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Researchpaper 101

This document provides an introduction and background to a study on the effects of using gadgets among grade 11 senior high school students in the Philippines. It outlines the problem statement, objectives, significance and scope of the study. The study aims to determine students' reasons for using gadgets, identify the advantages and disadvantages of classroom gadget use, and explore the physical, mental and social effects of gadget use on students. It provides context on increasing gadget adoption worldwide and theoretical frameworks of mobile learning theory to guide the research.

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0% found this document useful (0 votes)
202 views29 pages

Researchpaper 101

This document provides an introduction and background to a study on the effects of using gadgets among grade 11 senior high school students in the Philippines. It outlines the problem statement, objectives, significance and scope of the study. The study aims to determine students' reasons for using gadgets, identify the advantages and disadvantages of classroom gadget use, and explore the physical, mental and social effects of gadget use on students. It provides context on increasing gadget adoption worldwide and theoretical frameworks of mobile learning theory to guide the research.

Uploaded by

Winona Santos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EFFECTS OF USING GADGETS AMONG GRADE 11 SENIOR HIGH

STUDENTS OF NORTHEASTERN COLLEGE, SANTIAGO CITY

CHAPTER I

The Problem and Its Background

This chapter serves as an introductory chapter. It contains the Background of the

Study, Statement of the Problem, Scope and Delimitation, Significance of the Study and

Definition of Terms.

Introduction

In today’s generation, gadget has been widely known as a very useful thing

especially for the people who were born this 20th century. A gadget is a small machine or

device which does something useful but is often thought as a novelty. It is invariably

considered as unusually designed as normal technological objects at the time of their

invention.

The reasons why the researchers chose this topic is because of its relativity on the

modern society. A lot of students are involved in gadget which may also affect the

students’ academic performance, physical, emotional/ mental and social life, that’s why

the researchers want to know the reasons, advantages and disadvantages, and the effect of

using gadgets.

The importance of this research is that, it may give the readers a lot of knowledge

about using gadget. This research may also help us to know more about the possible
effects that gadget can bring us that brings awareness in an individual especially to the

students who uses gadget for their daily lives.

The purpose of this research is to find out the possible effects of using gadget

among the grade 11 Senior High students.

Background of the Study

In our generation nowadays, our world is full of high technologies that makes our

life much easier, it helps us to do our works faster and can even connect us to the people

who are far from us with the use of gadgets such as cellphone/ smartphone, computer,

etc. Gadget is a small device or machine with a particular purpose (Cambridge

Dictionary).

Many people have lesser stress in their lives because there are new useful hi-tech

inventions created each day to help them do things quicker and easier. The use of gadget

is important for us. Adults, children, men and women are using it. We can’t deny that

gadget has a great help to us but we can’t also deny that gadgets can harm us. It affects

individual’s health, social, moral/emotional, and academic life. It has a lot of advantages

and at the same time, it has disadvantages too. In our current situation, many researchers

found out that there are mobile devices in the world than people that means we are living

in a world full of high technologies not just smart phones. According to Statista,

the current number of smartphone users in the world today is 3.5 billion, and this

means 45.12% of the world’s population owns a smartphone. Just smartphones. Almost
half of the population in the world are using gadgets now, but did you ever thought about

the effects of the gadgets in you?

According to Jimenez, Mong (2018), Excessive use of gadgets such as mobile

phones, tablets, and computer desktops can cause physical and mental damage to

children. According to a study, a child will likely to become overweight and develop

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

plays a great role in developing everyone’s future and professional career. It is becoming

a major part of the world today. It has developed and become more central to learning.

The use of technologies has a great impact in life of a person especially students

who need to study hard for their future.

The aim of the researchers is to find out the reasons, advantages and

disadvantages, and the possible effects of using gadget in everyday life of the students.

Theoretical Framework

Mobile Learning Theory

According to Beal, Vangie, Mobile learning (m-learning) is education via the

Internet or network using personal mobile devices, such as tablets and smartphones to

obtain learning materials through mobile apps, social interactions and online educational

hubs, in short, it is learning through using gadgets. Mobile devices or technological

devices are not only used for playtime or pass time but it is also essential for learning.

Through these mobile devices, we can easily learn and gain knowledge that will help us
in our study and that is what "Mobile learning Theory" is all about. It is recognized in

two ways, it may contribute or it may conflict with format of education.

A key point in mobile learning theory is that it is the learner that is mobile, not the

technology (Shuler, 2009). Gadgets has been part of daily lives of an individuals. Dede

(2011), he proposed alternative models of educational improvement that can be supported

by mobile technologies. This theory make an easy and advanced way of learning by using

gadgets.

M-learning is not the only way for effective learning, it may cause any harm too.

According to Chu, H.C (2014), it is interesting to find that, without proper treatment, the

performance of students using those existing online learning strategies, known to be

“effective,” might be disappointing or may even negatively affect the students' learning

achievements. Furthermore, the negative effects could be due to the heavy cognitive load

caused by an improper learning design. Such findings offer good references for those

who intend to design and conduct mobile learning activities. Just like gadget, it is not

always as you expected, it may bring you positive and also negative effects by using it.
Conceptual Framework

INPUT PROCESS OUTPUT

1. What is the profile of


the respondent Excessive use of
2. What are the reasons  Questionnaires/ gadgets may lead to
Surveys negative effect in
of using gadget?  Phenomenology physical health,
emotional/ mental
3. What are the
health and social life
advantages of using and academic
performance of a
gadget inside the student.

classroom?

4. What are the

disadvantages of using

gadget inside the

classroom?

5. What are the possible

effects of using gadget

among the Senior

High students?

Statement of the Problem

Generally, this study aims to answer the Effects of Gadgets in everyday life of the

Senior High students.

Specifically, it answered the following sub-problems.


1. What is the profile of the respondent as to:

a. Name

b. Age

c. Gender

d. Grade Level

2. What are the reasons of using gadget?

3. What are the advantages of using gadget inside the classroom?

4. What are the disadvantages of using gadget inside the classroom?

5. What are the possible effects of using gadget among the Senior High students?

a. Physical Health

b. Mental/ Emotional Health

c. Social Life

Objectives of the Study

This study aims to

1. Determine the profile of the respondents.

2. Identify the reasons of using gadget.

3. Identify the advantages of using gadget inside the classroom

4. Identify the disadvantages of using gadget inside the classroom.

5. Identify the effects of using gadget among Senior High students.

a. Physical Health

b. Mental/ Emotional Health


c. Social Life

Significance of the Study

The results of this study is significant to Teachers, School Administrators,

Students, and Future researchers:

Students. They will know the benefits of using gadget and at the same time, they

will become more aware on how to use this effectively with care on health.

Teachers. This will allow the teachers to guide the students in using gadget.

Teachers will be inform too that using gadget doesn’t require age. Either you’re a student

or a teacher, you cannot avoid using it.

School Administrators. This will inform them that using gadget is not just a

hindrance inside the school as they cannot avoid using it because gadget/ technologies

will also help the school administrator work faster and easier. Staffs and administrators

can conduct seminars to help students manage their time in using gadget.

Future Researchers. This research will help the future researchers to widen their

knowledge about using of gadgets.


The significance of our study is to inform everyone that using gadget has negative

and positive effects in individual’s life. Excessive use of gadget can give us negative

effects especially in our health but it can also help us in our everyday life.

Scope and Delimitation

The researchers will conduct this study because they want to help the individual

to become more aware about the possible effects of over-using of gadget.

The researchers will conduct a research at Northeastern College, Villasis, Santiago

City, Isabela.

The respondents of the study are the Grade 11 Senior High students. The

researchers will choose 15 persons each block (A to I) in each strand (ABM, STEM,

HUMSS and HE/ICT) who uses gadget with the total of 135 students.

The researchers started last February and the estimated date that the research will

end on May.

Definition of Terms

In Cambridge Dictionary, gadgets is a small device or machine with a particular

purpose.

Effect is a change which result or consequence of an action or other cause

(Oxford Dictionary).

Excessive refers to more than necessary, normal, or desirable; immoderate

(Oxford Dictionary).
Over-use is about using an object or a thing too much.

Smartphone is a mobile phone that performs many of the functions of a

computer, typically having a touchscreen interface, Internet access, and an operating

system capable of running downloaded applications (Oxford).


CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter contains local and foreign literature and studies related to the effects

of gadgets among the students.

Foreign Literature

According to Writetech, gadgets are online simplified applications that make

work easy. They play a substantial duty in the typical guy’s life and we have grown so

used to it that it becomes really tough for us to think of daily life chores in the absence of

devices. Varying from a washing machine, a chimney or an electric hub, the churner or

merely the television set; devices have gotten into each and every part of our life and

have verified themselves to be beneficial.

Ananth Indrakanti, Milan Chutake, Stephen Prouty, Venkat Sundaranatha and

Vinod Koverkathu told us about the difference between life with gadget and life without

gadget. According to the researchers, devices have been evolving into powerful and smart

that it feels like having a super-computer on one’s hand. As the day goes by, the natural

world without devices is gradually replaced by the world full of devices that’s why the

researchers tried to study and compare the difference between life with gadget and life

without gadget.

Indrakanti et al., shown that the life with and without gadget have both

advantages and disadvantages. But in life without gadget has more advantages than

disadvantages. It simply tell us that even without gadget, we can live a long life.
Some of the difference between life without gadget and life with gadget:

Life without Gadget

 Children played together outdoor and had a lot of physical activities.

 People enjoyed spending time outdoors with their family and friends.

 Chat jargon did not exist so that people read more books that’s why they are good

at spelling.

 Communication was slow

 Doing research was hard; frequent visits to the library or scouring through

plethora of papers, books, etc. were necessary.

Life with Gadget

 Use of mobile phones, tablets as pacifier for kids.

 Enormous amount of information at our fingertips

 Health monitoring apps on the cellphone remind the people to run, walk, bike,

check BP periodically, etc.

 Improved speed of communication

 Ability to read e-books online on demand — no more visits to library needed

There has been a lot of advantages when people had the access to internet but that

does not mean there would be no harm using gadget. Life without gadget is natural,

people before 1980’s had a lot of fun even without an access to internet and that means
people can live without gadget holding anytime and anywhere before but it changed

because in the generation today technology or gadget makes our life much easier.

According to Patwa, Priyadarshini (2019), an article author, technology has its

own sets of advantages we tend to love but at the same time, we let it control our lives. To

put it simply, we let technology hijack our lives that we might think that it cannot harm us

but the truth is, it can affect us from head to toe. “Our increasing gadget addiction is

leading to some changes in our body that are leading to deformities” –Patwa. She wrote

the possible effects of gadget on our health and these are some of effects: harming your

spine, eye strain hearing problem, thumb damage, etc. She simply tells us that we need to

limit the usage of gadget because it can really harm us in different ways that we might not

know.

Gadget addiction is nothing but the use/abuse of gadgets so much that it starts

negatively influencing your health and life as a whole (Sareeta Behera, 2014). The

researcher talked about the symptoms of the gadget addiction and some tips to keep you,

children, teens away from gadget addiction. Some symptoms of gadget addiction are:

Lack of concentration, attention or focus, Memory problems and problems in decision-

making, Headache, eye problems and backache, Problems in fertility due to over-

exposure to the radiation or EMF (Electromagnetic field) of the gadget, Stress, anxiety

and communication disorders, Other hazardous physical and psychological ailments that

may possibly lead to “Digital Dementia”. It is common memory disorder that has

developed due to over-use of gadget and it targets brain chemistry and cells that causing

dementia.

Local Literature
Philippine One, highlighted that “Technology is important, but is NOT that

important”. It talks about the connections of people from their friends, family and love

ones. The comparison between the connection using gadget and the real connection

which is the “real conversation” from your love ones has big difference. People thinks

that if they have no load or internet, they think that they are in the middle of nowhere,

they feel like they are standing in a deserted island with no other islands being far away

and unreachable. But they shouldn’t think that way because having “real conversation”

with your love ones will strengthen the connection to them. It simply says that we don’t

need internet connection or load just to connect with someone because there are ways to

connect to someone without using gadget.

The Manila Times also talked about the gadget. Sharon Ibera Pulido (2019),

highlighted the gadget in case of school. Using gadget inside the school or during class

hour is not right for the students because it may be the reasons why the students does not

take down notes, does not listen to the lectures and perform poorly in school.

Department of Education (DepEd) issued in 2003 an order banning cellular

phones during class hours. Regional Director May Eclar said text messaging, gaming,

watching videos and chatting through social media applications were distracting students

and could sometimes stir disturbance in class. “[The] use of cellphones within the school

premises has various negative effects not only to the students, but [to the] teachers as

well. Using cellular phones inside the classroom does not only affect the academic

performance of the students, but also their behavior inside and outside the classroom,”

she said.
Foreign Studies

The researcher, Kathryn Zichuhr, said that on our present and modern society,

many devices have become popular across generations, with a majority now owning

mobile phones, laptops, and desktop computers or simply gadgets. Younger adults are

leading the way in increased mobility, preferring laptops to desktops and using their

cellphones for a variety of functions, including internet, email, social media, music,

games, and video. Using of gadgets has no age requirement and limitations. If younger

generations got exposed to gadgets at their very young age, it may affect their mental and

physical health that may lead to various illnesses.

Now we understand that use of any technology has an effect on the mental health

and the life style directly or indirectly and the effect may be positive or negative. When

the use takes the form of addiction then the impact may be negative upon both. The

following statements also show the same. Prof. Phil Reed (2013), Professor of

Psychology in Swansea University’s College of Human and Health Sciences claims the

net addiction as the cause of the depression, social isolation, and disrupted sleep of the

present generation. He also argues that the same has many other negative impacts on their

health.

The result of a study showed by Nur Amirah (2015), students in Selangor

Matriculation College felt bored without gadget in a day. In frequency of 30 people,

3.33% is sad, 16.67 are more focus on their studies, 23.33% nothing happens and 56.67

percent of that felt bored without gadget. That simply shows that students are more likely

to use gadget all the time. In some survey, SMC students need gadget to obtain their

personal excellence in study. Fifteen out of 30 students agreed that gadget help in terms
of studying. Based on the results SMC’s students prefer to use gadget and surf the

internet because it helps them in their studies and in their leisure time.

Local Studies

There were 21.77 million smartphone user in the Philippines when the population

was over 101.7 million but in 2018, the population rose in 106.5 million as the

smartphone users rose from 21 million to 34.44 million (Statistics Portal, 2015).

In Urdaneta City National High school, the researchers conducted a study about

the impact of gadget among the Grade 11 STEM students of UCNH. In conclusion,

cellphones were always used by the students, computers were sometimes used by the

students and tablets were seldom used by the students in learning. The use of gadgets

has a moderately positive impact in learning because of its features that extend the ability

of the students to do more things but it also has a slightly negative impact because

students are most likely to be distracted by it.3. There was no significant correlation

between the frequency of use and the impact of gadgets which means the frequency of

the use of gadgets does not affect its impact but instead, it was based on how we use it

(Patacsyl, J. et al, 2017).

According to the research by Michael Cohen Group, 60 percent of kids under 12

years old uses to play on portable screen. The researcher talks about the effect of gadget

into the younger generation. In generation today, toddlers are lacking in motor skills to

play with building blocks because they spend too much time in gadgets and lesser time in

physical activities. It can also affect the child’s sleep. Over-use of gadget can lead to child

obesity, depression, anxiety, autism and other problematic child behaviors, that simply

tells that gadget is not good for mental and physical health especially for children.
Chapter III

RESEARCH METHODOLOGY

The description on how the study was conducted is described in this chapter. It

presents a description of the method of research that was used, the respondents of the

study, the research instruments used, the procedure for gathering data, and the tools

utilized in the study.

Research Design

The descriptive method was used in this study. Descriptive research involves the

description, recording, analysis and interpretation of the present nature, composition or

processes of phenomena which focuses on prevailing conditions, or how a person, group

or thing behaves or functions in the present. It often involves some type of comparison or

contrast. In other words, descriptive research maybe defined as a purposive process of

gathering, analyzing, classifying and tabulating data about prevailing conditions,

practices, beliefs, processes, trends and cause effect relationships and then making

adequate and accurate interpretation about such data with or without the aid of statistical

methods (Calderon, 2012).

This study utilizes the qualitative approach of research with the combination of

case study and descriptive method of research to analyze data as it aimed to gather data

pertinent to the Perception of Grade 11 Senior High Students about the effect of using
gadget inside the classroom and in their health. The data were gathered through

researchers’ made questionnaire through questionnaire method and were interpreted

through respondents’ perception and by the researchers’ interpretation about the data

gathered.

Locale of the Study

The recent study conducted in Santiago City, specifically at Northeastern College,

Villasis, Santiago City, Isabela. Northeastern College is a private non-sectarian

institution. And was founded in 1941 by educationally-minded citizens, Atty. Francisco

E. Pascual and his wife Dona Emeteria Bautista Pascual.

The institution was the first to offer Secondary Education in the province,

originally started with the first and second levels with Dona Emeteria Bautista Pascual

serving as the classroom teacher and principal as one. Foremost, the institution lives by

its mission as the “Valley’s True Mint of Wisdom.”

Respondents of the Study

The respondents of the study consists 15 persons coming from random strands of

grade 11 male and female students in Northeastern College, Santiago City. In this study,

the researchers determine the effects of gadget in their lives.

Research Instrument
The researchers used survey questionnaires in this study in order to obtain

information about the effects of using gadget among the grade 11 students of

Northeastern College, Santiago City.

Multiple choices and open-ended questions were used to ask the respondents in

this study.

The researchers made questionnaire and asked questions through surveying. The

questions was divided into two parts: (1) the demographic profile of the respondents and

(2) the information proper. Data were interpreted through respondents’ perception and the

researchers’ interpretation about the gathered data at Northeastern College, Santiago City.

SUEVEY. A method used for collecting data from the respondents to gain

information and insights on a certain topic of interest.

Data Gathering Procedure

Construction of the Questionnaire. The researchers prepared the first draft of

the questionnaire upon the approval of the topic. Items in the questionnaire were referred

to their adviser for comments, recommendations and corrections.

Administration of the Questionnaire. The questionnaire was made ready for

administration with the approval of the research adviser. The final draft of the

questionnaire was sent to the respondents via online and was returned to the researchers

already answered.
Statistical Treatment Applied

To interpret the data effectively, the researchers will employ the following

statistical treatment.

Percentage Distribution

This will be used in identifying the socio-demographic profile of the respondents.

Formula:

Frequency

x 100 = percentage

Respondents
Chapter IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

The researchers took a sum of 15 persons of grade 11 Senior High students of

Northeastern College, Santiago City to answer the given questions. The 15 respondents

consists of eleven (11) females with an average of 73.33%, and four (4) males with an

average of 26.66%. A percentage of 53.33% of the respondents are 16 years old and

46.66% are 17 years old.

According to the result of the study, 73.33% usually use their

cellphones/smartphones, and 6.66% is using a computer as gadget. Some of the

respondents answered two times on a one question. Out of 15 respondents in the study,

6.66% of the respondents are using both cellphones and computer, and 13.3% uses both

cellphones and laptop.

Out of 15 respondents, 20% uses their gadget for recreational purpose such as

gaming, using social media, watching, etc., 26.66% of the respondents are using gadget

for communication with family, friends, schoolmates, teachers, etc. and 13.33% is for

school purpose. Some answered two to three times on a one question. 33.33% are using
their gadget for recreational, communication, and for school purpose, and 6.66% is both

for communication and school purpose only.

Respondents are questioned about how often they use gadget a day and according

to the results, 6.66% or 1 out of 15 respondents uses gadget 1 hour a day. 33.33% uses

gadget for about 1-2 hours, and 20% is about 2-3 hours a day. Some respondents

answered on the “others” section. 13.33% said they use gadget almost 5-7 hours, 6.66%

is using their gadget 6-7 hours and same percentage for the respondents who answered 8

hours and above, 16-17 hours a day, and almost 24 hours a day.

All the respondents thinks that using gadget has its advantages when it talks about

using gadget inside the classroom so, 15 out of 15 or 100% answered yes in the question

‘do you think there is/are advantage/s using gadget inside the classroom?”. The

respondents were asked what those advantages are. 93.33% checked the option “it helps

me to speed up my work (assignments, projects, etc.)” and only 6.66% checked “it helps

me to focus on my study more.

93.33% of the respondents agreed that there is disadvantage/s in using gadget

inside the classroom and only one respondent or 6.66% disagreed. The 46.66%

respondents who agreed said that it can result in lack of interest in studies, 26.66% agreed

that using gadget inside the classroom can only result to addiction, and there are 20%

chose that it can result to both addiction and lack of interest in studies.

The last question is a type of open-ended question where the respondents told the

effects of internet addiction in their life, positively and negatively: physically,

mentally/emotionally, and socially. To sum up, when it comes to positive effects of using
gadget, in terms of physical health, 13.33% respondents said that they can search ways to

improve their physical health such as imitating some exercise through watching YouTube.

Also they said that it provides information through seeking at social media and websites.

It also finish In terms of mental/emotional health, 33.33% said that gadget can relieve

their stress by using it and some respondents says that it can give happiness and positive

mind to them because they use it during leisure time that’s why they avoid boringness

when holding a gadget. When talking about social health, 53.33% of the respondents said

that gadget helps for communication through messaging/chatting their friends or family.

Talking about the negative effects, in terms of physical health, 46.66% of the respondents

said these: gadget can result to back pain, lack of exercise, lack of sleep, less active

physically, forget duties because of using gadget and can cause addiction. In

mental/emotional health, 46.66% also said that gadget can create eye blurriness that can

result to mental issue, and some said it can also result to stress. And in social health, the

respondents said that they are lacking of personal communication with their friends and

especially in their families because they use too much gadget and results to lesser time

for family.
Chapter V

SUMMARY, CONCLUSION AND RECOMMENDATION

This chapter discusses the summary of findings, states the conclusion and

recommendation of the study.

Summary of Findings

The researchers gathered information by the use of questionnaire. The

questionnaire consists of different questions including the demographic profile of the

respondents which is the name, age, gender, and the respondents’ grade level. The

researchers gathered information about the reasons of using gadget, advantages and

disadvantages of using gadget inside the classroom, and the possible effects of using

gadget on the respondents’ physical, mental/emotional, and social health.

The respondents of the study were the Grade 11 Senior High students of

Northeastern College, Santiago City. Purposive type of sampling was used in this study.
Percentage Distribution was used as the statistical tool to get the percentage of the

demographic profile of the respondents in this study, such as age, gender, etc.

Profile of the Respondents

Most of the respondents are female with an average of 73.33% and most are 16

years old with an average of 53.33%, this proves that respondents are most likely to use

gadget at the age of 16.

Reasons of using Gadget

Based on the result, out of 15 respondents, 33.33% are using gadget for

recreational use such as for gaming, watching, etc., for communication, and for school

purpose.

How often the respondents use Gadget

According to 33.3% of the respondents, they often use their gadget 5 hours and

above.

Advantages of using Gadget

All the respondents are agreed that using gadget inside the classroom has

advantages because it helps them to speed up their works such as assignments, projects,

etc.

Disadvantages of using Gadget

46.66% of the respondents agreed that using gadget inside classroom has

disadvantages. Most of them said it can result to lack of interest in studies.


Possible effects of using Gadget excessively

Over using also can result to back pain, lack of sleep, lack of exercise, becoming

less active physically, and often forget their duties according to them. Most of the

respondents said that, when they over use their gadgets, it is resulting to the blurriness of

their eye vision which can lead to eye strain/damage, and can also lead stress. The

respondents also talked about the lack of personal communication with their families,

friends, etc.

Conclusion

Using gadget moderately is not so bad but excessive use of gadget gives negative

effect on a person’s life especially for a student. This study was done to find out what are

the reasons, advantages, disadvantages, and possible effects of using gadget among the

students. The researchers therefore conclude that:

1. Most of the respondents are female.

2. Most of the respondents are 16 years old.

3. Most of the respondents often use their gadget 5 hours above.

4. The reasons of using gadget are: for recreational use, for communication, and for

school purpose.

5. The advantages of using gadget inside the classroom, based on the results of this

study, the respondents said that it helps them to speed up works (assignments,

projects, etc.), and some said it can contribute to focus on the study (school) more.
6. Most of the respondents or 93.33% proved that using gadget inside the classroom

has disadvantages. According to the answers of the respondents, using gadget

inside classroom can result in lack of interest in studies, can cause to gadget

addiction.

7. The possible effects based on the result of this study, over usage of gadget can

lead to negative effects in your physical, mental/emotional, and social health. (1)

Physical Health: lack of exercise, back pain, lack of sleep, lesser time for physical

activities, and often forget duties. (2) Mental/emotional Health: can lead to stress,

and blurriness of eye vision or eye strain/damage that may lead to mental issue.

(3) Social Health: lack of personal communication with family, friends, etc.

Recommendations

The researchers would like to recommend the following:

1. For the students, although using gadget may help you a lot, using it excessively

cannot help you and it could possibly bring harm to you. Have physical activities

at your home such as exercising, and communicating with your family, managing

your time and using gadget moderately would be a great help for you to avoid

getting exposed to gadget all day.

2. For the teachers, guide your students about using gadget as their adviser/teacher.

Help the students to expose their selves in physical activities at school so that they

are not just exposing themselves in gadget that may lead to any health issue.

3. For school administrators, conduct seminars to inform students about the effects

that gadget can give.


4. For future researchers, this study can be a help but do some more exploration to

find out the effects of using gadget in a student’s life.

BIBLIOGRAPHY

A. Books

Oxford Dictionary

Cambridge Dictionary

B. Internet Sources

https://archive.dailyguardian.com.ph/keeping-children-away-from-the-bad-effects-of-

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