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CHAPTER I
THE PROBLEM AND ITS BACKGROUND
INTRODUCTION
As the world go round and round each day, there are a lot of things that are invented, and
one of these is the technology. Technology makes our life easier and convenient and because of
technology, there is what we call gadgets. A gadget is an accessible and very convenient device
to use such as cellphone, laptop, camera, mp3 player, and several cool electronic gadgets, those
gadgets that are mentioned are just samples that are widely and unrestrictedly used tools. Esther
(2012) said that these gadgets have become a central force that fuels the rhythm of daily life. But
for growing number of adolescent, it’s out on control habit, instead of a necessary part of life
which affects their academic performance.
Gadgets play a big role in every people’s life. A person can communicate with others
regardless how far they are. Play video games, watch online movies and if they can’t answer
their assignment they can simply look in the internet. Esther added in her study that in Mudarai
District, the study revealed that 48% of samples were using Electronic gadget excessively, 31%
of the samples were using averagely. Also, it shows in the study that 57% of the samples had
average academic performance, 33% of the samples had good academic performance and only
10% of the samples had poor academic performance.
Despite what most people think, it’s not technology itself but the misuse of gadgets and
internet that is harmful. Lee-Chua, (2015). In our country, technology is one of the usable things
that all Filipino use and follow especially gadgets because it is very rampant and common. Most
of the people here in the Philippines have their own mobile phones and gadgets. Even children
are exposed in this kind of technology. According to Google trends (2017), Filipino millennials
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are taking advantage of smart phones and technology and internet access as they take their
journey on reaching their full potential. 75% say they go online to look for information, 66%
form decisions online research, and 57% watch online videos to learn something new. Google
trends data revealed that top three “adulting” categories Filipino millennials searched for the
second quarter of 2017 are finance, vehicles and real estate. According to global world index
(2017), and estimated 47% of Filipino millennials are non-TV to light-TV viewers who rely on
other platforms for entertainment. Watching movies, listening to music, and watching TV shows
on YouTube are top ways millennials find inspiration to be creative. But this technologies bring
effects to the people if it is excessively and abusively use.
The Filipino youth are also at risk of social isolation, they refer the virtual world than the
real one, and of addiction to online gaming and social media. According to Dr. Chua (2015) this
kind of addiction has the same symptoms as drug addiction so treatment is the same, such as
withdrawal and medication if needed, The excessive use of gadgets poses a threat to physical
health as well, with most teenagers staying up late or spending too much time in gadgets, this
eventually leads to insomnia and obesity. It can also be the cause of distraction of focus of their
study. Children are also prone to physical and mental damage when they are too much exposed
in this type of technology. According to a study, a child will likely to become overweight and
develop seizure and visions problems when they spend too much time using gadgets. In Central
Visayas, one of the regions in the Philippines, as a National Nutrition Council (NNC) Region 7
study reported 3% of children are considered as obese and overweight.
In Ubay National High School, students are very fond in using gadgets. It is merely
impossible not to spot a student twiddling in his or her gadgets such as cellphones and tablets.
They spend too much in playing and twiddling in their gadgets instead of studying. As a student,
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it is observed that most of the students that are spending too much in their gadgets are the senior
high students. In every corner of the building that are playing in their cellphones and scrolling.
Also there are students that are not attending their classes and they tend to skip classes because
they are busy playing in their cellphones and because of this, the researchers opted to choose this
study to determine the effects to their academic performance.
CONCEPTUAL FRAMEWORK
The conceptual framework of this study presents is a schematic diagram entered here as a
Figure 1. As shown, the study, treated relationship of the two variables namely, the gadgets and
academic performance. Gadgets, the independent variable while the academic performance is the
dependent variable.
INDEPENDENT VARIABLES DEPENDENT VARIABLES
Gadgets
Mobile Phones ACADEMIC
Laptop PERFORMANCE
MP3 Player
camera
Fig.1
STATEMENT OF THE PROBLEM
This study is to elaborate the main problem that Ubay National High School is facing
regarding the factors affecting the student’s academic performance. This study explained the
causes why the students are having a poor academic performance.
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The main objective of this study is to determine the Effects of Excessive use of gadgets to
the academic performance of grade 12 students in Ubay National High School.
Specifically, it seeks to answer the following questions:
1. What is the extent of the use of gadgets among the students in Ubay National High
School?
2. What are the possible effects of the use of gadgets to the academic performance?
Null Hypothesis
Is there a significant relationship between the excessively use of gadgets and the academic
performance of grade 12 students in Ubay National High School?
SCOPE AND DELIMITATION
The study focused on the effects of excessive use of gadgets to the academic performance
of grade 12 students. This study will be conducted inside the school campus of Ubay National
High School. This study will be conducted on the month of March 2025 to April 2025. It geared
towards the senior high school students specifically the grade 12 students. The target respondents
were 40 students and they were randomly selected in every sections. The researcher used non-
experimental research and gave a modified researched questions to the respondents.
This study was only limited in the school premises of Ubay National High School and did
not include other schools and students.
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SIGNIFICANCE OF THE STUDY
This study will benefit the following:
Students- they will know the benefit of using the gadgets in learning and help them study
effectively.
Teachers- this will give awareness to allow students to use gadgets more freely and also to guide
them in using the gadgets.
School Administrator- this study will be included in school policy. This is beneficial for them to
impose disciplinary action for student who were addicted to electronic gadgets specially the
students whose grades are greatly affected.
Researchers of this Study- this study will signify as their fulfillment to provide and contribute
information to the whole community and their fellow students.
Parents- this will help parents to be aware of what are the pros and cons in using the gadgets that
could benefit their children and lessen the burden of their worries.
Communities- this will help the community to be aware of the possible effects that may acquire
in using the gadgets.
Local Government- this will help the government to eliminate the negative impacts of gadgets
among students through formulating different programs that advocates to engage the students in
proper use of gadgets.
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DEFINITION OF TERMS
The following terms are defined to understand clearly this study.
Gadgets- operationally this term refers to a small tool that is accessible and convenient to use as
cellphone, laptop, camera, mp3 player and several cool electronic gadgets.
Academic Performance- conceptually this term refers to he extend to which a student, teacher
or institution has achieved their short or long-term educational goals
(https://en.m.wikipedia.org/wiki/academic/achievement)
Technology- conceptually this term refers to the branch of knowledge that deals with the
creation and use of technological means and their interrelation with life, society and the
environment, drawing upon such object as individual arts, engineering, applied science, and pure
science (https://www.dictionary.com/browse/techology)
Cellphone or Mobile Phones- conceptually this term refers to a wireless handheld device that
allow users to make and receive calls and to send text messages, among other features. (The
earliest generations of mobile phones could only make and receive calls. Today’s mobile phones,
however, are packed with) (https://techopedia.com/definition/2955/mobile-phone)
Online games- conceptually this term refers to a video game that is either partially or primarily
played through the internet or any other computer network available.
(https://en.m.wikipedia.org./org/wiki/online_game)
Social Media- conceptually this term refers to the collective of online communications channels
dedicated to community based input, interaction, content-sharing and collaboration
(https://whatistechtarget.com/definition/social-media)
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Internet- conceptually this term refers to a globally connected network system that uses
1RCP/IP to transmit data via various types of media.
(https://www.techopedia.com/definition/2914/internet)
Senior High School- conceptually this term refers to a secondary school that students attend in
the thru or four highest grades before college (https://www.yourdictionary.com/senior-high-
school)
Effects- operationally this term refers to the result outcome of abusing the usage of gadgets.
Excessive – operationally this term refers to the overuse of gadgets that lead to the threat of the
teenagers’ physical and mental health.
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CHAPTER II
REVIEW OF RELATED LITERATURE
There are some studies on the theme of tech-gadgets that shows positive and negative sides.
These studies focus on the effect both social and educational aspects of use of technology in
school and at home.
Gadget
Electronic gadget has become entrenched feature of our daily lives. Computer use has
reached beyond work and is now major source of fun and entertainment for my children for most
of children and compute ruse and video game is integrated into their lives in a balance healthy
manner. For other times spent on computer. Videogame mobile and television is out of balance
and even family. (Jennifer,2017). Since gadgets has already working nowadays, many of the
people are directed on it even a young child already knows how to play gives on their gadgets
and will actually affect to the relationship of the family.
Academic Achievement
Academic performance or “academic achievement” is the extent to which the student, or
institution has attained their short tor long-term educational goals. Completion of educational
benchmarks such as secondary school diplomas and bachelor’s degrees represent academic
achievement. Academic achievement is commonly measured through examinations or
continuous assessments but there is no general agreement on how it is best evaluated or which
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aspects are most important- procedural knowledge such as skills or declarative knowledge such
as facts. (https://en.mwikipedia.org).
Student performance is measured using grade point average (GPA), high school
graduation rate, annual standardized tests and college entrance exam. A students’ GPA is
typically measured on a scale of zero to four with higher GPAs representing higher grades in the
classroom. Graduation rates are collected by state and federal education officials as baseline
measurement of secondary education performance. Each state conducts annual tests at the
elementary, middle and high school levels to determine student’s proficiency in subjects like
English and Mathematics. (https://ballotpedia.org).
Time
According to Villamor (2018) time spent using email and surfing online has increased
significantly between years 1996 and 2011, various types of internet use have been associated
with positive and negative effects, symptoms of dysphoric has been associated with several types
of internet use like shopping, playing games or doing a research. (Villars’s 2018) conclusion also
drawn from this study is that the use of the internet is one of the main factors that affects the
academic performance and social life of students.
Positive and Negative effects of gadgets
As Saez (2019) asserts the same studies focus on both the positive and negative
consequences of the use of the tech-device and services and provide a balance approach
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regarding the use of the same technology is an integral part of our everyday life as people are
dependent on it from all over the world of communication, organization and employment etc.
although technology is being as it best here are basic problem that follow us everywhere
especially in the area of health public safety and education ( as cited in Muduli, 2015, p11) in
addition, Mads(2011) assessed that there is a data which proves that any individual, kid or an
adult who browses the internet is likely to spend over 100 minutes less time with friends and
family than non-internet use. The excessive impacts to the user especially to the teenagers, they
seldom, hang out with friends and families. Also, the excessive internet use has negative impacts
on mental health as well. Young (2016) states that there is a positive relationship between
internet addiction and psychiatric like depression, bipolar disorder, obsessive compulsive
disorder, attention deficit disorder, etc. so the addictive internet use should need clinical help.
Excessive internet use not only generates disorder but it can sometimes be distressing and
disabling (Shapira et. al, 2003). In other studies, teacher perceive the role of the computer device
had an impact on instruction and learning outcomes. When the computing devices were seen as a
tool to facilitate change in teaching practices than student achievement was positively impacted.
(Cavanaugh, et.al,2018). Both of this are precisely correct since when you look in the bigger
picture it is more convenient when we use technology or computer to be more knowledge. It is
also advantageous when we use computer in learning and teaching because there are many
features in computer that could help a student that on simple teaching. As what Samson (2019)
stated that when students use laptops and other tech-devices by the instructor’s advice they are
connected to course learning objectives. The classroom learning and engagement of the young
students can be impacted positively by the used of this digital devices are better in performing
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cognitive task. The effective use of gadgets may have positive impacts on cognitive thinking and
also makes them master in multitasking (Ophir, Nass and Wagner, 2019).
The Rise of Gadget and Hyper Ludic Media
By the early 1850s, machinery dominance was beginning to change. The effect of an
advance industrial and nascent costumer culture was a pro-liferation of technical-object-of
commodities things, tools, entertainments, and scientific and philosophical instruments- and no
coincidence that the word gadget emerges at this time. (Marx and Engels, 1987[1898]:87).
Annadurai (2015) added during twenty – first century is an era of electronics and every now and
then, many electronic devices are introduced into the market. The relative spent on computer and
other gadgets has increased rapidly over the years. Nut, not all electronic devices that were
introduced into the markets is reliable and useful. Since then, up until now gadgets is being used
and more gadgets were innovated and invented.
The 1980’s saw further developments in digital gadgets, including the first laptop,
Epson’s
Hx-20 (1981); impact disc (CD) players such as Sony’s CDP-101 (1892); Sony’s “Watchman”
portable TV (1982) and “Discman” portable CD player (1984); mobile phones such as Motorola
DynaTAC 8000X(1983); electronic organizers suah as the sharp OZ-7000(1988); and popular
handheld gaming devices such as the Nintedo Game Boy (1989). I was 1990’s, however, that
saw the explosion of digital gadgets as part of a broader transformation in home computing,
networking and digital media. Through the 2000s, new developments fed off each other.
Improved connectivity and speed in increasing capabilities turned devices into multi-media,
networked technologies, while devices increasingly meshed together with new online Web 2.0
services, further driving consumer take up.
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Theoretical Reviews
Theory of consumptions is an activity considered of the systematic manipulation of signs-
of the idealistic manipulation and combination of sign-objects organized into a system governed
by “ coas’ of signification. (Braudrilliard, 1996). As of now, codes are very hard to be interpreted
but in gadget, codes are very important so it can’t avoid the fact that it is part in using gadgets
even though codes are difficult to understand it s very helpful when it comes to programming.
Educational Technology Related Theories
Ouyang and Stanley (2018) claims since the 20 th century some major educational theories
such as behaviorism cognates, constructivism and multiple intelligences, have been widely
implemented in educational, greatly linked to the development and utilization of the education
technology Ivan Pavlov (1949-1936), Russian biologist and psychologist, innovated
behaviorism, Edward Thorndike (1874-1949), American educator and psychologist of Columbia
University and Burrhus Frederic Skinner (1904-1990), one of the founders of American new
behaviorism, further developed the behavior theory. Ouyang and Stanley (2020) also states that
behaviorists believe external stimulation influences one’s learning behavior, rewards and
punishment can change one’s learning performance. Researchers and scholars confirmed that
behaviorism has greatly promoted and effectively implemented in programmatic instruction, and
has strongly promoted and widely applied in computing-assisted-instruction and the development
of educational technology.
Since 1990, technology-led educational development has been one of the main areas of
focus for the Norwegian Government. The knowledge promotion which was put into force in
2006 states that digital literacy should be a core competency for all students. (Norwegian
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Ministry of Education and Research, 2006). This is formulated as one of five fundamental skills
students should acquire during their basic education. The other four oral skills, reading, writing
and numeric skills. After the introduction of digitization in the Knowledge Promotion, the
intention has been to gradually include technology use in all subjects. (Hatlevik et. al., 2009).
Gadgets used in learning
According to Gammauc (2022), today’s classrooms are equipped with the latest
technology to enhance instruction. Smartphone use in the classroom is still somewhat
controversial, but the Calgary Board of Educatio actually encourages it as a learning tool. In an
interview with CTV, Queen’s University National Scholar and Associate Professor Sidneyeve
Matrix compared the situation to when calculators were first use by students in the classroom.
“We had a whole new level of computational skill, and now were going to have a whole new
level of mobile digital skills when we turn to mobile learning on the handhelds.”
Everything Is Becoming Gadgetry
Buadrillard’s the system of objects is a classic of structuralist, impretetive semiology,
drawing on Roland Barthes’s (1973a, 1973b, 1992) Sausurean analysis of this new consumer
sign world, but developing from it a broader social theory of consumption. Consumption in this
sense as “ an activity consisting of the systematic manipulation of signs” – of the idealistic
manipulation and combination of sign – objects organize into a system governed by a “code” of
signification (baudrillard echoes 01996 [1968]:200).
Gadget is a broad subject and the concept are evolving. Day by day, it is evolving and
turning into its best. Several studies show that gadgets were already exposed to everyone
especially to the students and they are using it at school. It makes the lives of the students’ easier
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and more efficient. Although, gadgets at its best still it is inevitable not to encounter negative
effects. That is why every student should be more conscious and responsible. Since they are
already at the age where they know what they are doing they must be more cautious in terms of
engaging their selves in this kind of technology to prevent more harmful effects.
CHAPTER III
RESEARCH METHODOLOGY
In this chapter, the researchers discussed the research method, the subjects of the locale of
the study, instruments in data gathering, validation of the instrument/questionnaires, the
procedure of the study and statistical treatment used.
Research Method
The researchers used a combination of description and correlational method. The
descriptive method is used to describe the status of an identified variables and components of the
population or phenomenon and attempts to find general attributes to the currently existing
situation. Prior to this, the correlational design associates with the comparison of two variables.
Subject of the study
The subject of the study were the grade 12 students of Ubay National High School. There
were 40 respondents and in every classroom/ section there were 6-7 respondents that were
randomly selected.
Locale of the Study
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This research study will be conducted at Ubay National High School located at Ubay,
Labason, Zamboanga del Norte. Ubay National High School was founded in the year 1976, with
the population of approximately 1,000 students in the year 2024-2025. The present principal is
Mr. Gerwil R. Descallar Principal III with 6 non-teaching staffs and 50 teaching-staffs. This
study will be conducted on the month of March 2025 to April 2025.
Instruments in Data Gathering
The researchers used in the survey method using the modified questionnaires. The
researchers conducted the survey using the questionnaires consisting 10 questions in every sub-
problem.
The first sub-problem- section =A, the respondent will check the column that are labeled
“1-2 hours” “2-4hours” “4-6 hours” “above 6 hours” on how often they use their gadgets.
In the second sub-problem-section B, in each question, the scale is ranging from
“Strongly disagree” to “Disagree” to “can’t say” to “agree” and “Strongly agree”. This is
equivalent to “5” the highest and “1” for the lowest.
Validation of the Questionnaire
The questionnaires were submitted to the research teacher for correlations, comments,
and suggestions to establish reliability of questionnaires.
Procedure of the study
The researchers followed various steps in conducting the study. First, identify the
problem to have its solution. Second, make a title and find the dependent and independent
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variables. Third, make the chapter 1, 2, 3 and submit the written work for some corrections.
Fourth, working on the research questionnaire submission of it for validation. Fifth, asking
permission from the principal to conduct the study. Afterwards the research questionnaires were
distributed to the randomly selected respondents. Finally the questionnaires were collected,
tabulated and analyzed to be interpreted.
Statistical Treatment
This research used Descriptive-correlational method in which the mean is calculated by
summing up the observation. Following are the given formula:
X=Ʃx/n or x=Ʃx/n
where in x= mean sum of observation/number of observations.
Where:
r=coefficient of correlation n=number of sample
x=first set of variables y=second set up variables
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ABSTRACT
This research study investigates the Effects of Excessive Gadget Use on the Academic
Performance of Grade 12 students at Ubay National High School. With the widespread
integration of technology into daily life, gadgets such as smartphones, tablets, and laptops have
become central to how students learn and interact. While these devices offer educational
advantages, their excessive use may lead to negative consequences, particularly among
adolescents. This study aims to assess the extent of gadget usage among students and determine
its correlation with their academic outcomes.
Using a descriptive-correlational research design, the researchers randomly selected 40
Grade 12 students as respondents and utilized a validated questionnaire to gather data. The
instrument measured gadget usage duration and its perceived impact on academic performance.
Statistical methods, including mean calculation and correlation analysis, were applied to interpret
the data.
Findings from previous studies and this research suggest that while moderate gadget use
can support educational engagement, excessive usage tends to result in reduced focus, poor time
management, sleep disruption, and social isolation, all of which may contribute to lower
academic performance. This study highlights a moderate to strong negative correlation between
excessive gadget use and students’ academic performance.
The results aim to inform students, parents, teachers, school administrators, and
policymakers about the potential risks associated with uncontrolled gadget usage. It further
emphasizes the importance of promoting responsible gadget use and creating structured digital
habits that support, rather than hinder, academic achievement. Ultimately, the study serves as a
call for more balanced and mindful integration of technology in students’ educational routines.