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CHAPTER I

THE PROBLEM AND IT’S BACKROUND

INTRODUCTION

As the world grows into technologically sophisticated, there is a great

demand for the hottest electronic gadgets. These are cellphone, laptop,

camera. MP3 player, and several coal electronic gadgets. Cell phones

support a wide variety of other services such as, text messaging, multimedia

messaging, email, internet access, bluetooth business applications, games,

photography and calendaring among other services.

Gadgets play a vital role in the educational field in order to improve

their skills and knowledge. It is very important for them since they need to

improve their knowledge power to gain success in the future. Teachers can

enhance their teaching skills and strategies also. In short, this technology is

very important for both students and teachers but on the other hand, this

technology has disadvantages too. Gadgets make the world a great and easy

place to live.

The growth of gadgets of ever-increasing difficulty opens new

panorama for human ability. Gadgets provide a secure, at ease and well-

nourished life for billions of human beings. People need advanced

technology to stay active and strong.

Technology has been found to have its negative impact on academic

performance on most of children. There are many technological gadgets to

which children are addicted they waste their valuable time on these silly

gadgets without worrying about the studies. This is resulting in their poor

academic performance.

This is one of the biggest problems created by growing technology.

Children are future of our country, our world. The sud thing is that due to
increasing technology. Children have been found going away from their

moral values. Internet is working as curse for children's character. Rather

than using Internet in productive manner. Children use it as source of adult

content.

Gadget addiction has been a growing problem in many schools.

Gadget addiction is a common problem encountered by teachers and others

who work in the field of education. Students who are addicted in using

gadgets tend not to participate nor listen during classes and will be expected

to fail their grades and also have effects in student’s academic performance.

Gadget addiction is one of the major concerns for teachers at

institutions of higher learning. Students who do not participate in classes

create a dead, tiresome, unpleasant classroom environment that makes

students who in oppose participate actively in class discussions become

uncomfortable and the teacher irritable. Gadget addiction disturbs the

dynamic teaching-learning environment and adversely affects the overall

well-being of classes.

When students are busy manipulating their gadgets, they miss

valuable information resulting from peer-lecturer interaction and the

benefits of the specific examples that the teachers use to clarify difficult

concepts. This valuable part of the learning experience cannot be replicated

when lecturers re-teach the material to gadget-addicted students. In quality

terms, Gadget addiction is a waste of educational resources, time and human

potential. Also,causes rework and wasted time for teachers.

Active participation in class is an important factor in school success

among children and youth. They are more likely to succeed in academics

when they are attentive and are active in participating during classroom

discussion. Students who frequently miss lessons because of playing games


and who are busy with their gadget often fall behind. There is a strong link

between good classroom performance and achieving good results.

A widely circulated story holds that the word gadget was "invented"

when Gadget, Gauthier & Cie, the company behind the repoussé

construction of the Statue of Liberty (1886), made a small-scale version of

the monument and named it after their firm; however this contradicts the

evidence that the word was already used before in nautical circles, and the

fact that it did not become popular, at least in the USA, until after World

War I. Other sources cite a derivation from the French gâchette which has

been applied to various pieces of a firing mechanism, or the French gagée,

a small tool or accessory.

Gadgets has affected and changed the way people lives more

proficient. In this generation, transportation, communication, and

education have been greatly developed from new gadget advancements.

Gadgets help students efficiently, not only the students but also the other

workers out there that uses gadgets in their jobs.

Technology also has negative effects in the lives of the user, and

his/her immediate friends and family members. It affects the individuals,

personal health, family, social financial, and academic life. Over using

gadgets negatively affects the mind of individual.

The individual loses focus and only concentrates on using gadgets or

technology and tends to forget other aspects of life that is important,

concentration reduces and the individual cannot focus on other issues for

long enough.

The use of technology in schools has opened up a new path of

effective leaming. Technology plays a great role in developing everyone's


future and professional career. Technology is becoming a major part of the

world today. It has developed and become more central to leaming.

Meanwhile, In the Interworld Colleges Foundation Inc. the senior

high school students are not focused in their studies because of too much

addiction in using gadgets.

STATEMENT OF THE PROBLEM

1. What are the effects of gadget addiction?

2. How the students are not focus in their studies because of using gadgets

can be described in terms of:

2.1 Addiction

2.2 Health issues

2.3 Lack of sleep

2.4 Less eating

3. Is there significant relationship between the problem of students are not

focus in their studies because of gadgets and too much addiction in using

gadgets?

4. What invention plan could be proposed to help senior high school

students minimize their addiction in gadgets?

HYPOTHESIS

This study tested the following null hypothesis at 0.05 level of

significance:
1. There is no significant relationship between the problem of students

are not focus in there studies because of gadgets and too much

addiction in using gadgets.

SIGNIFICANCE OF THE STUDY

The result or outcome of the study determines the impact of gadgets

in students learning. This study would benefit to following individuals.

STUDENTS. They will know the right use of gadgets to improve

their knowledge.

TEACHERS. This will inform teachers to allow students to use

gadgets and to guide them in using it in the right way.

PARENTS. This study will inform parents to not let their child

addicted in using gadgets.

PRINCIPAL. The principal will make an action to those students

that are addicted in gadgets.

FUTURE RESEARCHERS. This study may help future researchers

on their research. This will help to widen the scope of their study or to

improve this study.


SCOPE AND DELIMATION OF THE STUDY

This study determined the academic problems of the student’s

studies because of gadgets and addiction in using gadgets.

The statistically established the relationship between the problem of

the students who do not focus in their studies because of gadgets and too

much addiction in using gadgets This study also proposed intervention

program that could help the students to minimize their usage of gadgets.

This study involved a total of five hundred five (505) Senior high

school students enrolled in Interworld Colleges Foundation Inc. of the

current school year (2019-2020)

DEFINITION OF TERMS

The following terms were defined conceptually and operationally to

facilitate understanding.

Addiction. Is the repeated involvement with a substance or activity,

despite the substantial harm it now causes, because that involvement was

(and may continue to be) pleasurable and/or valuable. It is a complex

condition, a brain disease that is manifested by complulsive substance use

despite harmful consequence. People with addiction have an intense focus

on using a certain things like gadgets to the point that it take even their life.

Health Issue. A child will likely to become overweight and develop

seizure and vision problems when they spend too much time using gadgets.

Health issue occurs when the normal metabolism of body failed or altered

due to pollutant, pathogen or other means that cause health issues which is

considered as disease. For example, when the patient is not eating on time

it can cause health issue.


Lack of sleep. Sleeplessness is the condition of not having enough

sleep. Using gadget may be keeping students awake, according to study that

found adolescents who spend more than two hours a day with their gadgets

are more likely to be sleep deprived.

Less eating. You can certainly lose weight by eating less if you're

eating fewer calories than you burn. Less eating is used by overweight

patients because of their wants to lose weight.

Impact. The action of one object coming forcibly into contact with

another. This refers to the effect of gadgets on the respondents in their

learning.

Focus. Pay particular attention. Focus occurs when someone pay

particular attention in one thing like gadget. Teachers and students have

access to countless technology that help them instruct and learn.

Technology. The application of scientific knowledge for practical

purposes, especially in industry.

Proficient. Competent or skilled in doing or using something. These

means proficient in doing something like proficient in using

gadgets/technology.

Concentration. The action or power of focusing one's attention or

mental effort. It is also means focusing one's attention in one thing.

Vital role. Very important, necessary, or essential. Play a vital role

on something, just like gadgets, gadgets play a vital role in our life it makes

work faster than humans can do.


CHAPTER II

REVIEW OF LITERATURE AND RELATED STUDIES

This chapter gives a clearer perspective of the study as it presents

relevant literature and studies on Addiction in using gadgets.

Related Literature

A gadget is a small tool or device with a specific useful purpose and

function. Gadgets tend to be more unusual or cleverly designed than normal

technology. In today’s life, tasks are maximized with the use of modern

gadgets. It is easier to accomplish daily tasks and people are also able to do

work with efficiency. One cannot even dare to imagine life without smart

phones, cell phones, laptops, tablets, iPods and so on (Tech Crates, 2012).

Today’s gadgets are one of the ways to make life more comfortable and

easier.

Shy (2010) say that no one can deny the fact that gadgets have not

only simplified the lives of people but also made them more comfortable

and luxurious. Indeed, these gadgets really made a huge impact in people’s

lives and became part of it.

Technology enhanced learning (TEL) aims to design, develop and

test socio-technical innovations that will support and enhance learning

practices of both individuals and organizations. This chapter attempts to

provide an introduction to recommender systems for TEL settings, as well

as to highlight their particulates compared to recommender systems for

other application domains (Koper et al. 2010). Students participating in the

study reported that their receiving immediate feedback from the instructor

was a benefit of using this form of technology. Students in the study also

reported learning vocabulary spelling, and sentence structure by reading the

work of their classmates (Lin & Yang, 2011)


Another study found that integrating technology and peer-led

discussions of literature can produce increased student engagement and

motivation Technology used in these small group discussions of literature

includes wikis, online literature circles, and online book clubs. With these

technologies, students were able to connect with reader’s trom other

schools, states, and even other countries. This type of technology is an

assessable and motivational way to expose students to other ideas and

cultures these online literature discussions have the ability to create a sense

of community and foster positive social interaction (Coffey, 2012).

Additionally, a vast collection of learning games and applications exist for

these mobile devices, and as a matter of fact. There are about 96.000

educational applications available App Store Metrics, 2013). The data

collected by Apps in Education (2012) confirmed that the subject areas

covered by these applications include Mathematics, Sciences, Grammar and

Spelling and Arts and Humanities (Clegg & Bailey 2008).

Technology aids student expression and improve their study habit.

Present what they have learned. They can use software to make

presentations and projects. This makes them more interested to the subject

and leads to better retention of information (Andersen and Becker, 2009).

Due to rapid expansiveness of technological devices or gadgets and

its wide array of users, the incorporation of technology in learning has

become a viable and expensive option. Almost three-quarters of Americans,

73% believe that investing in innovation and advanced technology sciences

in education is the key to the country's long term success. (Harris

Interactive, 2009)

Based on Freeman Dyson, (2008) he stated that technology is a

teaching aid: Computers offer an interactive audio-visual medium.


PowerPoint presentations and animation software can be used to present

information in an interactive way Owing to the audio-visual effects, this

way of teaching invites greater interest from students. The method is equally

helpful for teachers.

Technology has revolutionized the field of education the importance

of technology in schools cannot be ignored. In fact, with the onset gadgets

in education, it has become easier for teachers to impart knowledge and for

students to acquire it. The use of technology has made the process of

teaching and learning enjoyable. (Muir-Herzig, 2008)

Hooft (2006) found gadgets as important resources which make

teaching more relevant and meaningful thereby improving students literacy

and numeracy skills. In another study Attewell (2004) reported how gadget

use encourages both independent and collaborative learning experiences

and in the process raising self-esteem and self-confidence. Kukulska-Hulme

and Traxler (2007) believe that gadgets are a form of multiple literacy which

provides a bridge between the real life texts of the community and formal

learning thereby providing a multimodal literary approach to learning.

RELATED STUDIES:

FOREINGN

Jessica White (2005) said that technology has completely changed the

scope of education in America. Most states require a technology aspect to

their school improvements plans. They have embraced the idea that using

technology in their classroom makes the subject anything from math to art-

more accessible to many kinds of students. Educators, administrators,

parents, and students are so well-versed in technology that it has become

norm in even the most economically disadvantaged schools. She also stated

that controversy exist about some students having access too much
information. Some internet sites are not monitored by educational sources.

Students who have not been taught the proper way to research on the

internet might make a research hypothesis based on a website whose

information is untrustworthy.

Educators should be cautious and explain exactly what their

expectations to their students are. Plagiarizing-detection software checks

that students aren’t stealing information in using it as their own research.

However, this software wasn’t available when much of the controversy first

became an issue.

Montrieux H, Vanderlinde R, Schellens T, De Marez L (2015)

Teaching and Learning with Mobile Technology. This study investigates

teachers’ and students’ perceptions concerning the impact of using tablet

devices for teaching and learning purposes. The distinction between the

two groups has consequences for both the way courses are given and how

students experience them. In general, the introduction of tablet devices

entails a shift in the way students learn, as the devices provide interactive,

media-rich, and exciting new environments. The results of this study

indicate that policy makers should consider introducing technical and

pedagogical support in order to facilitate both teachers’ and students’

understanding of the full potential of this kind of technology in education.

Modern technologies impact on mental development when compared

with the old technologies, especially on children. New media technologies

and a number of important studies were conducted in the 2000’s on the

impact of children’s intellectual development, and various aspects of using

such technologies. Many researches were conducted aimed to organize

understanding the change that took place by using these technologies, and

to explore the conversion in children’s behavior and did focus to discover-


what extent children feel aggression, and how they react by using these

modern technologies e.g. video games, mobile phones with various

applications embedded using via Internet with Wi-Fi connections video

games consoles and internet. Children’s use of modern technologies and it

impacts on change in their behavior with the result of aggression after using

various modern technologies. (Van Mierlo, and Van den Bulck, 2004)

As Gross described in his article, People are very frequent in use of

media and modern technologies in communication at home or at work and

feel hard to survive in the absence of modern means of communications.

With the advent rapid new technologies; digital societies are shaping all

across and people are relying mainly on these resources from information,

education, and entertainment to social interaction. The same are shaping

social attitude in dealing with each other. (Gross, 2009:68) The reformed

digital cultures and multi resources of communications have severe effects

on human beings especially on children; who have the immediate capacity

of learning. Technologies usability among youngsters and adolescent such

as TV, Internet, mobile phones is common particularly in developed

countries. (Kress, 2003)

LOCAL

In the Philippines, the Department of Education (DepEd) issued in

2003 an order banning cellular phones during class hours. Bureau and

regional directors, heads of school divisions, city superintendents and heads

of public elementary and secondary schools were aware of this ban, but

whether or not it is strictly implemented in all schools remains a question.

Last year, the DepEd office in the Cordillera Administrative Region took

an active stance on the issue when it issued a memorandum banning

cellphones and wearable technology. It also urged teachers and parents to

find ways to educate students on the “responsible use of cellphones.”


Another works by Xinhua (2014) Filipinos are using their mobile

phones not only to communicate but also as mobile computers as well,

according to a recent market study issued TNS, a global customized

research company, said in its report that Filipino consumers are not just

using cellphones to call and texting messages and photos, but also as a

means to have "internet- on-the-go," allowing users to be always online of

the 38.000 respondents in Metro Manila, 75 percent of the respondents

surveyed used mobile phones to take photos or videos; 45 percent to browse

the internet, 44 percent to access their social networking sites; and 37

percent to check their emails. The study was conducted from November

2012 to January 2013. Based on the findings of the study, the increase in

various mobile activities explain the growing trend of Wi-Fi accessibility in

public areas," said TNS Philippines Managing Director Gary de Ocampo

About 35 percent of Metro Manila respondents connect to the internet

via Wi-Fi access in public areas in 2013. The study also showed that

Filipino consumers changed their purchasing priorities from buying phones

based on physical features to choosing a phone that will enhance personal

experience Smartphone usage in the Philippine is now at 53 percent

compared to overall mobile phone usage of 89 percent. The sale of

smartphone in the Philippine market is seen to increase significantly in the

next few years as prices go down. The TNS study also revealed that most

Filipinos living in Metro Manila own "multiple screens or more than just

one device A typical household owns at least four of the following devices

:a mobile phone (89 percent), smartphone (53 percent), tablet (14 percent),

desktop (39 percent), laptop/netbooks (37 percent) and smart TV (4

percent.).
Technology also saves teaching time as they require short- time to

present large information. They can be used to reveal needs and stimulate

students' question. Thus learners' interest can be aroused, maintained, and

stimulated to promote their imaginative power. On the whole, media ensure

the application of classroom-oriented communication techniques.

Therefore, learners should be assisted, encouraged and motivated not only

to learn, but also to continue to learn. (Demegilio, 2009) Based on

Demeligio he only means that technology is a factor to the learning of the

student, not only to learn but also to renew something to learn. On the

Journal of Athens Academy pp-66, 2009 refers that educational technology

can make student study more interesting and enjoyable. Technology can

also promote student student Interaction, student-teacher interaction, and

teacher -student interaction, if pre-instructional planning incorporates

principles such as stimulus variation, feedback, reinforcement, and learners

participation.

The above-mentioned foreign and local literature and studies which

had been collected have guided and supported the purpose of the current

study which was to determined the problem of students are not focus in their

studies and addiction in using gadgets. The literatures have greatly helped

the researcher in what addiction in using gadgets is all about. These

literatures are related to the present study in the sense that they support the

need to make a further study and to come up with plans to limit the time of

using gadgets of students.

The study is all about gadgets or technology. Some of the studies used

in the research work revealed that most of the studies conducted by Jessica

et. al,(2005) concentrated on the negative effect or impact of technology in

students because of addiction by using it.


However, Maxtrieux H, Vanderline R, Schellens T, De Marez L

(2015) showed the positive effect of technology in students and teachers by

teaching, while Gross (2009), Xinhua (2014) revealed that technology can

be used to communicate. The present study, though, is different as it

emphasized on the problem of students can't focus in their studies because

of gadgets and addiction of the students in using gagdets that affect their

studies.

CONCEPTUAL FRAMWORK

The possible relationship between the problem of students are not

focus in their studies because of gadgets and addiction in using gadgets that

affect the studies of the students was identified. From these data, Limit the

time of using gadget to have time to focus in studies would be proposed to

help students cope with their addiction difficulties.

The figure below showcases the manner by which the variables of the study

are related.

Difficulties of the
Problem of
students in terms of:
students are not
*Addiction
focus in their
studies because of *Health Issue
gadgets.
*Lack of sleep
*Less eating

Limit the time


of using gadgets
Figure 1

Paradigm of the study

The paradigm of the study shows the relationship between of the

variables included in the study such as the problem of students are not focus

in their studies because of gadgets and addiction in using gadgets in terms

of addiction, health issue, lack of sleep and less eating. The study described

and established the relationship between the problem of students are not

focus in their studies because of gadgets and addiction in using gadgets that

affect their studies.

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