Professional Documents
Culture Documents
Chapter 1
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
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
Technology and human life cannot be separated; society has a cyclical co-
and our needs and demands for technology keep on rising. Humans use technology to
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
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
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).
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
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
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
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
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.
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
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
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?
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
Teachers. This will give awareness to teachers to allow students to use 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.
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
Definition of Terms
To make the study easier to understand, the following terms are defined
device or accessory that makes your life or the use of another device easier or more
This chapter presents the related studies collected and reviewed for discovering
facts about the topic under investigation. These related studies and literature offered
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
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
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
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.
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
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-
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
B. Local
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
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
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
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
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
This is the locale chosen to facilitate collection of data since the researchers and
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
Research Instrument
relationship between Gadgets Usage and Learning of CSS Learners, the study used a
items in total.
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:
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
describes how many parts there are out of one hundred parts of a particular thing
Mean. It is the average of the numbers and it is the calculated “central” value of a
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
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
dispersion of a data set relative to its mean and is calculated as the square root of the