1
CHAPTER 1
THE PROBLEM AND ITS SCOPE
INTRODUCTION
Rationale
Advanced technology in the modern world has become a part of life
for every student or teenager. They always use it every day and has become
a regular cycle of their life to spend time browsing social media. Some
considers social media a stress reliever whenever they are down, while
others like to be involved and be noticed in social media and the gaming
world. Most of the students are fond of using social media and gaming
platforms; most of the time, they forget that they had more important things
to do and are still students and need to study to achieve high academic
performance. With that being said, students studying in a maritime school
are more involved in the gaming world and social media because most of its
population are males.
Maritime students nowadays tend to give more time to gaming and
social media than studying and making outputs. In online learning, they only
had to use their phones with applications installed. Almost all maritime
students are males. Some are driven by the temptation to play rather than
study because they are only in their homes, carrying a tool for connecting in
2
the social media world, the android devices. Some of them spent most of
their time playing rather than studying and making outputs; that is why only
a few students submitted their online class activities.
On the other hand, social media can be friendly to maritime students,
depending on how they used it. According to Banduras Social Learning
Theory, students who used social media for school-related purposes can
acquire skills and knowledge to boost their academic performance.
However, those students who overused social media, not for school-related
purposes, would have the consequence of abysmal academic performance.
They would achieve good academic performance if they used social media
in self-learning.
According to Malcolm Knowles, self-learning was a process by which
an individual took the initiative, with or without others' assistance. Self-
learning, especially at this present time, is very important because
synchronous sessions were limited, and there were many lessons in every
subject. Still, a majority of the maritime students were not spending their
time studying the topics provided. This would be the cause for them
dropping out and having abysmal performance in school.
3
In line with this, the researchers examined social media's influence on
the University of Cebu Maritime Education and Training Center selected
students' academic performance. The researchers are confident that this
study would help the maritime students know how social media affects their
academic performance.
Theoretical Background
4
This study was anchored by the Social Learning Theory, which stated
that people build upon their skills through imitative response. In today's
world of social media, this is even believable, and the evidence was
overwhelming. Technology has now provided the perfect platform for this
theory. The theoretical framework of the Social Learning Theory explained
the phenomena of social media used in education. (Deaton2015)
In education, social media has become more helpful because of its
vast content of information. Its content provided students with the ability to
obtain more information, connect with learning groups and other educational
systems to make education convenient. Following Bandura's Social Learning
Theory, an article by Fingsley Osie B., Jiaming Fang, and Frank
Sampong(2019) posited that students' social media usage for related
educational purposes would help them acquire skills and knowledge to boost
their academic performance. In this study, they examined academic self-
efficacy as a mediator between social media usage and academic
performance.
Understanding the importance of social media in education doesn't
mean that it can negatively affect academic performance. Every student's
5
academic performance depends on how they used social media in their
student life. Overused and temptation, especially in gaming, is what most
students has been doing in the present online class.
According to Isaac Morallo's (2013-2014) study, the established
effects showed that SNSs decreased students' study time and increased
leisure time. They used SNSs mainly for non-academic purposes or
entertainment activities and to communicate with friends and classmates
about school work and assignments. The student academic performance in
terms of GPA of the First Semester School Year 2012-2013 showed that the
mean GPA ranges from 2.0 to 1.50, equivalent to 87 to 95 per cent.
Karpinski (2009) found that SNSs, specifically Facebook usage, were
negatively correlated with its users' Grade Point Averages (GPAs). She
observed that the GPAs of non-users were relatively higher than the users of
these sites. The study also found that 68 per cent of students who used
Facebook had a significantly lower GPA than those who did not use the
SNSs. But the most surprising finding was that 79 per cent of Facebook
users denied having any adverse impact of this usage on their GPAs. It
means that they were not aware of the fact that networking habits affected
their academic performance.
6
Hence, their academic performance must be managed efficiently
without losing sight of all the factors that can positively or negatively affect
their educational performance. For instance, Facebook had a phenomenal
impact on the amount of influence and increasingly had many school users.
A study conducted by QuantCast (2007) found out that 46 per cent of SNSs
users like Facebook are 18-34 years of age, which permeated to current
students, prospective graduate students, and young alumni. On the other
hand, 27 per cent are within the range of 12-17 years old, which belong to
undergraduates.
Having applications in mobile devices can persuade someone to use
them, and sometimes it can lead to overuse and addiction to social media.
Generally, social media users are from the present generation, according to
the survey conducted by Pew Internet & American Life Project entitled
"Generations Online" (2009). They are the most likely groups to use the
internet for entertainment and communicate with friends and family. These
younger generations are significantly more likely than their older
counterparts to seek satisfaction through online videos, online games, and
virtual worlds; they were also more likely to download music to listen to
later. Internet users aged 12-32 were more likely than older users to read
7
other people's blogs and write their own; they were also considerably more
likely than older generations to use social networking sites and create
profiles on those sites. Younger internet users often used personal blogs to
update friends on their lives, and they used social networking sites to keep
track of and communicate with friends. Teen and Generation Y users are
also significantly more likely than older generations to send instant
messages to friends. By a large margin, teen internet users' favourite online
activity is game playing; 78% of 12- 17-year-old internet users play games
online, four compared with 73% of online teens who email, the second most
popular activity age group. Online teens are also significantly more likely to
play games than any other generation, including Generation Y, only half
(50%) of whom play online games.
With many gaming applications and social media platforms made in
the present generation, the majority of the students tend to draw their
attention to it rather than to study. Abdulahi, Samadi, and Gharleghi (2014),
in their article titled "A Study on the Negative Effects of Social Networking
Sites Such as Facebook among Asia Pacific University Scholars in
Malaysia," disclosed that with frequent visits to a social networking site is
the decrease in the academic performance of the students. They said that
8
excessive exposure to the internet would affect the students' performance;
thus, the researchers recommended that social networking sites such as
Facebook should be blocked and be opened only during lunch breaks. In a
related study, Indian researchers Sidiqui and Singh (2016) discussed both the
positive and negative effects of social media on education. They concluded
that to avoid addiction, its use must be limited. However, their study, which
focuses on using social networks for academic purposes, generally
complains about the lack of institutional support for the use of these tools.
Similarly, academics value social media since this where they share
materials and follow other researchers' activities. As a result, it was
recommended that schools must delineate who is responsible for the
management of social media and strategically use such media in the
academic environment.
Proper use and limitations in using social media should be monitored
not to affect one's academic performance. But in the absence of face-to-face
learning, many students take this to their advantage to use social media and
engage themselves in gaming most of the time in their homes, leaving their
outputs and assignments behind. According to a study conducted by Maria
Daisy S. Cortes et al. (2012), Computer gaming, measured by the number of
9
hours spent playing, contributes to the probability of failing. The study of
Mañugo (2007, 45-46) proved that the number of subjects that failed
increased the likelihood of an LBNHS student dropping out. Thus, computer
gamers also tend to drop out of school; either repeat one academic year or
stop schooling. Because computer gaming poses a negative effect on
students' performance in school, there is a possibility that high school
education would tend to deteriorate. As the computer gaming industry
continues to grow, many students would lose interest in their studies. This
might mean that investment in higher education will lead to a lower rate of
return among students. Thus resources such as money, time, school inputs,
etc., are probably going to waste.
A study about gaming states that frequent use of multiplayer games
may put youth at higher risk for poor reading performance, perhaps because
kids replace reading time with the excitement of multiplayer games. This
interpretation is consistent with the results of a study of American
adolescents aged 10 to 19: Kids who played video games spent 30% less
time reading (Cummings and Vandewater 2007).
It has been said that engaging in either social media and gaming will
lead to students unable to read properly and submitted activities on time.
10
The majority of the population who use social media and gaming are usually
males. A study conducted by Johnvel Tabernilla (2013-2014) stated that the
majority of their respondents who engaged in social media and gaming are
males.
Onoyase (2014), in her research, observed certain behaviours among
undergraduates of Delta State University, which depicted that many of them
are not interested in academic work. These deviant behaviours included
deliberate lateness to lectures, absenteeism, and inattentiveness in class.
Others include; paying colleagues to do assignments for them, unwillingness
to acquire textbooks and other reference material useful for their study, and
engaging excessively in un-educative activities such as social networking at
the detriment of their studies. To support these points, she cited, Oyensusi
(2008), who indicated that most students in this generation are frivolous in
their learning approach. They are just not as interested in having a sound
education as listening to the latest pop album or watching the latest movies
from Hollywood". Also commenting on this, Abdul (2004) noted that many
students are not interested in education because they did not see the need for
it and have therefore developed a negative attitude towards it.
11
Gaming and social media had caused many problems. For instance,
many students have lost interest in their school lessons as they spent most of
their time playing and involving themselves in the online world. Boyd
(2007) stated that that which started as a hobby for some computer literates
had become a social norm and way of life for people worldwide. Banquil &
Chua (2009) concluded that social networking sites adversely affect one's
academic performance. The areas directly cause a gradual drop in the grades
of students. They adversely affect students' academic performance if they
invest their time in social networking sites instead of their studies. Paul et al.
(2012), in their research on the effects of online social networking on
students" academic performance, discovered that there is a statistically
significant negative relationship between time spent by students on online
social networks and their academic performance. The students' attention
span heavily influenced the time spent on online social networks.
Specifically, they disclosed that the higher the attention span, the lower the
time spent on online social networks. Furthermore, attention span was highly
correlated with characteristics that predict or influence students' behaviour,
such as their perceptions about society's view of social networking, their
likes and dislikes of online social networks, ease of use of Online social
networks, etc.
12
The previous theories, related literature, and studies have provided the
researchers with enough information to undertake the research involving the
maritime students of the University of Cebu-Maritime Education and
Training Center.
13
THE PROBLEM
Statement of the Problem
This study aimed to assess Social Media Engagement's effect on the
Academic Performance of students of the University of Cebu – Maritime
Education and Training Center for the first semester of school year S.Y.
2020-2021.
Specifically, this study seeks to answer the following question:
1.) What is the respondent's frequency of engaging in:
1.1 Social media/ Gaming
2.) What is the academic performance of respondents as to:
2.1 GPA;
2.2 Academic Behavior;
3.) Is there a correlation between the frequency of social media engagement
and academic performance?
14
4.) Based on the findings, what recommendations were made?
Statement of the Null Hypothesis
Hₒ: Student's engaged in social media are more likely to have poor
academic performance
15
Significance of the Study
The result of this study provides essential information and knowledge to
specific populations. Among these populations are:
Students. This study helps the maritime students be aware of how
engaging in social media affects their academic performance.
Parents. This study guides the parents to watch their children not be
addicted to social media at home.
Instructor. This study serves as basis for spreading awareness to their
students.
Researchers. This study provides other researchers to determine
how social media engagement affects students in school performances.
Future Researcher. This study provides information and would serve
as a basis for future identical studies.
16
RESEARCH METHODOLOGY
Research Design
This study applied a qualitative descriptive survey research method
that revealed the effects of social media engagement among maritime
students. This is descriptive research since the researcher uses lived
experiences and feedback in gathering data.
Below is the researched flow of the study:
INPUT PROCESS OUTPUT
1. Approval Letter
2. Input Analysis
with the use of:
Student's Lay-out and
content
frequency of checklist
Feedback Recomme
engaging in Instrument
ndations
Questionnaire
social media or 3. Data and lived
experiences
gaming. solicitation
4. Data Analysis and
Interpretation
Figure 1.Research Flow
Research Environment
17
The study was conducted at the University of Cebu-Maritime
Education and Training Center (UC-METC). This campus in Alumnos,
Mambaling Cebu City is one of the four campuses of the University of
Cebu. While other campuses such as; UC-Banilad, UCLM, UC-Main house
varied courses, the UC-METC has only maritime courses like Bachelor of
Science in Marine Transportation (BSMT), Bachelor of Science in Marine
Engineering (BS-MarE), and Catering and Stewardship (CS). Living with a
mission to produce world-class seafarers, the university, as one of the
leading institutions. For years, the UC-METC institution played a significant
role in creating healthy and well-trained cadets. Many maritime students has
been monitoring their health each year because of the upcoming medical
exams. With these standards and recognition, this research adheres to the
effects of vices among maritime students.
Research Respondents
18
In this study, the participants and respondents were the selected
students of UC- METC. The study respondents were both Maritime
Transportation students and Marine Engineering students of the University
of Cebu Maritime Education and Training Center of the Academic Year
2020-2021, with a total population of 700. The sample size is 150 in gaming
and 150 in social media. The researchers used purposive sampling to choose
the respondents and get the total population needed for the study. The
respondents have social media accounts and are fond of gaming, and can
provide detailed information about the effects they encountered.
Research Instrument
19
The study used a researcher-made questionnaire to gather the data
needed. The study was intended to determine the effects of social media
engagement towards maritime students of the University of Cebu Maritime
Education and Training Center. Likewise, the researchers wanted to know
the results and suggest recommended action for the involved students to
overcome such a habit. The students answered the questions honestly and
accurately. The researchers prepared questions for the respondents to
answer. The researchers let the students identify how many hours they spend
browsing social media and gaming. Based on the results, the researchers can
identify the frequency of the students in both gaming and social media and
what recommended actions to take.
Research Procedure
20
Gathering Data. Before the research study, the researchers acquired
approval from the research Adviser, the Chairman of the Panel, and the
Dean/Chairperson/Research Director to perform the proposal before
gathering data. The researchers processed out for the sample population and
target population, the (Bachelors of Science in Marine Engineering) and
bsmt Bachelor of Science in Marine Transportation. The researchers made a
letter to the Dean asking permission to conduct the study at UC- METC.
Pilot testing was done to validate the researcher-made questionnaire
and analyzed the result using Cronbach's Alpha. The researchers informed
the bsmar'e and bsmt students that they are the respondents in the study by
giving them informed consent.
With the help of a statistician, the data were analyzed and interpreted
accurately. After the process, the researchers made an action plan based on
the given results
Weighted Mean. This was used to get the results after the sampling
method.
DEFINITION OF TERMS
21
For a better understanding of this study, the following terms were
operationally defined.
Academic Performance
This term refers to the capacity of maritime students to perform in
school-related activities and lessons.
Academic Behavior
This term pertains to how the maritime students behave in school
when submitting outputs, activities, and assignments.
Gaming
This term refers to the use of gaming applications and different gaming
platforms of maritime students.
GPA (Grade Point Average)
This term refers to how good or how bad the average scores in the
subjects of maritime students.