major impact on lives.
Jalan (2014) has asserted that attention deficit is a major result of technology in
today’s world. Children are not seen engaging in long conversations directly. They
start becoming impatient soon and their eyes start wondering. They look at
people in the eye and neither do they notice verbal cues. This problem persists
Quarty (2012) has explained that every member of the family has a gadget.
Gadgets are slowly replacing face-to-face conversations with the need to connect.
Some families has even stopped having dinner together because someone has to
reply to an urgent email and children are busy scrolling and playing games with
their gadgets.
6
On the Negative effects of Gadgets to health
Neck problems to hearing loss
O’Connor (2016) has stated that smart phones are responsible for the rise in the
number of young people with back and neck problems, as the amount of time
spent leaning over small phone screens can put spinal under pressure. Bending
your head over your tablet, laptop and smart phones strains the muscles in the
neck
Sleep deprivation
O’Connor (2016) has maintained that sleeping with your phone near you causes
hype vigilance. The bright screen of your computer in fine during daylight hours
the body’s natural rhythm, suppressing the production of the sleepy hormone
melatonin and fooling your body into thinking you need to stay up.
Baptiste (2014) has asserted that one of the negative effects of gadgets on your
health is during pregnancy. The radiation from the gadgets slows down the rate
Skin cancer
Team JFH (2012) has explained that holding laptops near your skin or lap is not
good. The heat can cause matted effect on exposed skin and in rare cases can
7
York suggests keeping laptops on lap or near abdomen can affect sperm
production.
Tune tinnitus
O’Connor (2016) wrote that most hearing loss or tinnitus caused by noise
decibels for more than five hours a week can damage hearing permanently
overtime. Research has found that 39 percent of 18 to 24 year olds listen to their
Related studies
Foreign
One study by Muduli (2004) addiction to technological gadgets and its impact on
health and lifestyle on college students in Rourkela, India has stated that
addiction of technological gadgets affects the mental health and lifestyle. The
digital activities make the youth strong in technical skills but make them weak in
real life practical skills. It takes the young mass away from the reality helping
them to live in their imaginary world. Due to the time spent on the devices the
youth are refrained from some outdoor activities with their friends and family.
The overuse of gadgets can lead to bipolar disorder, attention deficit disorder.
Excessive internet use not only generates disorders but it can sometimes be
distressing and disabling (Shapira etal ... 2003). Gadget can also affect hearing
8
Local
attention from its users. The users become more absorbed to the tech they’re
using. The respondents would rather spend time alone or friends than to be with
the family. The respondents would go out alone with their friends or with their
phones rather than with their family. The respondents would prefer staying at
home playing video games rather than go out with their family. With thorough
analysis from the data gathered that the technology has a negative effect to
family relationships. The quality of connection between the family members will
lessens.
9
Chapter III
METHODOLOGY
In this chapter, the researchers will present the methodology of the study number
of respondents, and the sampling design. This also explains the data gathering
procedure and the statistical treatment used in analyzing and interpreting the
Research Design
Business, and Management students of Iligan City National High School – Senior
high School Department. The researchers used the cross sectional descriptive in
study and observations with the use of cross sectional descriptive method, the
researcher will visit and interact with the grade 11 ABM students of Iligan City
environment. Using this method it will be easier for the researcher to gather data.
Research Method
10
A descriptive cross-sectional study is a study in which the disease or
condition and potentially related factors are measured at a specific point for a
defined population.
Method of Gathering
Prior to the administration of the study, a written permissions will was secured
from the office of the principal of Iligan City National High School – Senior High
School Department describing the nature and purpose of the study. All
After the request of the researchers was granted, the study was conducted.
Thus, this survey is accurate and reliable because the respondents will have the
researcher which is composed two parts. The first part of the questionnaire is on
how gadgets affect social relationship in which the respondents could agree or
disagree on each given statement. The second part is on the effects of gadgets
to health which used the 5 – point – Likert scale ranging from 1-Never, 2-Rarely,
11
Sampling Design
In this research, the researchers used Sloven’s formula in getting the number of
𝑁
respondents. The Sloven’s formula is𝑛 = wherein n is the sample population,
1+𝑁𝑒 2
1. Mt. Agad-Agad 39 30
2. Mt. Kitanglad 40 31
3. Mt Dulang-Dulang 42 32
Total 121 93
𝑁
𝑛=
1 + 𝑁𝑒 2
121
𝑛=
1 + 121(0.05)2
121
𝑛=
1 + 121(0.0025)
121
𝑛=
1.3025
𝑛 = 93
𝑛
%= 𝑥100
𝑁
93
%= 𝑥100
121
12
% = 76.86 %
Mt. Agad-Agad
n1= N×0.7686
n1=39×0.7686
n1=30
Mt.Kitanglad
n2=N×0.7686
n2=40×0.7686
n2=31
Mt.Dulang-Dulang
n3=N×0.7686
n3=42×0.7686
n3=32
13
Research Environment
The study was conducted in Iligan City National High School – Senior High School
Department. The school is located in Gen. Wood Street, Corner Roxas Avenue Barangay
Statistical Treatment
After the data gathering, the researchers tabulated, analyzed and interpreted the data
1. Frequency and percentage. This was used to summarize the data gathered from
2. Weighted Mean. Weighted mean will be used to determine the average scaling
14
Chapter IV
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA
This chapter is dedicated to present analysis and interpretation of data that the
researchers gathered for the results. Results will be followed by a discussion of search
findings. The findings relate to the research questions that guided the study. Data were
analyzed to identify, describe and explore the negative effects of gadgets to social
Yes 93 100
No 0 0
0%
Yes
100%
15
Graph 1.0 above shows that all respondents (100%) owns electronic gadgets at home.
This implies that all respondents owns electronic gadgets because everyone needs these
and it became a basic commodity of each household, now that we live in the modern
world.
Rarely 6 6
Seldom 22 23
0%
6%
23%
Rarely
Seldom
71%
Most of the time
16
Graph 2.0 shows that 71% of the respondents spend most of the time using their
gadgets, the other 23% of the respondents seldom use their daily routine. Out of total
respondents only 6% use their gadgets rarely. This implies that their gadgets is always
in their hands and they cannot go out in the house without it.
1-3 hours 28 30
4-6 hours 31 33
14%
15%
1-3 hours
54%
4-6 hours
17% Mote than 7 hours
17
Graph 3.0 show that 37% of the respondents spend longer time in using gadgets for
more than 7 hours, the other 33% of the respondents spend 4-6 hours in using gadgets.
The last remaining 30% of the respondents only spend lesser time for 1-3 hours in using
gadgets. Based on the data above that most of the respondents spend more time on
gadgets because according to Dr. Arthur Cassidy, a social media psychologist “we are
now saturated with digital technology and people are becoming psychologically
Table 4.0 Number of respondents who use gadgets with the following choices
Alone 56 60
Friends 18 19
Family 19 20
Graph 4.0 Number of respondents who use gadgets with the following choice
0%
27%
Alone
64% 9% Friends
Family
18
Graph 4.0 shows that out of 100% of the total respondents only 60% said that they use
their gadgets by themselves, the other 20% said that they use their gadgets with their
family. The remaining 19% said that they use their gadgets with their friends. Based
from the data this implies that because of using these gadgets it can disconnects us
from the real world, from the data shows that people prefer using these gadgets alone
and they want to be connected people virtually but it truly disconnects them from the
Table 5.0 Number of respondents who would rather stay at home surfing the
Yes 54 58
No 39 42
Graph 5.0 Number of respondents who would rather stay at home surfing the
0%
42%
58% Yes
No
19
Graph 5.0 shows that out of 100% of the respondents 58% admitted that they would
rather stay at home surfing internet/playing with gadgets than going out with parents
while 39% would like to do the opposite thing. This implies that people now a days in a
generation of advancement of technology. Gadgets is one of the reason that the quality
Table 6.0 Number of respondents who use their gadgets during eating breakfast, lunch,
Yes 54 58
No 39 42
Graph 6.0 Number of respondents who use their gadgets during eating breakfast,
0%
42%
58% Yes
No
20
Graph 6.0 shows that out of 100% of the total respondents only 54% use gadgets
during eating breakfast, lunch, dinner with their family and lastly 39% that does not
use gadgets during meals with the family. This implies that the majority of the
respondents that use their gadgets during meals with their family has less
Table 7.0 Number of respondents have misunderstanding with their parents because
of their gadgets
Yes 57 61
No 36 39
Graph 7.0 Number of respondents have misunderstanding with their parents because
of their gadgets
0%
39%
Yes
61%
No
21
Graph 7.0 shows that 57% of the respondents have misunderstanding with their parents
because of their gadgets while the remaining 36% said that they don’t have
misunderstanding with their parents because of gadgets. From the data shows this
implies that they spend more time on gadgets and they lost their concentration and in
other hand they did not do the task that their parents assigned for them, they engage
Table 8.0 Number of respondents have lessen their communication with their
parents/siblings
Yes 52 56
No 41 44
Graph 8.0 Number of respondents have lessen their communication with their
parents/siblings
0%
44%
56% Yes
No
22
Graph 8.0 shows that 56% of the respondents said yes that gadgets have lessen their
communication with their parents/siblings. The other 46% of the respondents said no
that the gadgets have lessen their communication to their parents/siblings. This implies
that the quality of our relationship with people around us is greatly influenced by the
family.
Table 9.0 Number of respondents get scolded because of their gadgets extends
Yes 71 76
No 22 24
0%
24%
Yes
No
76%
Graph 9.0 shows that 71% of the respondents said yes that they get scolded because
of their gadgets and the remaining 24% of the respondents said no. This implies that
23
majority of the respondents get scolded by their parents because gadgets is always in
their hands they cannot go out in the house without it. Everybody is busy with their
own things, be it their tabs or their smart phones. The entire family is entangled in their
own high tech world. And it causes insufficiency in the social unifications of the family.
Table 10.0 Number of respondents who prefer to stay at home with their gadgets than
Yes 50 54
No 43 46
Graph 10.0 Number of respondents who prefer to stay at home with their gadgets
0%
46%
54% Yes
No
Graph 10.0 show that 54% of the respondents prefer to stay at home with their gadgets
than handing with their friends. The other 46% of the respondents prefer to hang on
24
with their friends than staying at home with gadgets. This indicates that based on the
data above that people are more spending their time with gadgets than hanging on with
Table 11.0 Number of respondents who lessen their communication with their friends
Yes 28 30
No 65 70
Graph 11.0 Number of respondents who lessen their communication with their
friends
0%
30%
Yes
70% No
Graph 11.0 shows that out of 100% respondents 70% said no that gadgets lessen their
communication to their friends while the other 30% of the respondents said yes that it
lessen their communication. Majority of the respondents said no, this indicates that they
25
Table 12.0 Number of respondents who keep on using their gadgets while in the
Yes 66 71
No 27 29
Graph 12.0 Number of respondents who keep on using their gadgets while in the
0%
29%
Yes
71% No
Graph 12.0 shows that 71% of the respondents said yes that both of them their cousin
keep on using gadgets. The remaining 29% said no. This indicates that gadgets
decreasing face to face communication and declining the size of the social circle.
26
Table 13.0 Number of respondents who experience back pain due to excessively use
of gadgets
Weighted Mean(x)
Choices 𝑓 Percentage (%)
5 (always) 13 14 65
4 (Most of the 23 25 92
time)
3 (seldom) 33 35 99
2 (Rarely) 14 15 28
1 (Never) 10 11 10
mean Seldom
Graph 13.0 Number of respondents who experience back pain due to excessively use
of gadget
40%
35%
30%
Always
25%
Most of the time
20% Seldom
15% Rarely
Never
10%
5%
0%
27
Graph 13.0 results shows that out of 100% total respondents 35% seldom experience
back pain due to excessively use of gadgets and 25% most of the time experience back
pain while 15% rarely experience back pain. Other is 14% always experience it and the
remaining 11% never experience back pain. The computed weighted mean is 3.16, this
implies that they are seldom engaged on the gadget in a sitting up posture.
Table 14.0 Number of respondents said that mobile phones can cause a lack of sleep
Weighted Mean(x)
Choices 𝑓 Percentage (%)
5 (always) 39 42 2.10
2 (Rarely) 5 6 0.11
1 (Never) 4 4 0.04
28
Graph 14.0 Number of respondents said that mobile phones can cause a lack of sleep
45%
40%
35%
Always
30%
Most of the time
25%
Seldom
20%
Rarely
15%
Never
10%
5%
0%
Graph 14.0 shows that 42% of the total respondents said that mobile phones can always
cause a lack of sleep because of surfing the net, 32% of them said that most of the
time, 16% said that seldom it can cause a lack of sleep and the remaining 4% of the
respondents said never. The computed weighted mean is 4.02 - most of the time. This
indicates that sleeping with their mobile phones causes hyper vigilance feeling alert,
29
Table 15.0 Number of respondents who said that listening to any sound at high volume
Weighted Mean(x)
Choices 𝑓 Percentage (%)
5 (always) 22 24 1.18
2 (Rarely) 21 22 0,45
1 (Never) 8 9 0.09
mean Seldom
Graph 15.0 Number of respondents who said that listening to any sound at high volume
30%
25%
Always
20%
Most of the time
15% Seldom
Rarely
10%
Never
5%
0%
30
Graph 15.0 above shows that 27% of the respondents said that listening to any sound
at high volume using their headphones seldom affect their hearing ability, 22% said
always, 24% said rarely, 18% said most of the time and the remaining 9% said never.
The computed mean is total of 3.26, this implies that more than 89 decibels or Db(A)
for more than five hours a week can damage hearing permanently over time.
Table 16.0 Number of respondents experience dry eyes/itch in their eyes due to too
Weighted Mean(x)
Choices 𝑓 Percentage (%)
5 (always) 22 24 1.18
2 (Rarely) 21 22 0,45
1 (Never) 8 9 0.09
mean Seldom
31
Graph 16.0 Number of respondents experience dry eyes/itch in their eyes due to too
30%
25%
Always
20%
Most of the time
15% Seldom
Rarely
10%
Never
5%
0%
Graph 16.0 shows that 28% of the respondents said that most of the time experience
dry eyes/itch in their eyes due to too much exposure on screen, 26% of respondents
said rarely, 22% said seldom, 15% said always and lastly the remaining 9% said they
never experience. The computed weighted mean is 3.15, this indicates that respondents
conducted by the college of Optemetrist. But prolonged use can result in what has been
dubbed “computer vision syndrome” it’s crucial to blink regularly when focusing on
screen your reflexes will slow down, you blink less and tear production is reduced
32
Table 17.0 Number of respondents experience headache because of overuse of
gadgets
Weighted Mean(x)
Choices 𝑓 Percentage (%)
5 (always) 22 24 1.18
2 (Rarely) 21 22 0.45
1 (Never) 8 9 0.09
mean Seldom
gadgets
30%
25%
Always
20%
Most of the time
15% Seldom
Rarely
10%
Never
5%
0%
33
Graph 17.0 shows that 28% of the respondents seldom experience headache because
of overuse of gadgets, 26% always experience it, 25% experience most of the time,
14% rarely experience it and lastly the 7% never experience. Based on the data the
computed mean is total of 3.47. This implies that they are over exposed to these
gadgets.
Table 18.0 Number of respondents who agree and disagree to set time limit of using
their gadgets
Agree 69 100
Disagree 0 0
Graph 18.0 Number of respondents who agree and disagree to set time limit of using
their gadgets
0%
Agree
100%
34
Graph 18.0 shows that all respondents 100% agree to set time limit of using their
gadgets and 0% of the respondents disagree. This indicate that they will set a time
limit of their gadgets. With this solution it can help a lot to avoid the negative effects of
gadgets.
Table 19.0 Number of respondents who agree and disagree to priorities their
Agree 69 100
Disagree 0 0
Graph 19.0 Number of respondents who agree and disagree to priorities their parents
and health
0%
Agree
100%
35
Graph 19.0 show that 100% of the respondents agree to priorities their parents and
health. This indicates that it will help to tighten the bonds of the family, avoid decline
Table 20.0 Number of respondent who agree and disagree to take time to have a get
Agree 69 100
Disagree 0 0
Graph 20.0 Number of respondent who agree and disagree to take time to have a
0%
Agree
100%
36
Graph 20.0 shows that 100% of the respondents agree to take time to have a get
together with their family and 0% disagree. This implies that in this way it would help
the family to be open with each other and to stay connected, to start giving attention
Table 21.0 Number of the respondents who agree and disagree to minimize of
Agree 69 100
Disagree 0 0
Graph 21.0 Number of the respondents who agree and disagree to minimize of
0%
Agree
100%
37
Graph 21.0 above shows that 100% of the respondents agree to minimize of excessive
use of gadgets while 0% disagree. This implies that minimizing the use of gadgets
Table 22.0 Number of respondents who agree and disagree to engage in outdoor
activities
Agree 69 100
Disagree 0 0
Graph 22.0 Number of respondents who agree and disagree to engage in outdoor
activities
0%
Agree
100%
38
Graph 22.0 show that 100% of the respondents agree to engage in outdoor activities
and 0% who disagree. This indicates that they will engage in outdoor activities like
volleyball, basketball, etc it would help their social interactions, social relationships and
39
Chapter V
This presents the summary, the major findings, conclusions and recommendations of
the study on “Negative effects of Gadgets to Social Relationship and Health”. From the
Gadgets is use in many ways like contacting relatives, researching for the study and
use for entertainment. However with the advancement of these gadgets, there has been
The researchers made a study that aimed to determine the negative effects of
gadgets to social relationship and health of grade 11 ABM students. They also sought
to answer the following research questions: (1) what are the negative effects of gadgets
to social relationship of grade 11 ABM students (2) what are the negative effects of
gadgets to health of grade 11 ABM students (3) what are the possible solutions of the
The study used the cross sectional descriptive research method and conducted a
and Management students of Iligan City National High School – Senior High Schooll
Department during School Year 2016 – 2017 on the 7th of March 2017.
40
The researchers used frequency, percentage and weighted mean to determine
the data gathered from the survey questionnaires the respondents will also be used to
SUMMARY OF FINDINGS
1. What are the negative effects of gadgets to social relationship of grade 11 ABM
students?
Basing on tables: 4.0, 5.0, 6.0, 7.0, 9.0, 10.0 11.0 and 12.0. The researchers
found out that gadgets have different negative effects to social relationship of grade 11
ABM students by diverting time and attention from its users. The users become more
absorbed to the gadgets they’re using. As shown in Table 4.0 majority of the
respondents would rather spend time alone than to be with the family. In Table 5.0 (or
Graph 5.0) the answer that have the most answers is respondents would rather stay at
home surfing the net/playing with gadgets than going out with parents. The information
above, the respondents show that their attention is not mainly focused on the activity
by the family rather it is diverted to the gadgets where they are absorbed in. the quality
of connection between the family members lessens. The proof of this is the respondents
longing for detachment from their family which is indicated in tables: 6.0, 7.0 and 8.0
Respondents get scolded because of their gadgets. Because they give a lot of their time
41
Based on Table 10.0
Respondents would prefer to stay at home with their gadgets than hanging out with
friends
Majority of respondents answered yes that they keep on using gadgets while in the
2. What are the negative effects of gadgets to health of grade 11 ABM students?
In Table 13.0 (or Graph 13.0),Table 14 (or Graph 14.0), Table 15.0 (or Graph
15.0), Table 16.0 (or Graph 16.0), and Table 17.0 ( Graph 17.0) has a lot of negative
effects to health of the grade 11 ABM students. One of the negative effects of gadgets
to health is excessive use of gadgets can cause back pain, because it due to improper
sitting positions use of gadgets, mobile phones can cause a lack of sleep because of
surfing the net, that sleeping with your phone near you causes hyper-vigilance, listening
to any sound at high volume more than 89 decibels for more than five hours a week
can damage hearing permanently over time , too much exposure on screen can cause
dry eyes/ itch in the eyes because due to thermal radiation or heat generation while
using gadgets like laptop can cause bad effect on eyes. And gadgets can cause
headache.
3. What are the possible solutions of the negative effects of gadgets to social
42
The possible solutions to avoid the negative effects of gadgets to social
relationship and health are the following: Table 18.0 (or Graph 18.0) shows that all
respondents agree to set a time limit of using gadgets, Table 19.0 (or Graph 19.0)
100% of respondents agree to priorities their parents and health, Table 20.0 (or Graph
20.0) respondents agree to take time to have a get together with their family. Table
21.0 (or Graph 21.0) all respondents agree to minimize excessive use of gadgets, Table
22.0 (or Graph 22.0) showing 100% of respondents agree to engage in outdoor
activities. With the solutions that mentioned above it would help to the users of gadgets
to be aware and avoid the negative effects of gadgets to social relationship and health.
CONCLUSION
Gadgets have negative effects to social relationship and health of grade 11 ABM
students in Iligan City National High School. Gadgets are replacing face-to face
conversations within the family and friends. Some parents have misunderstanding with
their children due to overuse of gadgets. And the quality of connection between the
family members and friends has lessen. Grade 11 ABM students likely experience the
negative effects of gadgets to health in various aspects like gadgets cause back pain
due to excessive use, can cause a lack of sleep, can cause headache, and even
43
RECOMMENDATIONS
Based on the findings and conclusions of the study, the following recommendations
were drawn:
1. Parents may set rules within their children or in the family to limit instances of using
gadgets. It is worthwhile that each member of the family strengthens family bonds to
promote face to face communication and improve quality connection between members
of the family.
2. Gadgets have been part of individuals daily living. Although gadgets have positive
impacts, humans are not able to realize when to limit its usage. It is important to
encourage the youth and to give them awareness on the negative effects of gadgets to
their health. Life is more important than to any gadget in the world
3. It is important to spend more time with family and limit instances of using gadgets.
diverting attention from technology. Setting one’s mind to outdoor and fun activities
44
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Social relationship. (n.d.) WordNet 3.0, Farlex clipart collection. (2003-2008). Retrieved
Short, Williams, & Christie (1976). Social presence theory. Retrieved from
https://en.wikipedia.org/wiki/Social_presence_theory
Team JFH (2012, December 22) Effects of gadgets on health. Retrieved from
http://www.justforhearts.org/2012/12/effects-of-gadgets-on-health/
46
APPENDIX A
Negative effects of Gadgets to Social Relationship and Health of Grade 11 Accountancy and Business
Questionnaire
47
APPENDIX B
Negative effects of Gadgets to Social Relationship and Health of Grade 11 Accountancy and Business
Questionnaire
48
Negative effects of Gadgets to Social Relationship and Health of Grade 11 Accountancy and Business
Questionnaire
49
Negative effects of Gadgets to Social Relationship and Health of Grade 11 Accountancy and Business
Questionnaire
50
Negative effects of Gadgets to Social Relationship and Health of Grade 11 Accountancy and Business
Questionnaire
51
Negative effects of Gadgets to Social Relationship and Health of Grade 11 Accountancy and Business
Questionnaire
52
APPENDIX C
Dear Respondent,
Mabuhay ICNHS!
We are student of Iligan City National High School. As one of our requirements in Practical
Research subject, we are going to conduct a study entitled “Negative effects of gadgets to
social relationship and health of Grade 11 Accountancy and Business Management students
of Iligan City National High School.” The objective of the study are: (1) to determine the
negative effects of gadgets to social relationship of Grade 11 Accountancy and Business
Management, (2) to determine what are the negative effects of gadgets to health. It is
hoped that this study shall help the students and local community to minimize and to avoid
the negative effects of gadgets.
In this regard, we would like to request your participation in the said study. We assure
you that your responses shall only be used for the study and that it shall be kept strictly
confidential.
I earnestly hope and pray for your kind and consideration and favorable response.
Respectfully yours
Student Researcher
Noted by:
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APPENDIX D
Dear Sir:
Mabuhay ICNHS!
We are student of Iligan City National High School. As one of our requirements in Practical Research subject,
we are going to conduct a study entitled “Negative effects of gadgets to social relationship and health of Grade
11 Accountancy and Business Management students of Iligan City National High School.” The objective of the
study are: (1) to determine the negative effects of gadgets to social relationship of Grade 11 Accountancy and
Business Management, (2) to determine what are the negative effects of gadgets to health. It is hoped that this
study shall help the students and local community to minimize and to avoid the negative effects of gadgets.
In this regard, we would like to request your permission that we are allowed to conduct the study in your school.
Your approval would certainly contribute to the success of this research project.
I earnestly hope and pray for your kind and consideration and favorable response.
Respectfully yours
Student Researcher
Noted by:
54
APPENDIX E
Documentations
Mt. Kitanglad.
Mt. Dulang-dulang.
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Appendix F
CURRICULUM VITAE
Age: 18
56
Name: Christian James R. Zamora
Age: 17
57