You are on page 1of 10



1.1) Background of the Study:

Technology plays vital role in our daily lives. Technology changes the life style of people

living and makes people lives more proficient and easy. In our present generation students

are obsessed in using gadgets. Gadgets include telephone, games, Xbox, iPod and stereo

system, video games, tablets, home computers, handheld devices. They usually want to

buy latest release of these gadgets to satisfy their desires in term of entertainment and

getting up to date themselves. As the gadgets are increasing day by day, it is leading to the

technology addiction among student. Anything is good when it use in an appropriate

quality unfortunately, with excessive use of technology human life become complicated

and away from real human relations and near toward virtual world. Every age group is

affected with excessive use of technology but student will become affected through gadget

usages during learning process. Student not focuses on their academic content just

wandering on internet and divert from studying which make them lazy and dull minded.

Many researchers have studied that children spend average of their time on

different gadgets. Kids use gadgets for various purposes like playing games, watching

videos, listening songs, chatting with their friends, browsing different websites. They

spend most of their time in these activities and don’t pay attention to their posture, screen

brightness, and screen distance from their eyes which ultimately affect their vision and

health. Staring at electronic screen continuously for long time causes distress . Kids suffer

various problems like eye irritation or have difficulty to focus for a while. If we are facing
problems to cope with screens, imagine how our child’s eyes must be going through. In

this era, we can’t keep ourselves or our children away from these devices so we can try to

minimize the impact of these devices on our children. It’s really surprising a 2 year old

baby can and knows how to use a gadget, similar to how a kid knows to use a feeding

bottle. A study has been conducted in USA on kids and result shows 1 out of 3 children

can use a tablet or phone before they even talk?

In 2013 Daily mail reported that 29% of the toddlers can easily use the gadgets and

remaining 70% are master by primary school age. Really Surprising! According to the

USA Centres for Disease Control and Prevention, an average child spends about 8 hours a

day watching electronic screens. As they are growing older the use of gadgets also

increases. Too much gadget use can also affect the long-term vision problem . Plus chance

of myopia also increases in children when they spend about 8 hours daily on gadgets.

When people use electronic screens, they blink less. On an average, a person blinks about

15 times in a minute. Due to the high attention required while using an electronic screen,

this rate can drop to less than 5 times in a minute. A lot of research has been done on this

type of phenomena; this paper describes the positive and negative impact of gadgets on


The evolution of technology has dramatically changed society. An endless number of

people all over the world use modern technology. Of the most profound changes in the past

decade has been the widespread proliferation of information and communications

technologies (UNICEF, 2011). The growth of technology has changed the world, which in

turn has changed the daily lives of adolescents.

Dehmler (2009) asserts that children today are growing up in an interconnected, networked

world. The youth have unprecedented access to modern technologies and use them in

expected and unexpected ways. Teens all over the world are growing up in a world in

which the Internet, cellphones, text messaging, television and video games, and other

technologies dominate their communication and are an integral part of everyday life.

Children are immersed in a world abounding with information (Livazovic, 2011).

While technology is often described as the most important influence upon society, it

remains a subject which has undergone little study. Recognizing that technology lies at the

very heart of society, this study wishes to investigate its impact on adolescents.

Technological advancement is one of the most essential factors for teenagers in many

societies. Due to the enormous development of technologies, this era can also be called the

Age of Technology. With the purpose of serving in the social, educational, and

employment world, technology is becoming the most essential tool

( Social network sites, online games, video-sharing

sites and gadgets, such as iPods and mobile phones are now fixtures of youth culture

(UNICEF, 2011). They have so permeated youth lives that it is hard to believe that less

than a decade ago, these technologies barely existed. Modern technologies have altered

how youth socialize and learn and that raises a new set of issues that educators, parents,

and policy makers should consider. An important question which this paper tries to address

is how modern technologies affect academic performance of these adolescents.

Technology is an integral part of most adolescents’ lives, hence it is important to

understand the impact it has on academic achievement. According to Honey (2005), Pew

Internet and American Life Project carried out a survey that explored technology use
among 802 youth ages 12 through 17. The survey was conducted between 26 July and 30

September 2012. The study found out that

 78% of the teens have a cellphone and almost half of them, 47%, own smart phones;

 23% of the teens have a tablet computer, a level comparable to a general adult


 95% of teens use the internet, and 93% of teens have a computer or have access to one at


1.2) Statement of the Problem :

The study focused on “To study the Impact of Gadget on the academic performance of

student learning at secondary level in Abdul Qadeer khan school, Rawalpindi”.

1.3) Research Objectives:

1. To examine how many students got addicted of gadget usage at secondary level.

2. To identify which type of gadget is mostly used by secondary level students.

3. To find out the reasons why student are using gadgets.

4. To examine impact of gadget usage on student cognitive skills.

5. To study the impact of gadget on student physical health.

6. To examine the control and monitor ratio by parents on gadget usage.

1.4) Research Questions:

1) Which type of gadget you have at home?

2) Are you like gadgets?

3) Why you are using gadgets?

4) Have you any friend circle at you home place?

5) How many months of years have 28 days?

6) Do you have any disability?

7) Is your eyesight is weak?

8) How many hour you take a sleep?

9) Are you using gadget late at night?

10) Do you use gadget on parent permission?

1.5) Significance of the Study :

This study determines the impact of gadget on academic performance of secondary

students. This proposed research project would be beneficial for the students, teacher,

parents and future researchers. Teachers know about the students interest level toward

studying and how to keep involve student in learning activities. Teacher will try to focus

on improving student cognitive skills and keep motivating in learning process and find

out weak areas of student and work out on student progress. Teacher find out the student

interest level and student causes of student distraction from learning and implement any

strategy which involve student actively toward learning process.. The Student find out

their weakness during learning process and analyze how much time they append on

studying and how much time on gadgets. This will also give awareness to parents how to

control children gadget using time and monitor children activities on gadgets. This study

may help future researchers on their own research. This may widen the scope of their

own study or improve this research study.

1.6) Limitation and Delimitation of the Study:

Limitation of this study is as below:

1) May be low response rate

2) Student not fill questionnaire properly

3) Not fully 100% correct data information

4) Student not shares their activity on gadgets.

Delimitation of this study is as below:

1) Only Secondary level student at Rawalpindi school.

2) size is not more than 60.

3) Target on teen ages students.

4) The study was confined to the set of objectives.

5) Just focus on the consequences of excessive gadget usages.

6) The procedure of the study was limited to the survey method.

1.7) Research Methodology

a) Type of Research Study:

This study is descriptive case study which explains gadget effect on student academic

performance and as well as health. Yes gadget have a lots of benefits for student

school works give a lots of information related to any topic but in this research just

focus on negative factors of gadget using . Tables and bar start are shown in this case

study for showing ratio and details of data information.

b) Population:

For this research purpose i select the secondary section (6th to 10th) of private school

at Rawalpindi as a population of my study.

c) Sample and Sampling Technique:

A sample is a group of people, objects, or items that are taken from a larger

population for measurement. The sample should be representative of the population to

ensure that we can generalize the findings from the research sample to the population

as a whole. In my research my sampling size is 50 student of secondary level and I

choose my sample through random sampling.

d) Research Instrument:

This study made use of the quantitative research design with the questionnaire as the

main gathering tool. Well survey was arranged and used in data collection.

Questionnaire is a closed ended type. All questionnaires are according to objectives

of this study. For fulfill the objective of this study make multiple questions for each

objective. The information is collected by the researcher herself in April 2019.

Questionnaire will distribute in secondary level students in Rawalpindi. After survey

of the study, all the data were coded directly on questionnaires and then entered into

personal computer.

Total 10 student selected for pilot testing 2 from 6 class, 2 from 7 class , 2 from

8 class , 2 from 9 class and 2 from 10 class were selected to check reliability of the

research instrument
Validity of the instruments is judgmental as the expert’s opinions were taken. In

the light of their comments instruments were improved. All test items was discussed

with teachers. We used different test to find out validity of study by pilot testing.

The reliability is found by applying Cronbach Alpha reliability method by using

SPSS version 16.

e) Data Collection Procedures:

My data collection tool is questionnaires. Firstly I am designing questionnaires

according to objectives of my research. Questionnaire is reliable and validate. I am

going to my population area which is secondary level of Abdul Qadeer khan school. I

am going to choose student by random sampling .With the permission of school

administration i go to classes from 6 to 10 and choose 10 student form each class

and distribute questionnaire and allow the student to fulfill question easily and if

facing any problem during questionnaire filling . Please asked me and I will help you

.Also telling them provide correct information no false answers. When student filled

questionnaire then I will collect from them and say thank you for your coordination.

Same lie this I will go to 7, 8, 9 and 10 classes and choose student randomly.

1.8) Data Analysis Procedures:

Data will be analyzed on SPSS version 20 and MS Excel. Apply statistical operations

mean median, mode and apply T-test. The data were tabulated into a contingency

table and treated with the proper statistical measures. Also make a bar chart and pie

graph for presenting data.

1.9) Operational Definitions:

To make the study easier to understand, the following terms are defined operationally and/

or lexically:

1) Gadget. This refers to an often small mechanical or electronic device with a practical use

but often thought of as a novelty. In this study, gadgets refer to cellphones, tablets and

laptops which are used by the respondents in learning.

2) Impact. This refers to the effect of gadgets on the respondents in their learning.

3) Frequency of use. This refers to the number of times or how often the gadgets are used

by the respondents in learning.