Professional Documents
Culture Documents
THE PROBLEM
Introduction
in using gadgets. They usually want to buy the latest release of these gadgets to satisfy
their desires in terms of entertainment and getting the newest of the new. As a result,
students tend to involve gadgets in their everyday lives including in their studies.
Students tend to use up more time in using gadgets than on studying. This apparently
According to Kahari (2013) stressed that mobile phone is a very important tool for
study as most of the respondents used their phones for study purposes. Mobile phones
are increasingly one of the most popular information access devices and what stands
out from the study is the high use of interactive, multi user functions which can at times
be disruptive or beneficial during study. In essence, the study revealed that mobile
phones are beneficial for learning but learners have a tendency to abuse them. The
presence of mobile phones presents a host of options and challenges for today’s
students. Mobile phone is undeniably convenient, helpful tools for study. However, it
can be a hurtful source of distraction depending on the attitude and use pattern of a
student.
This is one of the biggest problems created by growing technology. Children are
future of our country, our world. The sad thing is that due to increasing technology,
children have been found going away from their moral values. Internet is working as
curse for children’s character. Rather than using Internet in productive manner, children
Nowadays, students spent much time on gadgets which affect the academic
performance and study habits. They often spend on gadgets than studying or doing
different types of physical and spiritual activities. Students usually use gadgets for social
networks like facebook, twitter, and instagram. These gadgets may improve or it may be
This scenario motivated the researchers to conduct a study to know the effects of
using Gadgets like Mobile Phones and etc. on the academic performances of Grade 10-
STE Vikings.
Theoritical and Conceptual Framework
This parts deal with the theories and concepts related to this study.
the human information processing system includes dual channels for visual/pictorial and
auditory/verbal processing (i.e.,, dual channels assumption); each channel has limited
capacity for processing (i.e.,, limited capacity assumption); and active learning entails
carrying out a coordinated set of cognitive processes during learning (i.e.,, active
cognitive processes in multimedia learning: selection relevant words from the presented
text or narration, selecting relevant images from the presented illustrations, organizing
the selected words into a coherent verbal representation , organizing selected images
into a coherent pictorial representation, and integrating the pictorial and verbal
Negative Transfer. Given that the purpose of the current study focused on transfer, it is
important to note how transfer can elicit both positive as well as negative outcomes.
Positive transfer is the primary goal of education. What is learned in one context helps
adaptive response to a new context that is similar to the first (Cree & Macaulay, 2000).
Negative interpretations prevent relevant skill knowledge from being applied to practiced
and unpracticed goals which leads to negative transfer, whereas positive assessments
Conceptual Framework
Phone Usage
Availability to use
Connectivity
Phone
Respondents Profile in
applications
terms of:
Dependent Variables
Statement of the Problem
1.1 Age?
1.2 Gender?
2. How many hours is the respondents average phone usage every day?
3.1 Math?
3.2 English?
3.3 Science?
Hypothesis
performance of students.
Significance of the Study
The significance of the study is to know the effects of using gadgets on the
actions for students who were addicted to electronic gadgets specially the students
whose grades and school attendance are greatly affected. And also to know the
The school are expected to take a proactive role in nurturing students’ pro-social
using their favorite gadget because many researchers believe that excessive use of the
internet and other sophisticated gadgets have the potential to become an addiction and
educate students about the well-known effects of online gaming to students’ academic
performance.
The findings of this study will make the parents more aware of the effects of
The study will focus in knowing the effects of using Gadgets like Mobile Phones
gadgets on the study habits of the Grade 10 Vikings students and the use of Mobile
Gadgets effective in enhancing the study habits of Grade 10- STE Vikings.
Definition of Terms
Phone Application. A device to improve your calling experience and gain control over
calls with features like Google Duo video calling, spam protection, and caller ID.
Smartphone. Is a device that can make and receive telephone calls over a radio link
while moving around a wide geographical area. Besides telephony it can also provide a
variety of other services like text messaging, playing music, e-mail, internet access,
Study Habits. Refers to are the behaviors used when preparing for tests or learning
academic material.
Study schedule. Refers to how pupils organize things and schedule of activities.
Chapter 2
This chapter discusses all received literature that has some bearing or similarity
to the problem being studied. It comprises of what the local and foreign author revealed
regarding concepts and ideas that were based on findings and conclusions as a result
of their studies of their studious inquiry those or investigation. Thus the review as
Much attention has been directed to the use of video games for learning in the
recent years, in part due to the staggering amounts of capital spent on games in the
entertainment industry, but also because of their ability to captivate player attention and
hold it for lengthy periods of time as players learn to master game complexities and
According to the authors, Chen and Voderer, gamers fit into certain categories:
the competitor, explorer, collector, achiever, joker, director, storyteller, performer, and
the craftsmen. Each of these types of players has a specific goal for playing games,
motivating them to spend hours staring at a screen. For example the explorer plays “to
experience the boundaries of the play world.” At the same time there are players who
play to escape from the harsh realities of their life and change into a “respected”
character that in the fantasy world is a hero. Unfortunately some people feel compelled
to escape into these fantasy worlds because of depression and oppression daily.
Paducah, Kentucky. Jonesboro, Arkansas. Littleton, Colorado. These three
towns recently experienced similar multiple school shootings. The shooters were
students who habitually played violent video. Eric Harris and Dylan Klebold, the
Columbine High School students who murdered 13 people and wounded 23 in Littleton,
before killing themselves, enjoyed playing the bloody video Doom. Harris created a
customized version of Doom with two shooters, extra weapons, unlimited ammunition,
and victims who could not fight back features that are eerily similar to aspects of the
actual shootings. The one positive result of these tragedies is the attention brought to
the growing problem of video-violence, from the newsroom to the U.S. Senate (2000).
At a Commerce Committee hearing, several researchers testified that there are indeed
valid reasons, both theoretical and empirical, to be concerned about exposing youths to
and how video games are to different people. Children who watch television and go to
the movies see thousands of murders and countless other acts of violence. Many
people believe that being exposed to all this violence causes children to be more
Recently, attention has turned toward the violence in video games. It seems
have an even greater effect. Surely, so the argument goes, spending hours shooting
images of various creatures and of human beings and watching them blow up, break
apart, scream in pain, spew blood all over, and so on must have a harmful effect on
those who play - it must teach them that violence is acceptable, that it is a way to deal
with problems, perhaps make them insensitive to real violence, and thus cause them to
Video-industry leaders deny the harmful effects of their products. For example, in
a May 12, 2000, CNN interview on The World Today, Doug Lowenstein, president of the
Inter-active Digital Software Association, said, “I think the issue has been vastly
overblown and overstated, often by politicians and others who don’t fully understand,
frankly, this industry. There is absolutely no evidence, none, that playing a violent video
leads to aggressive behavior. There is one grain of truth in the industry’s denials.
Specifically, the fact that some highly publicized school killings were committed by
individuals who habitually played violent video is not strong evidence that violent video
increase aggression. Society needs solid scientific evidence in addition to such case
studies. And here is where media researchers and the video-industry differ. Research
evidence has been slowly accumulating since the mid-1980s. This article reviews the
research. Their analysis concludes that exposure to violent video games has a negative
effect on a variety of measures. The analysis of greatest import is the one indicating that
playing violent video games causes an increase in aggressive behavior. On the basis of
their overall analysis and presumably especially the one regarding aggressive behavior,
the authors assert that video games pose a threat to public health.
The U.S. population consumes much media violence. Youths between the ages
of 8 and 18 spend more than 40 hr per week using some type of media, not counting
Television is most frequently used, but electronic video are rapidly growing in
popularity. About 10% of children aged 2 to 18 play console and computer video more
than 1 hr per day (Rideout et al., 1999). Among 8- to 13-year-old boys, the average is
more than 7.5 hr per week (Roberts, Foehr, Ride-out, & Brodie, 1999).
College students also play lots of video. The Cooperative Institutional Research
Program (1998, 1999) found that in 1998, 13.3% of men entering college played at least
6 hr per week as high school seniors. By 1999, that figure had increased
to 14.8%. Furthermore, 2% of the men reported playing video more than 20 hr per week
in 1998. In 1999, that figure increased to 2.5%. Although the first video emerged in the
late 1970s, violent video came of age in the 1990s, with the killing Mortal Kombat,
Street Fighter, and Wolfenstein 3D. In all three, the main task is to maim, wound, or kill
opponents. The graphics (e.g., blood) and sounds (e.g., screams) of these were cutting
By the end of the 20th century, even more graphically violent became available
Numerous educational, nonviolent strategy, and sports exist, but the most heavily
marketed and consumed are violent ones. Fourth-grade girls (59%) and boys (73%)
report that the majority of their favorite are violent ones (Buchman & Funk, 1996).
Another problem involves the lack of parental oversight. Teens in grades 8
through 12 report that 90% of their parents never check the ratings of video before
allowing their purchase, and only 1% of the teens’ parents had ever prevented a
Also, 89% reported that their parents never limited time spent playing video.
Ratings provided by the video- industry do not match those provided by other adults and
the industry as appropriate for general audiences, a classification with which adults and
research and development of multimedia learning environments. This growth has been
(Jonassen, 1988; Marsh & Kumar, 1992; Rieber, 1996; Yoder, 1994). A number of
researchers have indicated that gaming motivates learners (Keller, 1987; Malone, 1980,
translate into increased achievement of the content (Laveault & St. Germain, 1997).
Gaming also provides a rehearsal dimension and is capable of delivering various forms
can result from extrinsic or intrinsic factors. An instructional game can be defined as any
training format that involves competition and is rule-guided (Jones, 1987). A well-
Pierfy, 1977) has provided evidence that instructional games can promote retention and
the ability to transfer knowledge to new domains. Instructional games are attractive to
learners because they offer a simple and creative means of providing high-level
organization and retention of content (Dwyer & Dwyer, 1985; Orbach, 1979). The theory
of intrinsic motivation (Malone, 1981) is by far the dominant source of support for
instructional gaming. Research has provided evidence that instructional gaming has the
intrinsic ability to develop the learners' confidence in determining their own destiny.
Additional research has shown that as the learner's self-concept improves, cognitive
learning also increases (Coleman, 1967; Olliphant, 1990). The competition inherent in
instructional games and the proper use of feedback needs to convey the relevance of
the game to the learner (Jonassen, 1988; Malone, 1981). This theory suggests that
relationship between fantasy, challenge, curiosity, and control (Malone, 1981; Malone &
Lepper, 1987). Additional research has provided evidence that instructional games
delayed retention by focusing attention and facilitating the encoding of information into
long term memory (Anderson & Biddle, 1975; Anderson & Faust, 1973; Andre, 1979,
feedback and instructional games have the capacity to function as advance organizers
by stating objectives, providing learning guidance, and suggesting meaningful
Video games have been available to consumers for the last 30 years.
They are a unique form of entertainment, because they encourage players to become a
part of the game's script. Today's sophisticated online games require players to pay
constant attention to the game, rather than passively watching a movie. This has both
positive and negative impacts on players. Several studies have been published that
explore these impacts on today’s children. The most widely used "positive" impact
online games are said to have on children is that they may improve a player's manual
dexterity and computer literacy. Ever-improving technology also provides players with
better graphics that give a more "realistic" virtual playing experience. This quality makes
the online game industry a powerful force in many adolescent lives. However, numerous
studies show that online games, especially ones with violent content, make teens more
aggressive. Part of the increase in aggressive behavior is linked to the amount of time
parents do not impose a time limit on the number of hours they are allowed to play
online games. The study showed that most parents are unaware of the content or the
Entertainment Software Rating Board (ESRB) rating of the games their children play.
In a study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6)
"adolescent girls played video games for an average of 5 hours a week, whereas boys
averaged 13 hours a week". The authors also stated that teens who play violent games
for extended periods of time tend to be more aggressive, are more prone to
confrontation with their teachers, may engage in fights with their peers and see a
and movies have produced a thoroughly documented and highly sophisticated set of
research findings. They concluded that even brief exposure to violent TV or movie
media violence increases their aggressiveness as young adults, and that media
violent video will increase aggressive behavior. A meta-analytic review of the video-
research literature reveals that violent video increase aggressive behavior in children
and young adults. Experimental and non-experimental studies with males and females
in laboratory and field settings support this conclusion. Analyses also reveal that
thoughts and feelings. Playing violent video also decreases prosocial behavior.
studies indicating that playing violent video games may lead to increased aggression in
experimental studies are needed. New research would utilize games with levels of
violence that reflect games currently available to children. We recommend that studies
focus on moderate to long term effects of playing violent video games among young
children. The lack of experimental studies for students in middle and high school also
Lojo (2008) conducted a study on the effects of playing computer games on the
academic performance and behavior of high school students. The results of her study
disclosed that to maintain the good academic performance of students, parents should
set limits on how often and how long their child is allowed to play video games.
The effects of electronic games and other factors in the grade five pupils’
into by Dorol (2009). Dorol concluded that electronic games were related significantly to
pupils’ academic performance with correlation of .194 significant .o21 levels. This
means that the computer games played by the pupils before going to sleep, after taking
lunch or supper, and during recess significantly related to their performance in school.
and students’ profile in the socialization and academic performance of selected students
in Kapayapaan National High School, Canlubang, Calamba City. The study concluded
that most of the students playing computer games and the students’ profile both have a
significant effect on the socialization on the students but no significant effect on the
From the journal of Jerry Liao of Manila Bulletin, technology has brought a lot of
benefits to mankind. It made most of us more effective and efficient both in our
professional and personal tasks. But as much as there are a lot of advantages, there
are still those who are more innovative than others – like using technology in some
other ways, the bad ways. From Ronald S. Lim’s journal, the temptation to cheat is even
easier for today’s technology-advanced youth. With mobile phones making the
transmission of messages easier and the internet making the sharing of information
much quicker, today’s Filipino student can just as easily download his answers from a
However, it would seem that the tried and tested technique of looking at the
answer of seatmates, passing around notes, and “reliable” classmates are the methods
preferred by today’s young Filipinos. Technology, particularly mobile phone, once again
came under fire because of the Pinoy youth’s new texting style. Teachers have
complained about their students’ adapting this newfound language in their regular
schoolwork. In this case, instead of making things better, technology has been distorted
However, also from Manila Bulletin, a journal of Angelo G. Garcia, says there’s a
lesson from mobile phones. Technology has done more good than harm for the youth
admittedly. The advent of e-book readers, for instance, has made books more available
to everyone with just a touch of a button. Laptop computers are being used as an
affordable education device to children around the world. Even mobile phones are now
Paul Anthony Villegas (2000), a teacher at the Ateneo de Manila High School
noticed that his students have been using shortcuts in their compositions. In addition,
text messaging has become the new way of cheating. Students send questions and
answers to each other during exams. To combat these, elementary and high schools
have prohibited the use of cellphones during and in-between class hours.
Chapter 3
RESEARCH METHODOLOGY
This chapter presents the methods to be used in achieving the objectives of the
study. It especially answers the following topics the discources: reseacrh design and
Research Design
be observed by the researchers. The researchers came up with this study for it is now
very alarming for students as this problem arise affecting their academic performance
The subjects of the study are the students of Alubijid National Comprehensive
High School, Grade10-STE Vikings, S.Y. 2017-2018. They were all from the Science
Research Setting
The respondents of the study are thirty-four (34) Grade 10-STE Vikings' students
Comprehensive High School, the list of students who participated in conducting the
study.
Table A
MALE 13
FEMALE 21
TOTAL 34
Distribution of Respondents by Gender
Grade 10 VIKINGS
Research Instruments
The researchers will make a questionnaire with rating scales to gather the
required informations.
The questionnaire is the main instrument in gathering data. Aside from it,
documentary analysis were use to gather the information needed to clarify the study.
The researchers adopted the mentioned instrument and techniques which are most
Teacher, Mrs. Christima Blanca Niza R. Elarmo, to allow the researchers use her time
to let the students read and answer the questionnaire. The result of the test will be
recorded by the researchers to have valid and reliable information. The data will be
tallied, analyzed, and interpreted according to the specific problems set forth.
The questionnaire has different parts: the students profile and the questions for
them. Second part isa effects of technological devices to the academic performance of
The following scales were used by the researchers to rate the phone usage that
Scales
1 – Always
2 – Sometimes
3 – Seldom
4 - Never
The variables of the study includes student's technological devices, academic grades
and etc.
Respondent’s Profile
Age
14 - 15
16 - 17
Gender
Male
Female
Range
15,000 above
10,001 – 15,000
5,001-10,000
5,000 below
Phone Usage
Time Description
7 hours Always
Availability of Time
Range Description
Academic Performance
Science, English, Math
Grade Description
95 above Outstanding
85 – 94 Satisfactory
75 – 84 Fairly Satisfactory
Connectivity
Range Description
Scoring Procedure
Range Description
Statistical Treatment
Individual responses are put in the table for the statistical treatment. Mean is
utilized to quantity the data gathered for each problems and total means for final
problems.
Mean is the appropriate statistical tool because there is only one descriptive
interpretation that describes tbe availability of using mobile phones of the respondents.
The T-test is to be used to test the difference between the independent variables and