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CHAPTER I

“GADGET USAGE AND ACADEMIC PERFORMANCE OF GRADE-11

HUMSS STUDENTS”

INTRODUCTION

Education is the act of acquiring knowledge to developed the powers of

reasoning in order to have a mature and intellectual. It is also about having

improvement and better life. There are types and procedures of acquiring

knowledge. Learning can be based on academic text and others learning

sources. Education nowadays can be online and technological to know the

effectiveness of having the educational applications in formal education This

study aims to the relationship between gadget usage and academic

performance among grade 11 HUMSS students. The study of heick (2018)

he defined mobile learning as gaining knowledge through digital

The study of heick (2018) he defined mobile learning as gaining knowledge

through digital devices like smartphones , tablets and other technological

gadgets.Mobile technology makes student’s life easier the students do not

have to rent a computer anymore, or go to big libraries just to look for the

answer they need. But, some educational application can be studying. Also

mobile application can be their reference without using internet because some

education application can be used offline.


Some of the significant problems facing gadget use in class include distraction

and loss of focus. From the research, Rosen et al. (2013) determined the

student claim the most the times their gadget remove their attention from the

learning responsibilities, which makes then less productive. The experiment

conducted proved that multi-tasking when using gadget to learn would

naturally lead to learning less knowledge and reduce performance in test.

Junco further concluded that student who spent plenty of time on social media

during study hour sand fallen sharply in their grades using to divided attention

and even cognitive overload.

Langeveld (2013), states that education is also an interaction of human

beings in relation to progress of learning in addition, education can be in

various processes of learning depending on the mental stability of a human

being. By means of this study, researchers aim to conduct a survey on how

formulate improvements using best ways and strategies. Also as Dewey

(2013) said, education is a process of experience, developing the best basic

experience of studying like having educational applications can be a good

way of learning experience. In addition, as Zafirakou (2018) and Dewey

mobile application affects the academic performance of grade 11 students in

Lingig National High School.


THEORETICAL FRAMEWORK

MOBILE LEARNING THEORY

Sharples, Taylor and Vavoula (2007), states that mobile learning is essential

when it comes to thinking of education. Educational mobile application theory

explains how educational mobile application can affect the students day by

day in school and outside the school. Having the mobile phones in every

place can improve learning of a student in the way that students can study

every time and everywhere.

Zafirakou (2018), states that there should not any hindrances for a student to

access higher quality learning. In order to have higher education, one must

formulate improvements using best ways and strategies. Also as Dewey

(2013) said, education is a process of experience, developing the best basic

experience of studying like having educational applications can be a good

way of learning experience. In addition, as Zafirakou (2018) and Dewey

(2013), ideas collide, educational application may help students to have great

learning experience.

These theories will be used in the current study, given the importance of

educational mobile application to help students know the effects of

educational application in academic needs and academic performance. This

theory aims to prove and support the study of how we need higher

technologies in learning areas.


COGNITIVE LOAD THEORY

research indicate that gadget usage can be serves as tools for learning and

the academic and education purpose leppetal al.(2014).

COGNITIVE LOAD THEORY (givelher ,1988) posits that learning is

optimized when cognitive resources are effeciently utilized the usage of

gadgets can either enhance or hinder cognitive load. For instance,

educational apps and online resources can educate extranous cognitive load

allowing student to process on essential information.

MOBILE LEARNING THEORY

Sharples taylor and vavoula (2007) states that mobile learning is essential

when it comes to thinking of education educational mobile application theory

explain how educational mobile application can effect the students day by day

in school and outside the school.

Sharples taylor and vavoula (2007) states that mobile learning is essential

when it comes to thinking of education educational mobile application theory

explain how educational mobile application can effect the students day by day

in school and outside the school.

mobile phones in every place can improve learning of students in the way that

students can study everytime and everywhere.

This theories will be used in the current study, given the importance of

educational mobile application to help students know the effects of

educational application in academic needs and academic performance. This


theory aims to prove and support and the study of how we need higher

technologies in learning areas.

Sharples taylor and vavoula (2007) states that mobile learning is essential

when it comes to thinking of education educational mobile application theory

explain how educational mobile application can effect the students day by day

in school and outside the school. Having the

mobile phones in every place can improve learning of students in the way that

students can study everytime and everywhere. This theories will be used in

the current study, given the importance of educational mobile application to

help students know the effects of educational application in academic needs

and academic performance. This theory aims to prove and support and the

study of how we need higher technologies in learning areas.

CONCEPTUAL FRAMEWORK

In today’s era, students are lack of study habit faced different distraction

inside and outside the classroom, and they have negative and positive the

impact of gadget. Research indicates that heavy gadget usage can contribute

to decreased attention spans. A study by Rosen et al (2013) found that

students who frequently multi tasked with their devices proper retention of

information and lower academic performance decreased attention span.

Living in generation of technologies with an innovation in different aspects and

one of these is the learning, the way of educating by the mobile application.
Some mobile applications are educational that can affect the academic

performance of the students..

SCHEMATIC DIAGRAM

DEPENDENT VARIABLE

INDEPENDENT VARIABLE

1. AGE
GENDER ACADEMIC PERFORMANCE
SOCIOECONOMIC

2. GADGET USAGE

FIGURE 1

The schematic diagram shows the independent variable which are the age, gender,

strand and the gadget usage on the other side represent the dependent variable

which is the academic performance. And how it will affect the student.
STATEMENT OF THE PROBLEM

This study aims to determine the relationship between gadget usage and

academic performance to the GRADE 11 HUMSS STUDENTS at LINGIG

NATIONAL HIGH SCHOOL. Specifically it will answer to the questions below

1. What is the profile of student in terms of;

A. Socioeconomic

B. Age

C. Sex

2. What is the level of gadget usage to the identified respondents?

3. What is the students academic performance?

4. Is then significant relationship between gadget usage and academic

performance among grade 11 HUMSS students

HYPOTHESIS

- There is no significance relationship between gadget usage and academic

performance among grade 11 HUMSS students.


SIGNIFICANT OF THE STUDY

The use of mobile phones in education has a positive and negative impact to

students. This study hoped to address the influence of mobile phone use in

usage in the academic performance of the students. Specifically. This study

will benefit to the students.

ADVISORY FOR POLICY AND RULES IN EDUCATIONAL INSTITUTES

- It may be educational to the schools to come up with a policy regarding

gadgets as at times one can prohibit the use of certain devices on specific

devices during school hours or suggest the amount of screen time of allowing

student to ram.

BETTER TEACHING

- For the teaching start research can show whether technology integration has

improve the methods of teaching. This would mean which tools and strategies

result in better outcomes for student and which may be a distraction or are

ineffective. The research could be used to inform professional development

and resource allocation.

ENCOURAGE SELF-REGULATION AND TIME MANAGEMENT

- The study can enable the attainment of skills of self-regulations regarding

time by students at controlling time utilization on the gadgets. Awareness


about the academic outcomes of excessive use of gadget will enhance

motivation among.

FOR THE GOVERNMENT

- This research would influence the government decision about applying

technology in school. It can inform other policies for example, developing

digital literacy programs guidelines for responsible use of technology and

initiatives encourage responsible technology integration in school.

FUTURE RESEARCHERS -

The current study opens up areas of further investigation into how complex

the relationship between technology and academic performance is future

studies would focus on determining what kinds of gadgets use must affect

academic performance, devising interventions better to managed gadget use

and analyzing how technology impacts student well being.

GUIDE FOR EFFECTIVE DIGITAL INCORPORATION INTO LEARNING

- The research would guide the integration of effective gadgets in the

classroom, reconcile benefits of educational technology against academic

outcomes and facilitate a productive learning environments.

The use of gadgets not only effects the mental and physical health but can

also change sleep patterns, stress, levels, and even decreased physical

activity. Throu this study, the effects would be informed, thus trying them to

performance in class, therefore offering a broader look into students wellness.


STUDENTS

- Through the knowledge of the potential impact of gadget usage on their

academic performance students can become more aware of their on behavior

and strive for efficient management of technology usage.

TEACHER

- It also gives proof for incorporating technology in the classroom so harmful

effect or consequence may be lessened. What gadget exactly interact to after

a learning environment for students will better help strategies on what most

positive outcomes of technology.

PARENTS AND GUARDIANS

This research will give parents and guardians knowledge as to how gadgets

are likely to affect their child academic life.

SCOPE AND DELIMATATION

- This study focuses on investigating the relationship between the gadget

usage in a academic performance among grade 11 HUMSS. And to know that

what is the negative and positive effect on their academic. This study is limited

to present four educational mobile application (MERRIAM WEBSTER,

POWER POINT, WORD DOCUMENT, GOOGLE AND ETC.) To help the

grade 11 HUMSS students with academic performance.


In this study, researchers will present four limited educational mobile

application namely, merriam webster, power point, word document, google

and etc to the grade 11 HUMSS students to know which among of these

application participants always use and which application can help them

improve their academic performance in school.

DEFINITION OF TERMS

ACADEMIC DISTRACTION

- The usage of gadgets for non-academic purposes causes a student to divert

his or her attentions away from his or her studies. High academic distraction

by gadget use in highly related to poor academic performance and focusing

less on schoolwork.

ANDROID

- An open-source operating system used for smarthphones and tablet

computers. Is a mobile operating system developed by google.

DIGITAL DIVIDED

- The difference between people in terms of access to, use of and knowledge

of information and communication technologies (ICT’S) in society, usually

across socioeconomic geographical, or age lines.

DISTRACT

-This is any thing that takes away the attention of someone or t focus.

Gadgets can easily distract many students and hence reduce productivity,

there by also lowering academic performance


EDUCATIONAL APPS

- Encourage students to explore and use educational apps aligned with their

E-LEARNING

- A complex system involving the student experience of learning, teachers’

strategies, teachers’ planning and thinking, and the teaching/learning context.

(Alexander, 2001)

IOS

- The mobile operating system developed by apple, which is known simplicity

and proper integration with their environment.

M-LEARNING

– Short for mobile learning, it offer methods which decrease the limitations of

traditional education. (Georgieva, Georgieva & Smrikarov, 2004)

STRATEGY

- A plan of action designed to achieve a long term or overall aim.(Oxford

dictionary,(2019)

SMARTPHONES

- This devices have become essential tools for communication and

information access, entertainment and more.


CHAPTER 2

REVIEW RELATED LITERATURE

LOCAL LITERATURE

Fototana and Rante (2017), states that application programmers, design,

create, and test the software programs for business applications, desktop

operating system, networking, websites, and video games. In the last few

years, technology has changed the way of teaching and learning. Even the

learning and teaching process has been changed innovated. Studies

nowadays are mostly using this type of technology which are the educational

mobile applications that can be the easy way to find or to know something in a

short period of time. Now, education is no more restricted to lectures, talks

and physical objects, as digitization has overcome this pattern of

study .Additionally, there are various educational mobile applications available

in the market but selecting the right one can change their mindset at the

process of learning. Educational applications are making things easier to

understand and making learning fun to the core.

LOCAL STUDIES

Vazquez (2014), stated that mobile applications has been developed through

two perspectives; the first being through a descriptive methodology in which

the current researcher has detailed the creation process of an application.


The second perspective being through a quantitative methodology in which

students' perceptions regarding the capabilities of smartphones and apps for

improving learning processes in university subjects were assessed.

Vazquez (2014), concluded that the use of applications developed specifically

for following university subjects is highly valued by students as a new format

which both supports and enhances learning practices while also providing not

only further opportunities to establish connections and relations with their

subjects, but also fostering collaborative work among students and

professors. In this generation using gadgets is very trend and one of the part

of individual's life. Using cellphone is very popular and have many benefits

according to usage like it can be used for communication, gathering data, and

also for better performance to school and it is according to the applications

that will be used. When it comes on school performance, there's an app that

can help the students to make the study easier. It can also affect the

performance of the students in the academic purposes. In addition,

applications can be used to improve learning and participation of the students

and it can improve their self- LOCAL STUDIES

Vazquez (2014), stated that mobile applications has been developed through

two perspectives; the first being through a descriptive methodology in which

the current researcher has detailed the creation process of an application.

The second perspective being through a quantitative methodology in which

students' perceptions regarding the capabilities of smartphones and apps for

improving learning processes in university subjects were assessed.


Vazquez (2014), concluded that the use of applications developed specifically

for following university subjects is highly valued by students as a new format

which both supports and enhances learning practices while also providing not

only further opportunities to establish connections and relations with their

subjects, but also fostering collaborative work among students and

professors. In this generation using gadgets is very trend and one of the part

of individual's life. Using cellphone is very popular and have many benefits

according to usage like it can be used for communication, gathering data, and

also for better performance to school and it is according to the applications

that will be used. When it comes on school performance, there's an app that

can help the students to make the study easier. It can also affect the

performance of the students in the academic purposes. In addition,

applications can be used to improve learning and participation of the students

and it can improve their self- confidence. To conclude that, students valued

the apps as their learning materials that can help to improve their studies and

to improve learning of the student.

As Bandalaria (2005), states on her study entitled Education for All Through

the Mobile Phone: The University of the Philippines Open University

Experience "From time to time, people would want answers to some common

questions and would seek practical knowledge and bits and pieces of

information pertaining to health, for instance, language, etc. Ideally, one would

go to a bookstore to buy a book on the topic, or search the Internet. A book


may prove to be expensive and going to a bookstore requires time which

sometimes busy people could not find. Again, searching the Internet would

mean knowledge and skills on the use of the hardware and the software and

may cost at least Php 15 per hour.

Providing access to these practical information through the cellular phone

upon demand would prove to be not only convenient but cheaper as well to

the individual."The author said that from time to time, people want answers to

some common questions. Not everyone would want to have a formal degree

or to be a professional to just answer common

questions, they just want a practical knowledge to help them with their

everyday concerns. Nowadays we don’t really have to go to libraries that will

take a lot of time, it will take time to find the book, and to get a particular topic

needed. Buying a book to get information is very costly, just like going to

internet cafes that will probably cost from Php 15 to Php 30 per hour.

Information that the users need are just on the tip of their fingers, with the help

of the technologies of our time. Most of people nowadays can afford to buy a

mobile phone that can help them to provide the information that they need. No

proper training is required to use those kind of technology, and technologies

helps people to make their life easier, just how a mobile phone can help to get

the information that people need.

A study of Alday and Pascual (2012), states that E-teaching is a method that

uses E-learning to educate the students. They also stated that "The teachers

of the graduate school are highly


competent with regards to computer skills necessary for Eteaching. They

have significant positive attitudes toward E-teaching and E-learning.

Furthermore, they demonstrated interest and enthusiasm in indulging into

various Eteaching strategies.” The proponents aim to promote a concept of e-

learning or mobile learning to the future users of the proposed system. As

imposed on the study the educators also agreed on the significant effects of

Elearning that will maximize the teaching potentials for teachers as well as

learning potentials

of the students.

Mobile learning nowadays have such a big factor around the globe for those

students wanting to learn more not only in school, but also outside of the

school. Mobile learning provides all the information a student needs, in order

to finish paper works or and assignments. There are private schools in the

Philippines that are already using tablets for schoolwork. This is good news,

but unfortunately, most of these tablets are only used for reading e-books and

most probably used by students for gaming. There are yet many things that

can be done in order to maximize the school and the parents’ investment on a

phone tablet. This is the reason why researchers would like to introduce M-

Learning.

In addition, people nowadays have many ways to gain more knowledge and

have many ways to explore an easy way of learning. The easy way of gaining

knowledge in this generation now is to have a gadget that will help and
provide for gathering data, or information to people and students. Gadgets like

cellphone is one of the biggest factor that can help students to make the study

easy. Mobile phones have many uses that can help the students like using an

application that will improve students learning and performance. Mobile

learnings also can help students in various ways like using a specific

application to improve their studying. Of course mobile learnings in this

generation is for the students now, as a new material that can help them

study. Many schools in the Philippines allows the students to use mobile

phone because of its impact and purposes especially, help them to study

easily.

The Philippines is way behind when it comes to E-learning and M-Learning.

Just an example, E-learning, which found itself into the mainstream sometime

early 2000s, is just making its way into Philippine learning circles today. In

other parts of the world, E-Learning is becoming a little outdated as more and

more people are switching from the traditional desktops to tablets or phablets

(phone + tablet); thus making M-Learning is the next big thing. The

proponents see that there are a lot of factors that can contribute to the slow

emergence of E-Learning and M-Learning in the country, example of these

are the availability and high cost of internet, accessibility to computers, and

cost of owning a computer (Alday, & Pascual, 2012).

This study concludes that students who use mobile devices as a guide in their

study will help them have a higher frequency to gain knowledge, to improve

student’s performance and to improve their social skills and social


performance and this study wants to say that schools should allow students to

use technologies to have better learning experiences.

FOREIGN LITERATURE

Integrating e-learning technologies can cause for an improvement and

changes on education system (Archer, Garrison & Anderson, 1999) this may

possess advantages to both teachers and students.

According to Roy (2017), there are advantages of using mobile applications in

education, he states, "In these changing times, students are more driven

towards using a mobile phone for every purpose. A smartphone they call it.

The world is at the fingertips and a student can get access to any information

from anywhere. This reduces the chance of visiting a library and searching for

the data. A mobile phone hence can be used for a number of such purposes.

What makes the information easily available is mobile applications. Every

mobile application has a unique feature which offers its own set of services.

Learning is a continuous process and the focus has now completely shifted to

ELearning. Due to the mobile phones and the various feature-oriented

applications, students can learn at their pace and take their time at

understanding things, as everything is just a click away. As Roy said,

informations are already on the tip of our fingers. Our life have been more

easy becuase of the help of technologies nowadays. Reducing the chances

that people to go to libraries.


When it comes to education, mobile phones don't only help the students to

find the information that they need, but there are certain mobile applications

that has a certain purpose. The different features of every applications can

help students in diffirent aspects to make their life easier. Roy also gave 5

advantages using mobile applications in room and 2 of these can affect the

performance of the students.

1. NEW LEARNING METHODS

The introduction of applications in the edcuation sector has led to the

introduction of new learning methods. There are fun games available on

mobile applications that indulge the students into a healthy thought process

and help them understand things from a different perspective.” Using mobile

applications in education introduce new way of learning to students. Learning

can be more fun now because of the game features of mobile applications

that can also help students to learn new things and look at things in a different

perspective. Mobile applications nowadays has a dual purpose, programmers

make make it more fun to study because of the features added in the

educational applications.

2.eBOOKS LEARNING

“These days, students are generally very fond of online studying. This is

where library applications and book search applications come into the picture.
These applications make it easy for the students to search the appropriate

study material in the mobile application. It

keeps them closer to the study material and helps them in segregating their

studying materials over the web.” Nowadays, going to libraries are not

necessary anymore because we can access the information that we need

through our mobile phones. There are mobile applications like library

applications or book search application that make it easy to get the study

material that the students need.

According to study of Teodorescu (2015), the use of mobile language

application can offer different content material adjusted to the student’s. The

students using mobile application also seem to be more refreshing to learn

both in formal and informal settings, especially if timely feedback on students’

performance is provided. Furthermore, students also show less anxiety.

According to the studies of Klimova (2019), mobile academics applications

can help students to be more productive in class participation and enhance

their self confidence. Nowadays, some students becomes more stress

because of difficulty in academic study, in that way mobile academic

applications are more helpful to the students to exhibit less stress and anxiety

because mobile academic apps helps students to study easily. In

addition, as the
study of Klimova (2019) revealed that the students who use the mobile

application in their learning have significantly higher learning outcomes than

students who do not use academic application. Mobile academic application

can help students to gain learning easily and to have better performance than

the students didn't use mobile academic application.

Through cognitive process, learners allowed to explored more, apply the

gathered ideas and resources from experiences, students can show and or

present what they have learned through cognition, which may also apply for

reflection or doing students’ homework. According to the findings, the

advantages of E-learning includes an ability to deliver the learning

immediately through academic offline application or through online resources,

providing great approach through interaction with of any devices, tends to

reciprocity, adaptability and concession in having an internet access, effortless

by just typing-and-clicking a particular information and does not require proper

training for the students.

According to Loveless (2019), there is evidence that the use of educational

apps does help children learn. For example, education researcher Maya

Lopuch found that elementary and middle school students who used various

iPad apps as part of their learning curriculum

improved their performance on a national assessment of Common Core

domains. Students raised their performance nine percentage points, from the
51st to the 60th percentile after using iPads for just three months. University

of Southern California professor Michelle Riconscente found that fifth graders'

test scores improved just over 15 percent, compared with a control group,

after playing a fractions game app for 20 minutes each day over a five-day

period. Finally, Houghton Mifflin conducted a study measuring the

effectiveness of using an app to help learn algebra in middle schoolers. They

found that 20 percent more students scored 'Proficient' or 'Advanced' in

understanding algebra using the app rather than a textbook. In addition using

mobile educational apps in study is more efficient to boosts the selfesteem of

the students and can boosts the learnings of the students. Mobile educational

apps can motivate students to study proficiency and gain more knowledge. It

is effective in the way of studying to improve their performance. It can also

advance the student in academic purposes and to have high probability to

students’ academic success.

FOREIGN STUDIES

Basham, Marino, Rice and Xie (2010), asserted that mobile technologies hold

a great deal of potential for all learners but especially those with disabilities.

These technologies provide learners with dynamic, lightweight, portable,

virtual toolboxes for various learning needs. In this article, we systematically

reviewed current studies to find the overall research trends regarding the

research purposes, methodologies, learning outcomes, academic content

areas, and the interplay of demographic variables and the effectiveness of M-


learning. The findings and implications of this review provide M-learning

designers, educators, and researchers with valuable references and

suggestions regarding the use of M-learning in designing and the

implementation of lifelong learning plans for learners with disabilities. Both

practice and research should consider the instructional design of M-learning

with a focus on learner needs and other environmental context factors,

instead of only on mobile tools themselves. The various learner interactions

that take place in an M-learning experience shape the associated outcomes.

These interactions should be considered when designing, implementing, and

researching these experiences. The rapid pace of development and

adoption of M-learning devices intensify the need for developers, educators,

researchers, and the learners themselves to better understand how to

effectively make use of M-Learning.

According to Basham, Marino, Rice, and Xie (2010), mobile technologies

comes with a great potential of being learning medium. As technologies are

dynamic, lightweight and portable which gives an owner of some technology

with benefits. Those people with disabilities are most benefited when it comes

to having a personal mobile phone. In addition to the researcher's idea mobile

phones with educational mobile application comes with many good effects

especially in academic purposes. Learning capabilities of people with

disabilities are said to be less than to the normal one. According to the

researcher’s findings, using mobile technology provides plans for learning


plans for learner’s disabilities. According to the findings, the development of

mobile technologies greatly benefits the disabled people.

Learning capabilities of people with disabilities are said to be less than to the

normal one. According to the researcher’s findings, using mobile technology

provides plans for learning plans for learner’s disabilities. According to the

findings, the development of mobile technologies greatly benefits the disabled

people.

According to Sharples, Taylor and Vavoula (2005), learners can get regular-

development in mobile learning, where learners develops their knowledge

continually. With the use of portable technologies, students can gather ideas

and many knowledge in a specific location. The students also can merge their

knowledge gained earlier from different academic context like books and

ideas to their new learnings through strategies that provides lifetime of

learning by the means of mobile technology. According to the researcher’s

findings students also learned from topic to topic though mobile learning as

medium, that helps them accomplish their personal learning plan.

SYNTHESIS

The era nowadays compared to the last generations is more technological as

there are many advancements in mobile phones, computer and other

gadgets. Programmers used their skills to perform not only in advancements

of technologies but also for educational purposes as Fototana and Rante


(2017), states. Bandalaria (2005), also said that people wants to answer

questions in more practical way like using mobile and cellular phones as it is

in demand now around the globe. Cellular phones can get any information

anywhere. As a result, the programmers focus now more in programming E-

learning or mobile educational applications.

In addition to what Roy (2017), states students nowadays can just click their

phones to provide knowledge. In accordance to what students can have, there

are five new benefits can someone have when using mobile phone especially

mobile educational application. The new learning method, enhance parent

teacher communication, e-books and online studies, miscellaneous function

and decrease communication gap between students and Institution.


CHAPTER 3

RESEARECH METHODOLOGY

RESEARCH DESIGN

the researcher will use the 3 types of research decision this study will be

using the quantitative research because it dealing with the numbers. this type

of research is fowses on the collection of data. according to (fay and lauvicella

2011) found that students who utilized mobile device for educational purpose

reported higher engagement and improve access to learning. however the

study by ( karspinski and Duberstein 2009 ) noted that students who spend

significant time on their devices may miss art on valuable collaboration

learning experience descriptive research is one of the method that will be

used in this study conducting survey is also one of the approaches that will be

used in this study to gather information from a sample of individuals. it is for

the people to response to the researcher question and interview. to be able to

determine the relationship of (2) or more variables, this study will also be

utilizing the corelational method.

RESEARCH LOCALE

The research will be conducted their study in lingig National high school

Poblacion, Lingig Surigao Del sur. compared of a year level from 7th to 12

and encounters the same issue which is the impact of using Gadget in

Academic performance.
RESPONDENTS OF THE STUDY

The respondent of the researcher will be the grade 11th senior high school in

lingig National high school. school year of (2024-2025)

RESEARCH INSTRUMENT

The instruments that the researcher will be using is crafted by researcher

themselves, the main tool in gathering data for the whole duration of the

study. the questionnaire it divided into 3 parts. for the part 1, the researchers

will ask for the profile of respondents in terms of age, sex grade level. for part

||, the researcher will utilize, a tool for the frequency level of the addition of

gadgets among the students. for the last part. the researcher will be utilized a

tool for students academic performance in seminar high school student.

RESPONDENTS OF THE STUDY

The respondent of the researcher will be the grade 11th senior high school in

lingig National high school. school year of (2024-2025)

RESEARCH INSTRUMENT

The instruments that the researcher will be using is crafted by researcher

themselves, the main tool in gathering data for the whole duration of the

study. the questionnaire it divided into 3 parts. for the part 1, the researchers

will ask for the profile of respondents in terms of age, sex grade level. for part
||, the researcher will utilize, a tool for the frequency level of the addition of

gadgets among the students. for the last part. the researcher will be utilized a

tool for students academic performance in seminar high school student.

STATISTICAL TREATMENT

The researcher will be using SOP " what is the profile of the students in terms

of ?" the researcher will be using frequency. Also for the SOP 2 and 3 which is

the "What is the level of gadget usage and Academic performance among

students? and what is students academic performance? the researcher will be

used the mean as a statistical tool to assess the gadget usage among senior

high school students of the LNHS for the SOP 4, the researcher will utilize the

person or their.
SAMPLING PROCEDURE

The researcher will use the purposive sampling because they specify their

respondents, the respondents of their Research is the Grade 11 Humss

students. Including Humss 11- A with 33 Female and 9 Male with the total of

42 Students, and Humss 11- B with 20 Female and 22 Male with the total of

42 Students. The researcher use to have their respondents specifically and to

identify the respondents.


SURVEY QUESTIONNAIRE

PART 1

PROFILE OF THE RESPONDENTS

NAME_________(OPTIONAL)

AGE:___ (15-20) (21-25) (26-30) (31-35)

SEX:___ M

___F

What types of gadget do you use regularly?

- LAPTOP
- SMARTPHONE
- TABLE

PART 2

QUISTIONNARE 1 2 3 4 5
1. Do you use your phone or tablet to take notes
during lecture or classes?
2.How many hours do you spend on gadget for personal
communication?
3. How frequently do you check your social media account
in a day?
4. How often do you play games on your gadget?
5. How often do you find yourself using gadget
when you should be studying?
6. How hard do you use your gadget fer research and
study?
7.How often do you use gadget to collaborate on group
project?
8. How often do you use gadget to prepare for exam?
9.How often do you feel that using gadgets improve your
academic performance?
10. How frequently do gadget distract you from school
work?
11. How often do gadgets reduce your motivation to
study?

12. How often do you skip studying or doing home-work


because of gadget?
13. How often do you feel gadget help you understand
difficult subject?
14. How much do you think gadget help you story
organized in your school work?
15. How frequently do gadgets help you concentrate on
your studies?
16. How frequently do you notice a negative impact on
your social interaction due to gadget use?
17. How much time do you spend using gadget during your
study breaks?
18. How often do you find that gadget distract you from
your school work?
19. How often do you feel anxious when you are not using
gadget?
20.Ho often do you use your gadget for watching video?

PART 3

21. Researching information?

22.completing assignment that to need use of gadget?


23. Communicating with classmates and teacher in group
chat for school purpose?
24. Accessing materials?
25. Studying for exams, quizzes, summative using gadget?
25. Does access gadget usage improve your academic
performance?
26. I find electronic devices helpful for researching
information?
27. Electronic gadget devices make it easier for me to
make notes and organize information?
28. Electronic devices provide more engaging and
interaction learning experiences.
29.Electronic devices make it easier for me to collaborate
with classmate.
30. Using electronic devices for non-academic e effects my
academic performance.

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