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GADGET USAGE IN RELATION TO LEARNING OF CSS LEARNERS

Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

Many researchers have studied that technology has affected and changed the way

people live. Technology and gadgets are now indispensable in our daily lives. In the past

few years carrying a miniature computer (a smart phone) in a pocket has become

common place. Technology helps advance the human race forward and makes doing

mundane things more efficient and repeatable. Technology has helped create the

information revolution (Thatte, R. July 10, 2018 ).

A gadget is a small tool or device with a specific useful purpose and function.

Gadgets tend to be more unusual or cleverly designed than normal technology. In today’s

life, tasks are maximized with the use of modern gadgets. It is easier to accomplish daily

tasks and people are also able to do work with efficiency. One cannot even dare to

imagine life without smart phones, cell phones, laptops, tablets, iPods and so on (Tech

Crates, 2012).

Today’s gadgets are one of the ways to make life more comfortable and easier.

Shy (2010) says that no one can deny the fact that gadgets have not only simplified the

lives of people but also made them more comfortable and luxurious. Indeed, these

gadgets really made a huge impact in people’s lives and became part of it.
In fact the use of the tech-gadgets and services by the present generation has a

positive impact on IT markets and therefore it is beneficial for the economy. Tech-

devices and gaming may have positive effects on investigating skills, strategic thinking

and creativity potential of the individuals. These tech devices and services are better

sources for learning for the youth and these are the sources of fun and entertainment

which help them distract from daily stresses of life. The digital behaviour of the youth

makes them sit at one place for a long period of time and the eye, hand and mental

coordination is maintained during that period. To cross the levels step by step in the

games may improve the engineering skills among the youth and it may also help in

building up good attitudes of moving ahead in life in spite of any obstacles. Following

studies support the positive effects of the tech-gadgets and services. Internet continues to

grow beyond our belief. (Tsitsika et. al. 2013).

Technology and human life cannot be separated; society has a cyclical co-

dependence on technology. We use technology; depend on technology in our daily life

and our needs and demands for technology keep on rising. Humans use technology to

travel, to communicate, to learn, to do business and to live in comfort. However,

technology has also caused us concerns. Its poor application has resulted in the pollution

of the environment and it has also caused a serious threat to our lives and society. This

calls for the proper use of technology. The biggest challenge facing people is to

determine the type of future we need to have and then create relevant technologies which

will simplify the way we do things (Ramey, K. November 12, 2012).

Youth is totally dependent on technology for almost everything. Little knowledge

or practical knowledge is not generated by classroom teachers, but by the internet.


Technology makes children older. They learn and watch things that could not be viewed

25 years ago. In this way, technology negatively affects our youth. Our youth is ready to

fight on social media but cannot run the road and cannot even take buckets of water at

home. (Ahmed, J. August 21, 2017 ).

Learners who become addicted to gaming, texting or social media may try to do

this in class, which may disrupt their learning and lead to disciplinary action. At home, it

may interfere with their study time. The negative effects of electronic gadgets on health

are well-documented. Persistent use of gadgets encourages a sedentary lifestyle and may

lead to poor posture and weight gain. In extreme cases, this may cause obesity, neck and

back issues and wrist and hand pain. (Gillespie, C. August 23, 2018).

Information and communication technology systems have provided a kind of

facility in the world that currently makes the world like a small globe globally. One of the

current technologies used by humans is gadgets. Very early recognition gadget for

children can have positive and negative impacts. These are influenced by several factors

such as the frequency, duration, and supervision of parents. Using gadgets as a basic

material for learning in children will have positive impacts such as increasing children’s

creativity and thinking. (Arfa, M. January 15, 2019).

Many researches were conducted aimed to organize understanding the change that

took place by using these technologies, and to explore the conversion in children’s

behavior and did focus to discover what extent children feel aggression, and how they

react by using these modern technologies e.g. video games, mobile phones with various

applications embedded using via Internet with Wi-Fi connections video games consoles
and internet. Children’s use of modern technologies and it impacts on change in their

behaviour with the result of aggression after using various modern technologies. ( Mierlo,

V. et al. 2004).

Many devices have become popular across generations, with a majority now

owning cell phones, laptops and desktop computers. Younger adults are leading the way

in increased mobility, preferring laptops to desktops and using their cell phones for a

variety of functions, including internet, email, music, games, and video. Among the

findings: Cell phones are by far the most popular device among American adults,

especially for adults under the age of 65. Some 85% of adults own cell phones overall.

Taking pictures (done by 76% of cell owners) and text messaging (done by 72% of cell

owners) are the two non-voice functions that are widely popular among all cell phone

users. Zikhurh, K. (2011).

As Buckingham, D. (2006) noted that modern technologies include effects of

mobile phones and the negative impact of technology on children’s behaviour i.e.

violence and aggressiveness. After the early 90s several scholars have studied the effects

of mobile phones and video games on children and adolescent. Different researches

explored the correlation between usability of technology and its effects on children

behaviour. General perception massively supports the idea that mobile phones and its

applications supporting to video games have vital negative effects due to the incidental

learning habit in children. .” (Livingstone et. al. 2002).

Carpo, M. (2016) concluded “Internet Usage and Academic Performance”

technological advancements influence how people live today. People keep on exploring
things, looking for some solutions just to lessen the efforts that people need to

accomplish their tasks. The Internet is an undeniable example for this shocking, yet

pleasant evolution of science. The special thing that people know about the Internet is

that it does not only support people in their works but also lessens the time spent in

accomplishing certain tasks. The digital revolution is changing everything it touches, and

the field of education is no exception.

Garcia (2011) concluded “Impact of Facebook Addiction on the Academic

Performance of Filipino student” in general stated that Facebook usages have apparent

effects, both positive and negative, on student Filipino students have abused the

advantages that Facebook extends to them and they have been using it without caution

and moderation. Eventually, Facebook has greatly affected their academic lives.

The use of technology in education has significantly aided students in performing

their school-related tasks. Clegg et. al. (2008) assert that with the utilization of mobile

devices such as laptops and tablet computers, the learning process for the students

become more fun and conducive due to the user-interactivity and appealing visuals

present in these learning tools.

Providing computers to schools increases the technology skills of teachers and

students in both the developed and the developing world. Laptop programs increase

students' engagement with academic work and school, improve technology skills, and

have positive effects on students' writing. Research in many nations suggests that laptop

programs will be most successful as part of comprehensive initiatives that also address

changes in education goals, curricula, teacher training, and assessment (Light et. al.

2009).
Statement of the Problem

This study aims to describe the Gadgets and the relation of learning in gadget

usage of CSS Learners

1. What is the profile of the respondent, in terms of:

1.1. Age

1.2. Gender

2. How may the Authors frequency of use may be describe on the following gadgets

in learning?

2.1 Cellphone

2.2 Computer

2.3 Tablets

3. What is the impact of the use of Gadgets in learning as perceive by the learners?

4. Is there significant relationship between gadget usage in learning to learners.

Significance of the Study

This study described the relation of gadgets usage in learning of CSS Learners of

Tarlac National High School ANNEX. This was significant to the following:

School Administrator. They will know the benefits of gadgets and included a

policy that will allow the learners to use their gadgets.

Teachers. This will give awareness to teachers to allow students to use gadgets

more freely and also to guide them in using the gadgets.

Learners. They will know the benefits of using gadgets in learning and help them

study effectively.
Future Researchers. This study may help future researchers on their own

research. They may widen the scope of their own study or improve this research

study.

Scope and Delimitation

This study mainly focused on the relation of using academic gadgets to the

learning of CSS learners at Tarlac National High School, S.Y. 2019-2020. It was

delimited to the two sections of the TVL CSS Learners.

Definition of Terms

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

operationally and/or conceptual defining.

CSS. Information Communication and Technology or ICT strand is one of the

strands offered in the Technical-Vocational-Livelihood (TVL) Track in senior high

school. (Karl Nicole Nucum October 31 2018).

Gadget. A gadget is a new, often expensive, and relatively unknown hardware

device or accessory that makes your life or the use of another device easier or more

enjoyable. (Comuter Hope, July 25, 2017).

Learners. Learner is someone who is studying a particular subject.

Learning. Learning is the process of acquiring new, or modifying existing,

knowledge, behaviors, skills, values, or preferences.


Chapter 2

REVIEW OF RELATED LITERATURE AND STUDIES

This chapter presents the related studies collected and reviewed for discovering

facts about the topic under investigation. These related studies and literature offered

assessment and enrichment in the conduct of this research work.

Related Literature

A gadget is a small tool or device with a specific useful purpose and function.

Gadgets tend to be more unusual or cleverly designed than normal technology. In today’s

life, tasks are maximized with the use of modern gadgets. It is easier to accomplish daily

tasks and people are also able to do work with efficiency. One cannot even dare to

imagine life without smart phones, cell phones, laptops, tablets, i-Pods and so on (Tech

Crates, 2012). Today’s gadgets are one of the ways to make life more comfortable and

easier. Shy (2010) says that no one can deny the fact that gadgets have not only

simplified the lives of people but also made them more comfortable and luxurious.

Indeed, these gadgets really made a huge impact in people’s lives and became part of it.

Hurley, K. (2019) stated that it’s no big secret that teens have a complex

relationship with technology. They are expected to use technology both in and out of the

classroom to make the grade, they manage their social lives through various apps and

social media platforms, and they use technology to stay organized and on top of their

many, many activities. Today’s teens face intense levels of pressure. Sometimes their

phone use is tied to recreational activity and can help them relieve stress, but other times
they use their phones to keep up with their busy lives. Ensuring that kids’ technology use

doesn’t result in more stress for them isn’t an easy task; there’s no clean-cut way to delete

stressful technology activity.

According to Roza, M. (2015) “in an average United States public school,

communities are spending over eight hundred dollars per student for tablets and

technology in school systems”. This however, is not including extra expenses, such as

training teachers, wifi, and insurance in case the tablet breaks. Tablets are also causing

distractions to students. Tablets have games and other distractions attracting students.

Society is advancing with technology, both in a positive and negative way, however it’s

affecting children’s work habits, their health, and costing schools money.

Friedman (2013) stated that future generations will need to compete with the

growing trends of a technologically-driven society that relies on computers to perform

daily tasks. The classroom is a good starting point for people to learn how to use these

complex machines. If students learn word processing skills and how to navigate

computers and the Internet early on, they will be prepared later in life to utilize computers

for more complex assignments. Computers grant access to the Internet, which hosts

academic research and offers educational support. Historical records and social

organizations are only a click away, providing a wealth of information for studying

history and social studies. Students and teachers are now able to communicate with

educators and other students anywhere in the world easily and instantly. This new

phenomenon opens up opportunities for collaboration that did not previously exist. There

are also many resources and communities online that are available to help students

develop and improve mathematical and scientific understanding. Even though computers
are extremely beneficial to the educational process there are some negative aspects that

present themselves. Students have access to greater distractions during research or study

time, in the forms of games and social networking websites. There is also the risk of

students interacting with potentially dangerous, anonymous individuals. Therefore, it

becomes vitally important for teachers and school faculty to monitor computer use to

ensure they are being used safely and for the right purposes.

Gaul (2018) stated the multiple benefits of learning new thing, no matter what it is

that you’re studying. Whether it’s for business or personal reason, there are learning

opportunities all around you. From something as difficult as a new language to something

as simple as making pancakes from scratch, every day presents a new chance to broaden

your horizons.

Related Studies

A. Foreign

Zikhurh, K. (2011) studied the generation and their gadgets, that many devices

have become popular across generations, with a majority now owning cell phones,

laptops and desktop computers. Younger adults are leading the way in increased mobility,

preferring laptops to desktops and using their cell phones for a variety of functions,

including internet, email, music, games, and video. Among the findings: Cell phones are

by far the most popular device among American adults, especially for adults under the

age of 65. Some 85% of adults own cell phones overall. Taking pictures (done by 76% of
cell owners) and text messaging (done by 72% of cell owners) are the two non-voice

functions that are widely popular among all cell phone users.

Clegg et al (2008) studied the use of technology in education has significantly

aided students in performing their school-related tasks. With the utilization of mobile

devices such as laptops and tablet computers, the learning process for the students

become more fun and conducive due to the user-interactivity and appealing visuals

present in these learning tools.

Tsitsika et al (2013) has studied the positive impact of technology, in fact the use

of the tech-gadgets and services by the present generation has a positive impact on IT

markets and therefore it is beneficial for the economy. Tech-devices and gaming may

have positive effects on investigating skills, strategic thinking and creativity potential of

the individuals. These tech devices and services are better sources for learning for the

youth and these are the sources of fun and entertainment which help them distract from

daily stresses of life. The digital behaviour of the youth makes them sit at one place for a

long period of time and the eye, hand and mental coordination is maintained during that

period. To cross the levels step by step in the games may improve the engineering skills

among the youth and it may also help in building up good attitudes of moving ahead in

life in spite of any obstacles. Following studies support the positive effects of the tech-

gadgets and services. Internet continues to grow beyond our belief.

Synthesis

The studies of Zikhurh and Tsitsika et. al. is different to the present study because

their studies focused on the generation and their gadgets and the positive impact of
technology while the study of Clegg et. al. is focused on the use of technology in

education which is similar to the present study because the present study focused on the

gadget usage in relation to learning of CSS learners.

B. Local

Carpo, M. (2016) concluded “Internet Usage and Academic Performance”

technological advancements influence how people live today. People keep on exploring

things, looking for some solutions just to lessen the efforts that people need to

accomplish their tasks. The Internet is an undeniable example for this shocking, yet

pleasant evolution of science. The special thing that people know about the Internet is

that it does not only support people in their works but also lessens the time spent in

accomplishing certain tasks. The digital revolution is changing everything it touches, and

the field of education is no exception.

Garcia (2011) concluded “Impact of Facebook Addiction on the Academic

Performance of Filipino student” in general stated that Facebook usages have apparent

effects, both positive and negative, on student Filipino students have abused the

advantages that Facebook extends to them and they have been using it without caution

and moderation. Eventually, Facebook has greatly affected their academic lives.

Synthesis

The studies of Carpo and Garcia is similar to the present study because their

studies are focused on the internet usage and academic performance and the impact of

Facebook addiction on the academic performance of Filipino student.


Conceptual Framework

The researchers used Independent Variable- Dependent Variable paradigm

format, wherein the gadget usage of CSS learners is the independent variable because it

will affect the corresponding dependent variable which is the learning of CSS learners.

Research Paradigm

Independent Variables Dependent Variables

Gadget Usage of CSS Learning of CSS Learners


Learners
 What is the impact of
 How may Authors the use of Gadgets in
frequency of use may Learning as deceive by
be describe on the the Learners?
following Gadgets?  Is there significant
 Cellphone relationship between
 Computer Gadgets usage in
 Tablets Learning to Learners
Chapter 3

METHODS OF RESEARCH AND SOURCES OF DATA

This chapter presents the research design and population of the study, data

gathering procedure, tools and instruments, and the statistical treatment for the data

gathered.

Research Design

The way data were gathered and analyzes shows that the study is descriptive

research. Specifically correlational research design was used since it intended to

determine the significant relationship between the Gadget Usage and Learning of CSS

Learners.

Research Locale

The research will take place at Tarlac National High School San Miguel Campus.

The school originated from Camp Olivas, San Fernando, Pampanga until it was then

transferred to Camp Aquino, San Miguel as AFPSEM High School (Armed Forces of the

Philippines School for Enlisted Men) in 1961the campus is a reservation area of camp

Servillano Aquino NOLCOM. It is located at the foot of the Camp along Mc Arthur

Highway and is now known as Tarlac National High School San Miguel Campus with the

current school head Dr. Jocelyn D. Pili

This is the locale chosen to facilitate collection of data since the researchers and

respondents are both enrolled in the same institution.


Respondents of the Study

A total of grade 11 and 12 were qualified to participate in the present study.

Among those 753 enrolled, 256 were chosen.

The study used the random sampling to select sample from the population of

Tarlac National High School – San Miguel Campus. Random sampling is one the

simplest forms of collecting data from the total population. Under random sampling, each

member of the subset carries an equal opportunity of being chosen as a part of the

sampling process (India Times, 2017).

Research Instrument

This study would be adapting a survey-questionnaire to identify the significant

relationship between Gadgets Usage and Learning of CSS Learners, the study used a

researcher-made questionnaire to gather needed data. The questionnaire consists of 20

items in total.

Validity and Reliability of Research Instrument

In order to ensure the validity of the instrument for data collection, the researchers

presented the questionnaire to the project supervisor for careful scrutiny and advice.

Statistical Treatment

In order to analyze the data to be gathered statistical, the following will be used:

Frequency counts. It is the most straight-forward approach to work with

quantitative data. Items are classified according to a particular scheme and an

arithmetical count is made of the number of items within the text which belong to each
classification in the scheme (https;//www2.sal.tohoku.ac.jp). This treatment will be used

to identify the common responses of the respondents.

Percentage. A number of rate that is expressed as a certain number of parts of

something divided into 100 parts (https;//www.merriam-webster.com). In addition, it also

describes how many parts there are out of one hundred parts of a particular thing

(https;//www.staff.ru.edu.au). Frequency counts will be converted to percentage of the

responses to the set of specification.

Mean. It is the average of the numbers and it is the calculated “central” value of a

set of numbers (https.//www.mathsisfun.com). It will be used on the study to get the

average of the responses from the study.

Median. is the middle value when the data is arranged in numerical order. It is

another effective tool to compare different sets of data, however, the negative impact of

extreme values is lesser on median compared to mean.

Mode. is the value that appears the most. A given set of data can contain more

than one mode, or it can contain no mode at all. Extreme values have no impact on mode

in data comparisons, however, the effectiveness of mode in data comparisons are

compromised in the presence of more than one mode.

Standard Deviation. A standard deviation is a statistic that measures the

dispersion of a data set relative to its mean and is calculated as the square root of the

variance (https://www.inrestopedia.com). This study will be using standard deviation to

identify how dispersed are the responses from the data-gathering.

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