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CHAPTER 1
THE PROBLEM

INTRODUCTION

We live in the world where technology is evolving and advancing faster than

we are as humans. Generationally, gadgets had been an influenced by students. This

advancement of gadgets of today’s society makes accomplish daily works and makes

people do their task efficiently.

Due to the fact that technologies are now advancing, the gadgets make the

learning environment riveting and engaging in school, when it comes to online class,

study or research, gadgets are a big help in such ways that you can browse online,

communication online and study online. Gadgets makes the community connected

and update. Especially students who undergo online class due to this pandemic,

covid-19.

However, excessive use of gadgets such as laptop, mobile phones, tablets and

computer desktop can cause physical health damage to students.

Locally, as experienced and observed by the researchers, grade-12 students

who excessively used gadgets are experiencing negative physical effects of their

body.

According to Cole (2019) “Internet and Technology Addiction- Causes, Signs

and Tips to Stop” the negative physical effects of gadgets are Back Pain, Carpal

tunnel syndrome, Headaches, Insomnia, Unhealthy nutrition, Poor personal care and

hygiene, Neck pain, Eye dryness and other vision problems and Excessive weight loss

or obesity.
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Furthermore, the negative effects of using gadgets could get blurring vision

from screens of laptop, mobile phones and other gadgets. People, students rather tend

to overuse gadgets to the point that it results to have physical pains. Although,

gadgets are very useful especially when online class to students, yet harmful and

bring disadvantages of physical health specifically in constant use of gadgets in a

long period of time.

In national, as observed, people who are excessive in using gadgets will have

negative physical effects of the body.

As revealed by Greenwood (2019) “9 subtle ways technology is making

humanity worse” The way we hold ourselves when using devices such as phones,

laptops, computers, and tablets is dangerous. Using electronic devices and laptops has

a negative impact on our posture, which can contribute to back and neck problems.

Too much smartphone use can also damage the eyesight; excessive use of mobile

devices can lead to vision problems. Lastly, using the gadgets too late at night may

cause insomnia. As a result, prolonged use of electronics may have negative health

consequences such as poor posture like back and neck problems, poor eyesight, and

insomnia.

In the study of Sarla (2020) “Excessive use of electronic gadgets: health

effects” people who excessively use electronic devices develop musculoskeletal

disorders. Repetitive strain injury is a severe condition that occurs because of

repeated hand movements for long periods resulting in muscle pains. Additionally,

repeated use of electronic devices can result in ‘computer vision syndrome,' which

includes symptoms such as eye pain, eye fatigue, blurred vision, and double vision.
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Furthermore, excessive mobile phones use can impair hand function, resulting in

thumb pain. As a result, excessive use of electronic devices can have a negative

impact on the human body.

The researchers will cope this negative physical effects of gadgets. The

recommended solution is expected to help students cope with negative physical

effects of gadgets.
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THEORETICAL BACKGROUND OF THE STUDY

This Research was based on Rupavate, Shraddha (2015) “6 worst health problems

common with computer use” technology has really been an essential part of life, as well

as an indispensable instrument across all fields. However, as the demand for gadget users

grows, so does the number of health problems. If you sit in front of a technological

device for a few hours every once and a while, you will not be putting your health at risk.

Thus, spending gadgets 4 hours or more a day should probably check your health issues.

The health issues are Musculoskeletal problems, The back pain, chest pain, pain or

numbness in arms and shoulder are the types of problem mainly occur because of

incorrect posture of using gadget. Repetitive strain injury pain in the neck, shoulder or

anywhere from the shoulder to finger may indicate repetitive stress injury. Another health

issues were vision problem, computer screen and focusing on screen without blinking

cause caused dry eyes, eye strain and as well as computer vision syndrome. The next one

is the headache because of muscle tension in the neck and prolonged use of eyes in

computer screen. Lastly is the obesity because of prolonged sitting of using computer

especially the children.


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SHRADDHA RUPAVATE’S THEORY

THE PHYSICAL EFFECTS OF GADGETS


TOWARDS GRADE-12 STUDENTS IN
UNIVERSITY OF THE VISAYAS

Grade-12
Students

GADGETS PHYSICAL EFFECTS


STUDENTS EXPERIENCED FREQUENCY OF
COMMONLY STUDENTS WHO
USED BY THE DUE TO THE FREQUENT
USE OF GADGETS USE GADGETS
STUDENTS
 Musculoskeletal Problem  2-4 hours a day
 Laptop
 Repetitive Strain Injury  4-8 hours a day
 Mobile Phone
 Tablet  Vision Problem  8-10 hours a day
 Netbook  Headache  10-12 hours a day
 Desktop  Obesity

Recommendation

Fig. 1. Schematic Diagram of the Study


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To get rid of these health issues such as in musculoskeletal problems, you must practice

adjusting your chair and desk that your screen will lower your eye level and sit with your

back straight and legs perpendicular to the floor and your elbow should rest at the sides.

In repetitive strain injury, you must practice to relax and stretch your arms when you are

not typing or not using the mouse. For the vision problem, you must practice adjusting

the screen brightness so that your eyes will not be strained and maintain proper distance

of the screen and do not forget to blink. Also, for the headache, get your eye power tested

if headache is a common problem, keep your neck straight when in front of the computer,

constantly looking down or stretching the neck sideways can also cause pain. Take breaks

in between and circle the neck to relieve tension. Lastly is the obesity, set limit in using

computer, adults who work for 7-8 hours should avoid spending computer when at home

or when it is not necessary to use and play out-door games or go in the gym and stay

physically active.

STATEMENT OF THE PROBLEM


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This study effects of students and teachers as well as the parents, seeks to know the

physical effects of gadgets towards grade-12 students and how to address the problem.

This study aims to answer the following questions:

1. What are the gadgets commonly used by the students?

1.1. Laptop

1.2. Mobile Phone

1.3. Tablet

1.4. Netbook

1.5. Desktop

2. How frequent do students use the following gadgets?

2.1. Laptop

2.2. Mobile Phone

2.3. Tablet

2.4. Netbook

2.5. Desktop

3. What physical effects do students experienced due to the frequent use of gadgets?

3.1. Musculoskeletal Problem

3.2. Repetitive stress injury

3.3. Vision Problem

3.4. Headache

3.5. Obesity

4. To what extent do the gadget affect the students physically?

4.1. Laptop
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4.2. Mobile Phone

4.3. Tablet

4.4. Netbook

4.5. Desktop

5. Based from the study, what recommendation can be proposed

SIGNIFICANCE OF THE STUDY

This study will be beneficial to the following:

Students: Students must know the negative physical effect to their health or body of

using too much gadgets in a long period of time so that they be aware and cope.

Teachers: By conducting this research, they can know the awareness of the usage of

gadgets and the impact of this devices to student’s health.

Parents: Parents must know the negative physical effects of gadgets to the health of their

children to prevent the negative side physical effects to their child’s health.

School Clinic: Can benefit to this study by guiding and taking care of the student’s

health of the negative side in prolonged use of gadgets.

Guidance Counselor: Can benefit to this study by guiding the students and warn them of

their physical health when using gadgets excessively.

Future Researchers: The future researchers can get information to this research study as

their bases of their research.

DEFINITION OF TERMS
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Gadgets- Instrument such as cellphone or laptop that Grade-12 students use in

performing online activities.

Laptop- a gadget used for students to study, note taking and editing presentation.

Mobile Phone- a smartphone device which is the most convenient tool gadget used for

grade-12 students that can only be put in pocket. It is used for text, calls, send emails

and can look up information.

Tablet- is the same as the mobile phone but its size is thrice as the mobile phone. It is

used for taking photos, videos and is portable for grade-12 students.

Netbook- is a small notebook computer used to students for word processing and

browsing to study.

Desktop- a computer desktop used by the students to browse for their online activities

and Microsoft use for online presentation.

Frequent- is a frequency of time in using gadgets by the grade-12 students.

Physical Effects- are the negative result of gadgets usage to the physical health of Grade-

12 students.

Musculoskeletal Problem- a symptoms of muscle pains, fatigue and soreness of using

too much gadgets in an uncomfortable posture.

Repetitive Strain Injury- is the repetitive motion in shoulder, neck, finger and muscle in

using gadgets which indicated students to have a repetitive strain injury.

Vision Problem- is a symptoms of blur vision, double vision, sore and dry eyes in using

too much gadgets without blinking of eye and glaring in screens excessively causes to

have a vision problem.


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Headache- a pain in the neck at the base of the skull or muscle tension and a vision

problem cause to have a headache which feels to students when they use gadgets in a

long period of time.

Obesity- affects to students when they sit in a long period of time, over-eating and too

much intake of junk foods when using gadgets for a long period of time causing them

to be obesity.

Extent- the extent in using too much gadgets affecting the students physically.
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CHAPTER 2
REVIEW OF RELATED LITERATURE

To confer the validity of this research, past studies and researches were used to

strengthen the present undertakings conducted by the researchers.

GADGETS COMMONLY USED BY THE STUDENTS

Bradley, T. (2012) shared that mobile phone can connect to the Internet from almost

anywhere. It can look up information, send emails, take photos, navigate using GPS, and

listen to music all at the same time. Mobile phone is always available, it can be put in a

pocket or purse. Whether you make a call the mobile phone is always within arm’s reach.

The mobile phone stands alone among laptop and table as a communication device.

Along with a voice call, mobile phones also enable communication via text. Therefore,

smart phone has the most guaranteed to be the most convenient and available tool unlike

other technological gadgets.

Laja, P. (2020) claimed that mobile use tends to outpace laptop use and shows no

signs of slowing. More and more people are using their mobile devices to browse the

internet, shop online, and make buying decisions. When waiting, many people use their

smartphones in line to get an order of Starbucks, supermarket, checkout line and many

more. They don't want to be kept waiting.

According to Arrington, M. (2008), Netbooks are small and cheaper notebook

computers. Netbooks are unusable for three reasons such that they are underpowered as

PCs, the screen is too small for web browsing, and the keyboard is too small that accurate

typing is impractical, as well as their high price. Most people aren't used to this kind of

computing experience. The displays on these computers range in size from 7 inches to 12

inches. The poorest aspect of the displays is their vertical resolution, which is typically
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600 pixels. Even when not using a lot of window toolbars and plugins that take up

vertical space, the irritation factor is large.

FREQUENCY OF STUDENTS WHO USE GADGETS

As revealed by Indrakanti, Chutake, Prouty, Sudarantha, and Koverkathu (n. d.),

smartphone digital consumption has surpassed laptop device consumption. Mobile phone

has the highest growth of data consumption while the other digital devices stayed flat

then smartphones. People spent more than 11 hours a day on a laptop, mobile phone,

desktop, tablet, etc., whether for personal or work-related reasons. A handheld user

accounts for about half of all screen time.

PHYSICAL EFFECTS OF GADGETS

MUSCULOSKELETAL PROBLEM

As argued by Odole et al. (2020), musculoskeletal pain such as neck pain, shoulder

pain, back pain and wrist pain were a common in using smartphones. The people have

adopted more incorrect postures that directly cause them to musculoskeletal problems.

There has been a rise in the prevalence of musculoskeletal injury, especially the neck

pain, low back pain, and shoulder pain. When people used different gadgets, different

postures are expected, including a static posture of sitting and lying and complex postures

of walking that result in musculoskeletal problems in excessive used of smartphones. So,

it is assumed that different posture can have a resultant effect of pain at different sites of

the body.

As claimed by Dol, K. (2016), young users suffer problems related to internet usage.

Internet use creates physical issues, such as musculoskeletal problems and fatigue or

physical fatigue; however, the levels of soreness and fatigue encountered by students who
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use the internet is low. Muscle fatigue and pain levels were affected by the amount of

time they spent on the internet each day. A frequent internet use resulting in

musculoskeletal complaints and fatigue when using gadgets via computers, smartphones

and tablets.

In the study of Borhany. T., Shadid, E., and Ali, H. (2018), prolonged use of

computer and internet usage are linked to musculoskeletal disorders. These symptoms are

quiet common such as headache, neck and wrist pain and backache. People suffered from

musculoskeletal problem affects the four anatomical sites which are the low back, neck,

shoulder, wrist or hand. The headache, lower back and neck were the most common sites

of pain.

Ortiz-Hernández L, Tamez-González S, Martínez-Alcántara S, Méndez-Ramírez I.

(2003) asserted that people who use computers, those who edit, and those who adopt

uncomfortable posture are at a high risk of developing musculoskeletal pain. These also

indicated musculoskeletal problems such as aching wrists, upper extremity back, and

neck when using a mouse, being sitting for an extended amount of time, having an

awkward posture when using a keyboard, and performing some computer tasks.

As argued by Gustafsson,Thomees, S., Gimby-Ekman, A., and Hagberg, M. (2017),

Mobile phones have become an indisputable part of the lives of today's young people.

Musculoskeletal conditions in the forearm and wrist, such as tendonitis, tenosynovitis,

and first carpometacarpal arthritis, may occur as a result of prolonged cell phone use.

There was a difference in muscle function when texting on the phone between people

with and without musculoskeletal signs in the neck and upper extremities. Furthermore,

prolonged neck flexion and visual demands over a longer text message may result in
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persistent muscle load in the neck/shoulders, which is considered a risk factor for

developing musculoskeletal disorders. Static muscular load is generated in the neck and

shoulders as a result of this. Besides which, they used only one hand to hold the phone

and only one thumb, suggesting increased repeated motions in the hand and fingers. This

distinguished them from the control community, which sat with a straight spine,

supported the forearm, held the phone with two palms, and used both thumbs. Texting

has been linked to neck and upper extremity musculoskeletal disorders.

As argued by Edles, A. (2012), musculoskeletal diseases are conditions that damage

the spine's joints, muscles, nerves, cartilage, tendons, and discs. Humans were not

designed to sit in a chair for eight hours a day, but with the ubiquitous desk work, sitting

in front of a computer has now become a way of life. Staring down at the desk all day

places undue pressure on the body.

In the study of Wærsted, M., Hanvold, T. & Veiersted, K. (2010), musculoskeletal

problems in the neck and upper extremity, as well as computer activity, are widespread in

western culture and are on the rise. Computers are used by the majority of people in daily

working life to a vast and growing point. Often people complain of musculoskeletal

discomfort. Computer work may result in musculoskeletal conditions such as illness,

diagnosis, and discomfort, as well as more complex terminology such as tendonitis,

tendinitis, and tendonopathy, as well as specific disease entities such as epicondylitis,

tennis elbow, and stress neck syndrome. The second is the neck and upper limb with

eleven distinct terms, and the final section defined computer work with eighteenth

distinct terms, which correspond to computer work visibility. Wrist supports during

keyboarding and ulnar variation of the wrist can increase the risk of repetitive use of the
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mouse and keyboard. Forearm protection appears to minimize ulnar variation by using a

keyboard.

REPETITIVE STRAIN INJURY

According to Hecht, M. (2017), A repetitive strain injury (RSI) is the progressive

weakening of muscles, tendons, and nerves caused by repetitive movements. Wrist,

forearms, elbow, spine, and shoulder are signs of repetitive strain injury (RSI). Multiple

parts of the body may be affected as well; symptoms include discomfort ranging from

moderate to extreme, tenderness, swelling, and discomfort while working on a keyboard

or doing other activities with a computer. When do a repeated motion, it can develop RSI.

These motions have the potential to weaken the muscles and tendons over time.

Scott, C. (2020) shared that anyone who uses a computer on a daily basis is at risk

and should be aware of RSI. resulting from repeated, forceful, or awkward posture.  As a

result, the muscles, tendons, and nerves of the spine, back, forearm, and hand are

damaged, resulting in discomfort, fatigue, numbness, or lack in motor function.

Repetitive strain injury may have implications beyond the hands and wrists. 

Chilukoti, B. (2016) claimed that anyone who works at a computer and does not get

enough vigorous exercise is at risk of developing back or arm pain. Furthermore, using

the mouse on a daily basis puts strain on the hand. Most people are experiencing a little

bruising or weakness at the wrist, the area just below tiny fingers on the wrist, if a

computer user sitting in same position for a long time, using mouse with the elbow

resting on the table, then there is a huge possibility of suffering from arm pain due to

exhaustion of the muscles in the hand due to incorrect hand position when using a mouse.
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Finally, using a mouse will place pressure on the thumb and can result into inflammation

of tendons.

As stated by Nwazor, T. (2017), there is one little exception to all of the great things

the computers have given to everyone. We are obviously not designed to sit for lengthy

periods of time at a desk. The ergonomics of computer usage have significant

consequences for our bodies. When we use a mouse, we make the same tiny movements

over and over. This can cause wrist swelling, adding pressure on the carpal tunnel. The

carpal tunnel is a passageway from the forearm to the wrist that contains the nerve that

powers the thumb and first three fingers. When this nerve is pressed, the first carpal

tunnel syndrome signs appear.

As revealed by Baba, N. & Daruis, D. (2016), the most common occupational injury

suffered by computer users is Repetitive Strain Injury (RSI). Due of their extended

working hours and stiff posture, computer users were more likely to develop RSI. The

repetitive strain injury such as in neck, shoulder, hand, wrist and fingers can have the

feeling of pain, numbness, and a sense of tingling and also in using computer for

awkward and static posture.  The improper office work, repetitive work in fixed or

awkward poses, sitting and static working, and overuse of hands all have an effect on

computer users' lower back, eyes, and arms.

As mentioned by Weatherall, V. (2021), Bad sitting posture and inappropriate desk

configuration are the most common causes of computer-related injuries. Muscle spasm,

excessive muscle tone, usually caused by a reaction to postural fatigue, tissue injury,

damage to the tendons, nerves, muscles, and other soft tissues of the body caused by

specific repeated movements that overstress strain injury to a muscle or tendons usually
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caused by repetitive overuse of computer. Excessive outwards curving of your lower,

middle, and upper back and excessive forward curving of your upper neck is a very

common postural syndrome of repetitive strain injury in using computer. It is a normal

side effect of prolonged sitting work, especially with computers. These postural flaws

will lead to unnecessary muscle strain in your spine, stomach, shoulders, arms and

forearms, back, belly, hips, thighs, and legs. Mouse shoulder is a condition caused by

repeated raising and bracing of the shoulder to support an incorrectly positioned mouse,

whether by making short-range mouse gestures, or by doing both. This condition causes

serious shoulder and shoulder blade muscle spasms, as well as trigger points and referred

pain in the arm. The carpal tunnel syndrome is the most frequent and harmful

repetitive strain injury in the body, as well as the most common and severe nerve pressure

injury. Typical signs include tingling and numbness in the palm, index, and middle

fingers, as well as difficulty in squeezing, thumb and index finger pinching, and other

thumb motions hand gestures when working on the computer.

As claimed by Keller, K., Corbett, J. and Nichols, D. (2012), Computer users have a

high risk of injuries and impairment, which is referred to as repetitive strain injury. With

over a million people using laptops in workplaces and at home, the possible severity of

the Repetitive strain injury epidemic suggests a greater focus on prevention and recovery.

VISION PROBLEM

In the study of Bogdănici, C., Săndulache, D., and Nechita, C. (2017), people using

gadgets for a long period of time are experiencing symptoms of eyestrain, blurred vision

and double vision and this starts to itching, swelling, foreign body pressure, and sore eyes

that are all signs of the ocular surface. Computer Vision Syndrome (CVS) is a category of
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optical and extraocular effects caused by prolonged usage of visual interface devices.

Blurred vision is one of the more common forms caused by prolonged use of gadgets.

The following visual effects are associated with impaired vision: continuous blurred

vision, post-work distance blur, and occasional blurred vision at close range.

Bailey, C. (2014) asserted that every day, users devote six to seven hours in front of

the smartphone, tablet, computer, and TV screens. Looking at screens for an extended

period of time without taking breaks and blink every so often will cause eye pain, dry

eyes, and itchy eyes.

As argued by Pursel, B. (2017), the user's eyes are strained as a result of this

excessive use of gadget. When a person is concentrating on a computer screen, they fail

to blink. As a result of reduced blinking will result in less lubrication, resulting in dry

eyes and severely sore eyes.

Galassi, M. (2018) shared that the future impact on the eyes can be frightening, from

staring at a computer at work to checking the mobile in any spare time. Computer screens

and optical devices may have a variety of effects on the eyes. For starters, when we use

computers to read or browse through media, we blink less, which causes our eyes to dry

out. In reality, when we use computers and portable gadgets, we blink half as much as we

normally do. When people's eyes are dry, they can feel blurry vision, pain, discomfort,

heavy or sore eyes, eye pressure, and even tearing up as a reflex reaction to the dryness.

The symptoms mentioned can therefore cause eye pressure, headaches, and even stress.

With extended device usage, the degree of pain rises and can intensify over time. The

term computer vision syndrome refers to all of the symptoms mentioned above that are

associated with computer use.


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Shandrow, K. (2014) claimed that the mobile is a sight for the sore eyes. In a literal

sense, people who checks their phone 150 minutes a day will have a big chance of eyes

suffering as a result of the mobile addiction. Staring at the smartphone or tablet, e-reader,

or desktop for an extended period of time will cause sore, itchy, dry eyes, as well as

blurred vision and headaches.

As stated by McCallum, K. (2020), eye pressure happens as the eyes get tired after

constantly using them for long periods of time, such as when staring at desktop and

computer displays. In reality, it only takes two hours of looking at a screen to cause eye

strain. There is glare when looking at a screen, you blink less, and it still seems to be

either too light or not bright sufficient. To make the matter worse, the circumstances

under which we use computers and devices aren't always optimal, such as bad posture,

inadequate room lighting, and extreme concentration. Both of these factors make it

difficult for your eyes to focus on a screen. While eye strain isn't a severe illness, it is

unpleasant and can cause a variety of effects, including the headaches you're having.

Blurred vision, itching or rubbing eyes, headaches, light sensitivity, sore and exhausted

eyes, sore throat, leg, and upper back are all signs and symptoms of eye strain. Although

eye pressure is inconvenient, it is not usually a dangerous condition. However, it can

induce headaches and impair the capacity to focus due to prolonged used of screens.

As revealed by Pakrasi, S. (2019), smartphones, tablet and computers, for example,

provide us with the ability to provide innovative opportunities to connect and educate our

children. Children spend almost 6 hours a day watching tv, using handheld devices, or

using laptops. Blue light, with its high intensity and small wavelength, scatters more

quickly than most other visible light and is difficult to concentrate. This unfocused visual
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noise decreases contrast and causes eye pressure. Digital electronics release elevated

levels of blue light, which can lead to skin-related disorders such as digital eye strain in

the long term. Excessive blue light emission from digital screens can not only impair

your child's emerging vision, but it can also pose a number of health hazards in the long

term. Children who spend so much time staring at digital screens and straining their eyes

may develop myopia, or near-sightedness. It is a disease caused by an elongation of the

eyeball, which makes it impossible for light entering the eye to focus properly on the

retina. This causes near-sightedness, or difficulties seeing objects at a distance. Finally,

when children are engrossed in playing or watching something on their computer devices,

they lose track of time. Our eyes need a break from close-up focus, particularly as blue

light from screens causes glare and eye strain. This causes eye strain and a lack of sight.

As mentioned by Poudel, S. (2018), the use of various devices, such as TVs,

computers, tablets, projectors, cell phones, and other screens, has become a part of our

daily lives, and people are experiencing a multitude of ocular signs or vision disorders as

a result. Digital Vision Syndrome (CVS) is a disorder in which a person develops one or

more eye effects as a result of continuous activity on a computer or using other show

gadgets. The most common symptoms of long-term gadget use are eye strain, dry eye,

and red eye. The most often used gadgets are television, mobile phones, and desktop

computers. People who use devices for a long period of time every day have more CVS

signs than someone who use them less. Dry eye syndrome was also reported, and an

increase in visual satisfaction was found after artificial tears drops were instilled.

Computer Vision Syndrome is still underdiagnosed, and people should be made aware of

the negative impact that excessive use of electronic devices has on their eyesight.
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Eyestrain, sore eyes, fatigue, blurred vision, irritation, burning feeling, redness, double

vision, neck pain, and backache were identified as symptoms, which may be exacerbated

by a variety of human sensory issues, inadequate working environments, and unhealthy

work practices.

As claimed by Stephens-Borg, D. (2019), youth spend an average of one hour every

day on a computer, digital tablet, gaming console, and smartphone. When we look at

anything close up, our eyes have to work even harder to concentrate than when we look

at something from a distance. Looking at computer displays for extended amounts of time

causes our eyes to be continuously struggling to get the graphics or text on the screen into

view, which may make us feel exhausted and drained. Parents are very concerned about

the impact of excessive use of visual media on their children's eyesight. Digital Eye

Strain is one of the most frequent side effects of using digital devices for extended

periods of time. This can be exacerbated by looking at windows for too long. High-

energy visible light (HEV), which is released by gadgets such as tablets and smartphones,

is another possible source. Exposure to HEV on a regular basis, particularly at night, can

cause vision to deteriorate over time. While it is very unlikely, prolonged use of digital

media can result in more severe issues such as behavioral issues, attention deficit

disorder, and eye strain. This will lead to problems later in life. Computer Vision

Syndrome (CVS) is one possible disorder caused by displays that is more frequent in

adults. CVS signs include blurred vision, nausea, headaches, and difficulties

concentrating.

In the study of Loh, K., & Redd, S. (2008), the invention of the computer and

advancements of information technology have revolutionized and enriched humanity, but


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they have also induced complications associated with their use such as ocular sprain,

pain, redness, dryness, blurred vision, and double vision. This group of symptoms is

known as computer vision syndrome, and it is distinguished from visual symptoms

caused by contact with a computer monitor or its surroundings. The extraocular

mechanism, accommodative mechanism, and ocular surface mechanism are the three

main mechanisms that contribute to computer vision syndrome. Computer visual effects

such as light, clarity, glare, and consistency are all well-known causes that lead to

computer vision syndrome. Computer vision syndrome is described as a set of eye and

vision issues associated with behaviors that include close vision that are encountered in

relation to, or when using, a computer. It is distinguished by visual symptoms caused by

contact with the computer monitor or its surroundings. Eye pain, discomfort, burning

feeling, redness, blurred vision, and double vision are the most common ocular

symptoms.

HEADACHE

Nunez, K. (2020) asserted that eye pain is a frequent cause of headaches. This

happens if people work on an activity, such as using a device, for an extended period of

time. That can even happen when both eyes attempt to concentrate on too bright or too

dim light. Eye strain occurs as the eyes get sore as a result of overuse. When looking at

objects or screens up close the muscles in and around the eyes have to work harder to

concentrate. These muscles, like any other in the body, can get sore and exhausted

through time. Gazing for an extended period of time, on the other hand, can cause spasms

in your facial muscles and the muscles around your eyes. These spasms can cause

headaches due to eye pressure.


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As argued by He, M., Krel, R. and Martino, S. (2020), a feeling of a dull headache

between the eyes after looking at the computer screen for several hours, people might be

suffering from digital eye pressure. When users spend so much time looking at a phone,

users can get digital eye pressure, which can cause headaches. With the advancement of

technology, we are seeing an increase in the number of patients who are experiencing

headaches as a result of prolonged screen use. Migraine patients are now identifying

screen usage as a cause for their migraine attacks in using devices. Spending too much

time looking at a phone causes digital eye pressure. Despite the fact that headaches are a

typical symptom of digital eye pressure. Staring in computer and other handheld devices

for an extended period of time unfortunately causes eye strain that least to headache.

According to Ward, B. (2021), people always had aches and pains from working at

the computers for extended periods of time. People have been working in the same place

for many hours. As a person start moving, he or she will find his neck is tight and sore

and will have a mild headache. A high computer desk will trigger a headache that begins

at the base of the skull and spreads to the front of the head. As the symptoms intensify,

the neck muscles will fatigue and cramping. When the muscles in the neck get tense, the

strain also spreads to the smaller suboccipital muscles at the base of the skull.

Vinani, L. (2019) shared that seated at a computer extending the head forward to gaze

more closely at the screen is a posture so normal that computer users almost don't see it

anymore. And it appears that this posture compresses the neck, which may result in

headaches, poor focus, and increases muscle tension.

Doherty, C. (2020) claimed that migraines, headaches, and other effects such as

dizziness, eye pressure, and neck pain may be caused by cell phone use. Using a
24

smartphone can trigger migraine headaches, and if you are stuck to your phone all day,

you might be unaware that it is contributing to your headaches. Looking at the light on

the wall, straining your eyes, bent over in a stooped pose, using your hands and fingertips

to type or play games, and using the phone to make phone calls are all things that may

lead to headaches.

As stated by Terrie, Y. (2016), many people's daily lives are influenced by the use of

mobile devices such as laptops, computers, tablets, and mobile phones. Because of the

increased use of mobile devices, healthcare professionals are more likely to experience

patients suffering from digital eyestrain and headaches. Headaches are still fairly

common. When using computers or other electronic devices for an extended period of

time, computer users can develop headaches. Computer vision syndrome, which is caused

by excessive use of computers, tablets, and mobile phones, may cause headaches.

As revealed by Bullock, G. (2019), With the growing integration of mobile electronic

devices into our everyday lives, it is critical to comprehend how it can cause us pain.

Many of us suffer from headaches as a result of smartphone use or abuse; however, it is

well agreed that excessive screen time from any technology will damage our eyes and

brain. Looking at the mobile screen can trigger headaches and migraines, among other

physical problems. Several conditions have been described as causing smartphone

headaches, migraine attacks, and ocular signs as seen directly on the computer. For

almost one-third of users, looking at the phone screen for an extended amount of time

will cause headaches. It is well known that artificial light exposure, especially from a

mobile device, activates individuals to certain disorders such as migraine or headache.

Also, a cell device use and the possibility of migraine in people have an underlying
25

illness. Furthermore, people who suffer from migraine or tension-type headaches are

much more likely to develop additional effects related to excessive access to their

gadgets. This is for two primary reasons. First is that their disorder produces a decreased

threshold for light, resulting in photophobia or brain hyper-reactivity. This is why they

may complain that the light is very bright. The other cause is exposure to blue light;

while these rays of light influence all, they stimulate a light-sensitive individual more

strongly

As mentioned by Kuruvilla, D. (2021), headaches behind the eyes are a symptom of

electronic vision syndrome. The signs of a screen headache are close to that of a normal

headache or migraine attack, with a few additional adverse effects from the screen. About

2 hours of screen time a day, such as laptops, tablets, phones, and television, can induce

headaches and migraines. Common migraine signs include pulsing and throbbing pain in

the forehead or on the side, front, or back of the brain, heightened exposure to light and

noise, nausea, or seeing shapes, flashing spots, or bursts. Screen headache signs include

headache behind the eyes, eye pressure, poor vision, stiff neck and arm muscles, dry

eyes, and light sensitivity. This results of excessive use of gadgets.

OBESITY

In the study of Kuchinskas, S. (2012), spending too much time sitting while using

technology device can become obesity. Kids are getting fatter at a younger age as they

are glued to gadget of eight hours per day. Basically, the more technological device

usage, the heavier a person is when sitting in a long period of time.

As argued by the University of South Austrilia (2019), the basic act of turning on the

television for some downtime might be contributing more to childhood obesity than we
26

realize. Different sitting behaviors, such as watching tv, surfing the internet, or using a

computer, are more closely linked with obesity in both males and females. The more

passive a child is in a physical activity as a result of always sitting for an extended period

of time in using gadgets, the higher their chance to become obesity.

Laso, J. (2012) asserted that obesity is one of the most pressing problems in the world

today. The common cause why students are becoming overweight is that they over eat

and weight gain due to stress of social pressure. Less impact is the over-eating in using

the mobile phone or computer such that it performs task such as ordering food online.

Those that are under stress prefer to choose instant satisfaction over long-term risks.

People believe that consuming unhealthy foods can make them happier and relieve stress

of pressure rather than using devices.

Almond, E. (2018) shared that screen time is described as any time spent watching

television or using electronic devices such as laptops, tablets, and cell phones, including

time spent at school or work. There is clear evidence that increased screen time causes

weight gain, overweight, and obesity in adults. Often considered are the types of foods

and beverages eaten, the criteria for proper bodily functions, and the degree of

inactivity. Screen time will also increase exposure to advertisements for foods and

beverages that encourage weight gain. Screens do not cause weight gain in and of

themselves, but excessive screen time is a sign of a sedentary lifestyle.

As stated by Robinson, Banda, Hale, Lu, Fleming-Milici, Calvert, & Wartella (2017),

obesity is among the most well-studied consequences of screen media exposure. Screen

television use contributes to obesity in children and teenagers by increased eating while

watching; exposure to high-calorie, low-nutrient food and beverage advertisement that


27

affects people's tastes, buying orders, and drinking habits; and decreased sleep period.

The effects of screen media on energy consumption are the most common mechanism

connecting screen time and childhood obesity. People who consume more screen media

eat less fruits and vegetables and consume more energy-dense foods, energy-dense

beverages, and fast food. The effect of using particular individual media may not be

reflective of real media use. Nevertheless, many of the factors that connect screen media

consumption to obesity, such as simultaneous eating, advertisement, and inadequate

sleep, lead one to believe that most new digital media, with enhanced interactivity,

immersion, engagement, mobility, and timely input, may have comparable or even more

significant effects on causing weight gain in young people.

As revealed by Rosen et. al. (2014), screen time has been attributed to elevated

childhood and teenage obesity, as well as a decrease in fitness due to increased television

use. Obesity is promoted by screen time by two mechanisms: unhealthy dietary habits

and/or a lack of exercise. Teens who used more tv, video games, and computers had

higher body fat levels due to increased eating and insufficient physical exercise when

using electronic devices. Those who watched more regular television had slightly higher

BMI levels, which were moderated by both lack of exercise and eating food while

viewing television and using computer. Unhealthy Eating was developed by first

combining intake of diet soda, standard soda, energy drinks, chocolate and coffee

beverages, snack food and candy, fried foods, and fast foods meals into periods of

time per day. Internet Use was created by summarizing the hours a day for all ten

inquired types of media or technology.


28

THE EXTENT OF GADGET THAT AFFECTS THE STUDENTS PHYSICALLY

Domoff, S., Borgen, A. and Maffett, A. (2019) shared that children's smartphone

access and ownership has grown substantially. The impact of frequent consumption of

mobile media on children's well‐being has become problematic smartphone use on

physical health outcome into the experience of musculoskeletal pain/discomfort such as

lower back pain, neck pain and shoulder pain from utilizing smartphones identified as

health risks relevant to handheld devices, ocular symptoms, and migraine or headaches in

voice calling in the duration of phone spent on during the day and neurological symptoms

such as the eye strain of screen due to excessive use in it.

Flexman, N. (2017) claimed that for all the positive that smartphones have brought

into our lives, there's some bound negative. Focused on what we have experienced so far,

we can foresee that smartphone will have extensive and far-reaching impacts on our

health. Consider how so much time we spend with our heads pointing downward; it's

easy to see how this could lead to neck pain. When we text, we like to tip our heads down

at a 60-degree angle, which places a lot of pressure on our neck. While we probably

hunch that much when looking at our phones in particular, we hang the most when

texting or reading. Also, one of the most visible effects of a smartphone is the impact it

has on our hands. Even in their early stages, smartphones are drastically altering the way

we are using our hands and arms. Constantly using our fingers, mostly with highly rapid

movements, has resulted in a significant rise in the incidence of Carpal Tunnel

Syndrome. Excessing use of smartphone can result in thumb pain, palm pain, median

nerve pain, and decreased hand movement and strength in hand.


29

CHAPTER 3
METHODOLOGY
This chapter deals with the various steps adopted to collect and organize data for the

study. This chapter involves the research design, research environment, research

respondents, research instruments, data gathering procedure and data analysis.

RESEARCH DESIGN

This study is a quantitative research. A quantitative study collects evidence by

calculating items and analyzing them using numerical comparisons and mathematical

inference. Statistical analyses are used to report the results (Minchiello et al., 1990, p. 5).

The process of descriptive research design is used in this study. It is defined as a fact-

finding with adequate interpretation and which also involves accurate analysis of the data

gathered (Aquino, pp. 7-8). Descriptive research has a purpose to view topics of the

physical effects of gadgets to Grade-12 students.

RESEARCH ENVIRONMENT

The school is found in Plaridel St., Alang-alang, Mandaue city. The school caters

elementary, Junior High School, Senior High School and College Department. The

school has only one section of Grade-12 in Senior High School. The grade-12 student has

a total of 35 students and it offers different majors such as GAS (General Academic

Strand), HUMSS (Humanities and Social Sciences), and TVL (Technical-Vocational-

Livelihood). The college department offers program of Bachelor Secondary Education

(BSED) major in English, Bachelor Elementary Education (BEED) and Diploma in

Professional Education (DPE).


30

RESEARCH RESPONDENT

The respondents of this study will be the Grade-12 students who will fill up the

questionnaire through online. The research subject has a sample population of 16 students

who participates in the study.

In choosing the respondents of the research, the researchers use random sampling

using Slovin’s formula, n=N/1+Ne2 with 20% as margin of error. Random Sampling

means each individual from the populace has an equivalent possibility of being chosen.

Testing casing ought to incorporate the entire populace. To direct this kind of inspecting,

we can utilize devices like irregular number generators or different methods that depend

altogether on possibility (McCombes, S., 2021).

Table 1.
Number of Respondents
N= 16
Grade Level Total Population Sample Population
12 42 16
TOTAL 42 16

RESEARCH INTRUMENTS

The research instruments used was the researcher-made checklist to collect about

what student’s common use of gadgets and the frequency of time in using gadgets. The

second part of the instrument is the research-made questionnaire which collects the

physical effects experienced of grade-12 students due to frequent use of gadgets. The

research-made checklist and questionnaire are approved by the adviser and is tested by

the pilot testing. The requirements in the designing a data collection were considered.

The researcher-made questionnaire is to be send to the participants via messenger. By all


31

the instruments it makes the students who fill up the survey understandable. The

instrument was validated by students.

DATA GATHERING PROCEDURE

The researchers will submit an authorization letter to the College Dean for approval

in conducting their data gathering with their respondents. Upon approval to the college

dean, the researchers will then establish rapport with the study of the chosen respondents

to ask individually if they are willing to participate in the survey and to answer the survey

checklist and questionnaire through online. The data will be collected after answering all

the questionnaire to the respondents. The respondent’s answer will be confidential.

DATA ANALYSIS

Problem number one is answered using the checklist made by the researchers, which

had answered by checking the box that is given to them based on their common use of

gadgets.

Problem number two is also answered using the checklist made by the researchers,

which had answered by checking the choices in the table based on the frequency of time

of the gadgets they used.

Problem number three is answered using the questionnaire made by the researchers,

which had answered by checking the table of the physical effects experienced to the

students due to frequent use of gadgets.

Problem number four is answered using the data gathered by the problem number

one. The answers tallied and checked properly.


32

Statistical Treatment

1. Slovin’s Formula-is used to determine the sample size of the survey. n is the sample size,

N is the total population and e is the margin of error (percentage).

2. Weighted mean- is computed by counting the number of responses and multiplying it to

its respective weight and adding all the products then dividing it with the total number of

respondents.

3. Simple Percentage- can be computed by dividing the number of responses with the

number of respondents and multiplying the product by 100.

x
p= (100)
y
33

CHAPTER 4
PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter deals the Presentation, Analysis and Interpretation of Data gathered by

the researchers. This discusses the data analysis and findings from questionnaires

completed to make survey of Grade-12 students through online survey. It explains the

procedure followed in the analysis of the data, presents the table and explanation of the

findings, the finding related to the research questions that guided the study.

Part I. Gadget commonly used by the Grade-12 students

Table No. 2
Gadget Commonly Used in Percentage Distribution
Gadget Commonly Used Percentage Distribution
Laptop 26%
Mobile Phones 56%
Tablet 12%
Netbook 0%
Desktop 6%
TOTAL 100%

Table 2 shows the result of the gadget commonly used by the Grade-12 students. It

reveals that the highest percentage is 56% of Grade-12 student’s gadget commonly used

is the mobile phone. While the lowest percentage is 0% which is the netbook.

Bradley, T. (2012) shared that mobile phone can connect to the Internet from almost

anywhere. It can look up information, send emails, take photos, navigate using GPS, and

listen to music all at the same time. Mobile phone is always available, it can be put in a

pocket or purse. Whether you make a call the mobile phone is always within arm’s reach.

The mobile phone stands alone among laptop and table as a communication device.

Along with a voice call, mobile phones also enable communication via text. Therefore,
34

smart phone has the most guaranteed to be the most convenient and available tool unlike

other technological gadgets.

As stated by Laja, P. (2020), mobile use tends to outpace laptop use and shows no

signs of slowing. More and more people are using their mobile devices to browse the

internet, shop online, and make buying decisions. When waiting, many people use their

smartphones in line to get an order of Starbucks, supermarket, checkout line and many

more. They don't want to be kept waiting.

According to Arrington, M. (2008), Netbooks are small and cheaper notebook

computers. Netbooks are unusable for three reasons such that they are underpowered as

PCs, the screen is too small for web browsing, and the keyboard is too small that accurate

typing is impractical, as well as their high price. Most people aren't used to this kind of

computing experience. The displays on these computers range in size from 7 inches to 12

inches. The poorest aspect of the displays is their vertical resolution, which is typically

600 pixels. Even when not using a lot of window toolbars and plugins that take up

vertical space, the irritation factor is large.

Part II. Frequency of using the gadgets in Grade-12 students

Table No. 3
Frequency of Using Gadgets
Frequency of Using 2-4 hours a 4-8 hours a 8-10 hours 10-12 hours a
Gadgets day day a day day
Laptop 18% 18% - -
Mobile Phones - 12% 37% 43%
Tablet 18% - 6% -
Netbook - - - -
Desktop 6% 6% - 6%

Table 3 shows the frequency of time in using gadgets to Grade-12 students. It reveals

that 43% of grade-12 student spent the of most 10-12 hours a day in mobile phones, both
35

18% of 2-4 hours and 4-8 hours a day in using laptop,18% of 2-4 hours a day in tablet

and a percentage of 6% of 2-4, 4-8 and 10-12 hours a day of desktop and 0% in netbook.

Therefore, the highest frequency of time spent in gadgets by the grade-12 is 10-12 hours

a day which is a total of 49%.

As mentioned by Indrakanti, Chutake, Prouty, Sudarantha, and Koverkathu. (n. d.),

smartphone digital consumption has surpassed laptop device consumption. Mobile phone

has the highest growth of data consumption while the other digital devices stayed flat

then smartphones. People spent more than 11 hours a day on a laptop, mobile phone,

desktop, tablet, etc., whether for personal or work-related reasons. A handheld user

accounts for about half of all screen time.

Part III. Physical Effects of Grade-12 Students Experienced Due to Frequent Use of

Gadgets. This part shows the condition of the physical effects of gadgets.

Table No. 4
Musculoskeletal Problem
Condition WM DE
1. How frequent do you feel that your back, chest, shoulder or arm 2.4 A
hurt when your posture is uncomfortable when using gadgets
2. How frequent do you seat in uncomfortable chair causing you to 2.31 S
have muscle pain in using gadget
3. How frequent do you feel muscle soreness and muscle fatigue 1.87 S
TOTAL 2.19 S
Legend:
1.00 – 1.66 – Never (N)
1.67 – 2.32 – Sometimes (S)
2.33 – 3.00 – Always (A)

Weighted Mean – WM
Descriptive Equivalent – DE

Table 4 shows the result of musculoskeletal problem as one of the physical effects of

gadgets towards Grade-12 students. The table reveals that Grade-12 students has
36

musculoskeletal problem over 2.4 weighted mean result- the highest as they feel that their

back, chest, shoulder or arm hurt when their posture is uncomfortable when using gadgets

which is always.

The lowest rank is 1.87 weighted mean result which means that they sometimes feel

the muscle soreness and fatigue as they use gadgets.

The overall weighted mean is 2.19 which grade-12 students can sometimes feel or

have musculoskeletal problem when they used gadgets.

As argued by Odole et al. (2020), musculoskeletal pain such as neck pain, shoulder

pain, back pain and wrist pain were a common in using smartphones. The people have

adopted more incorrect postures that directly cause them to musculoskeletal problems.

There has been a rise in the prevalence of musculoskeletal injury, especially the neck

pain, low back pain, and shoulder pain. When people used different gadgets, different

postures are expected, including a static posture of sitting and lying and complex postures

of walking that result in musculoskeletal problems in excessive used of smartphones. So,

it is assumed that different posture can have a resultant effect of pain at different sites of

the body.

Dol, K. S. (016) asserted that young users suffer problems related to internet usage.

Internet use creates physical issues, such as musculoskeletal problems and fatigue or

physical fatigue; however, the levels of soreness and fatigue encountered by students who

use the internet is low. Muscle fatigue and pain levels were affected by the amount of

time they spent on the internet each day. A frequent internet use resulting in

musculoskeletal complaints and fatigue when using gadgets via computers, smartphones

and tablets.
37

In the study of Borhany, T., Shahid, E., Siddique, W., & Ali, H. (2018), prolonged

use of computer and internet usage are linked to musculoskeletal disorders. These

symptoms are quiet common such as headache, neck and wrist pain and backache. People

suffered from musculoskeletal problem affects the four anatomical sites which are the

low back, neck, shoulder, wrist or hand. The headache, lower back and neck were the

most common sites of pain.

Table No. 5
Repetitive Strain Injury
Condition WM DE
4. How frequent do you feel the pain in your neck, shoulder or shoulder to 2.25 S
finger in using gadgets that indicates repetitive strain injury
5. How frequent do you use your muscle in an awkward position 2.25 S
experiencing you for stiffness, pain or swelling in muscle area
6. How frequent do you twist your wrist in using mouse that pressures your 2.06 S
wrist and finger
TOTAL 2.18 S
Legend:
1.67 – 2.32 – Sometimes (S)
1.00 – 1.66 – Never (N)
2.33 – 3.00 – Always (A)

Weighted Mean – WM
Descriptive Equivalent – DE

Table 5 shows the result of repetitive strain injury as one of the physical effects of the

body in using gadgets. It reveals that a WM of 2.25 has a both highest result that grade-

12 students feel the pain in the neck, shoulder or shoulder to finger when they used

gadgets and when they used their muscle in an awkward position that experienced them

of stiffness, pain or swelling in muscle area that indicates them of repetitive strain injury.

The lowest rank which is 2.06 weighted mean shows the repetitive strain injury of

grade-12 students when they twist their wrist in using mouse that pressures their wrist

and finger.
38

The overall result is 2.18 weighted mean which the grade-12 students can sometimes

have a repetitive strain injury of using gadgets.

Hecht, M. (2017) shared that a repetitive strain injury (RSI) is the progressive

weakening of muscles, tendons, and nerves caused by repetitive movements. Wrist,

forearms, elbow, spine, and shoulder are signs of repetitive strain injury (RSI). Multiple

parts of the body may be affected as well; symptoms include discomfort ranging from

moderate to extreme, tenderness, swelling, and discomfort while working on a keyboard

or doing other activities with a computer. When do a repeated motion, it can develop RSI.

These motions have the potential to weaken the muscles and tendons over time.

As stated by Scott, C. (2020), anyone who uses a computer on a daily basis is at risk

and should be aware of RSI. resulting from repeated, forceful, or awkward posture.  As a

result, the muscles, tendons, and nerves of the spine, back, forearm, and hand are

damaged, resulting in discomfort, fatigue, numbness, or lack in motor function.

Repetitive strain injury may have implications beyond the hands and wrists. 

As revealed by Chilukoti, B. (2016), anyone who works at a computer and does not

get enough vigorous exercise is at risk of developing back or arm pain. Furthermore,

using the mouse on a daily basis puts strain on the hand. Most people are experiencing a

little bruising or weakness at the wrist, the area just below tiny fingers on the wrist, if a

computer user sitting in same position for a long time, using mouse with the elbow

resting on the table, then there is a huge possibility of suffering from arm pain due to

exhaustion of the muscles in the hand due to incorrect hand position when using a mouse.

Finally, using a mouse will place pressure on the thumb and can result into inflammation

of tendons.
39

As mentioned by Nwazor, T. (2017), there is one little exception to all of the great

things the computers have given to everyone. We are obviously not designed to sit for

lengthy periods of time at a desk. The ergonomics of computer usage have significant

consequences for our bodies. When we use a mouse, we make the same tiny movements

over and over. This can cause wrist swelling, adding pressure on the carpal tunnel. The

carpal tunnel is a passageway from the forearm to the wrist that contains the nerve that

powers the thumb and first three fingers. When this nerve is pressed, the first carpal

tunnel syndrome signs appear.

In the study of Baba, N. & Daruis, D. (2016), the most common occupational injury

suffered by computer users is Repetitive Strain Injury (RSI). Because of their extended

working hours and stiff posture, computer users were more likely to develop RSI. The

repetitive strain injury such as in neck, shoulder, hand, wrist and fingers can have the

feeling of pain, numbness, and a sense of tingling and also in using computer for

awkward and static posture.  The improper office work, repetitive work in fixed or

awkward poses, sitting and static working, and overuse of hands all have an effect on

computer users' lower back, eyes, and arms.


40

Table No. 6
Vision Problem
Condition WM DE
7. How frequent do you stare in bright light and bad glare of screen 2.37 A
8. How frequent do you constantly focus on the screen without blinking your 1.87 S
eye causing your eye to dry
9. How frequent do you feel that your eyes are blur or get double vision in 2.43 A
using gadgets
TOTAL 2.22 S
Legend:

1.67 – 2.32 – Sometimes (S)


1.00 – 1.66 – Never (N)
2.33 – 3.00 – Always (A)

Weighted Mean – WM
Descriptive Equivalent – DE

Table 6 shows the result of vision problem as one of the physical effects of gadgets

towards grade-12 students. It reveals that the highest weighted mean is 2.43 which is

always that grade-12 students always feel their eyes are blur or get double vision in using

gadgets.

The lowest rank which is 1.87 weighted mean which is sometimes shows that grade-

12 students constantly focus on screen without blinking in their eye.

The total reveals 2.22 weighted mean which is sometimes that grade-12 students can

sometimes experience vision problem when they used gadgets.

As stated by Bogdănici, C., Săndulache, D., and Nechita, C. (2017), people using

gadgets for a long period of time are experiencing symptoms of eyestrain, blurred vision

and double vision and this starts to itching, swelling, foreign body pressure, and sore eyes

that are all signs of the ocular surface. Computer Vision Syndrome (CVS) is a category of

optical and extraocular effects caused by prolonged usage of visual interface devices.

Blurred vision is one of the more common forms caused by prolonged use of gadgets.
41

The following visual effects are associated with impaired vision: continuous blurred

vision, post-work distance blur, and occasional blurred vision at close range.

As mentioned by Bailey, C. (2014), every day, users devote six to seven hours in

front of the smartphone, tablet, computer, and TV screens. Looking at screens for an

extended period of time without taking breaks and blink every so often will cause eye

pain, dry eyes, and itchy eyes.

As claimed by Pursel, B. (2017), the user's eyes are strained as a result of this

excessive use of gadget. When a person is concentrating on a computer screen, they fail

to blink. As a result of reduced blinking will result in less lubrication, resulting in dry

eyes and severely sore eyes.

In the study of Galassi, M. (2018), the future impact on the eyes can be frightening,

from staring at a computer at work to checking the mobile in any spare time. Computer

screens and optical devices may have a variety of effects on the eyes. For starters, when

we use computers to read or browse through media, we blink less, which causes our eyes

to dry out. In reality, when we use computers and portable gadgets, we blink half as much

as we normally do. When people's eyes are dry, they can feel blurry vision, pain,

discomfort, heavy or sore eyes, eye pressure, and even tearing up as a reflex reaction to

the dryness. The symptoms mentioned can therefore cause eye pressure, headaches, and

even stress. With extended device usage, the degree of pain rises and can intensify over

time. The term computer vision syndrome refers to all of the symptoms mentioned above

that are associated with computer use.


42

Table No. 7
Headache
Condition WM DE
10. How frequent do you feel that your vision is affected in using gadgets 2.5 A
causing you to get headache
11. How frequent do you feel the muscle tension or pain in the neck at the 2.12 S
base of the skull when using gadgets
12. How frequent do you feel that your head is aching when excessive use 2.37 A
of gadgets
TOTAL 2.33 A
Legend:

1.67 – 2.32 – Sometimes (S)


1.00 – 1.66 – Never (N)
2.33 – 3.00 – Always (A)

Weighted Mean – WM
Descriptive Equivalent – DE

Table 7 shows the result of headache as one of the physical effects of the body. It

reveals that the highest weighted mean 2.5 which is always interfered that grade-12

students feel their vision is affected of gadgets causing them to get headache.

The lowest weighted mean 2.12 which is sometimes interfered that grade-12 students

feel the muscle tension or pain in the base at the base of the skull in using gadgets

causing them to get headache.

The total result reveals 2.33 weighted mean which is always. It interfered that grade-

12 students can always feel headache when they used gadgets.

As claimed by Nunez, K. (2020), eye pain is a frequent cause of headaches. This

happens if people work on an activity, such as using a device, for an extended period of

time. That can even happen when both eyes attempt to concentrate on too bright or too

dim light. Eye strain occurs as the eyes get sore as a result of overuse. When looking at

objects or screens up close the muscles in and around the eyes have to work harder to

concentrate. These muscles, like any other in the body, can get sore and exhausted
43

through time. Gazing for an extended period of time, on the other hand, can cause spasms

in your facial muscles and the muscles around your eyes. These spasms can cause

headaches due to eye pressure.

As argued by He, M., Krel, R. and Martino, S. (2020), a feeling of a dull headache

between the eyes after looking at the computer screen for several hours, people might be

suffering from digital eye pressure. When users spend so much time looking at a phone,

users can get digital eye pressure, which can cause headaches. With the advancement of

technology, we are seeing an increase in the number of patients who are experiencing

headaches as a result of prolonged screen use. Migraine patients are now identifying

screen usage as a cause for their migraine attacks in using devices. Spending too much

time looking at a phone causes digital eye pressure. Despite the fact that headaches are a

typical symptom of digital eye pressure. Staring in computer and other handheld devices

for an extended period of time unfortunately causes eye strain that least to headache.

In the study of Ward, B. (2021), people always had aches and pains from working at

the computers for extended periods of time. People have been working in the same place

for many hours. As a person start moving, he or she will find his neck is tight and sore

and will have a mild headache. A high computer desk will trigger a headache that begins

at the base of the skull and spreads to the front of the head. As the symptoms intensify,

the neck muscles will fatigue and cramping. When the muscles in the neck get tense, the

strain also spreads to the smaller suboccipital muscles at the base of the skull.

As mentioned by Vinani, L. (2019), seated at a computer extending the head forward

to gaze more closely at the screen is a posture so normal that computer users almost don't
44

see it anymore. And it appears that this posture compresses the neck, which may result in

headaches, poor focus, and increases muscle tension.

As revealed by Doherty, C. (2020), migraines, headaches, and other effects such as

dizziness, eye pressure, and neck pain may be caused by cell phone use. Using a

smartphone can trigger migraine headaches, and if you are stuck to your phone all day,

you might be unaware that it is contributing to your headaches. Looking at the light on

the wall, straining your eyes, bent over in a stooped pose, using your hands and fingertips

to type or play games, and using the phone to make phone calls are all things that may

lead to headaches.

As stated by Terrie, Y. (2016), many people's daily lives are influenced by the use of

mobile devices such as laptops, computers, tablets, and mobile phones. Because of the

increased use of mobile devices, healthcare professionals are more likely to experience

patients suffering from digital eyestrain and headaches. Headaches are still fairly

common. When using computers or other electronic devices for an extended period of

time, computer users can develop headaches. Computer vision syndrome, which is caused

by excessive use of computers, tablets, and mobile phones, may cause headaches.
45

Table 8
Obesity
Condition WM DE
13. How frequent do you sit in a long period of time in using gadget 2.06 S
14. How frequent do you over eat due to longer hours of using gadgets 1.75 S
15. How frequent do you intake junk foods as comfort food over full meals 1.81 S
TOTAL 1.87 S
Legend:

1.67 - 2.32 – Sometimes (S)


1.00 - 1.66 – Never (N)
2.33 - 3.00 – Always (A)

Weighted Mean – WM
Descriptive Equivalent – DE

Table 8 shows the obesity as one of the physical effects of gadgets. It reveals that the

highest weighted mean is 2.06 which is sometimes. It shows that sitting sometimes for a

long period of time in using gadgets can cause grade-12 students to become obesity.

The lowest weighted mean 1.75 which is sometimes interfered that grade-12 student

do over eat due to longer hours of using gadgets causing them to become obesity.

The total of the result 1.87 weighted mean which is sometimes shows that grade-12

students can become obesity sometimes as they used gadgets

Kuchinskas, S. (2012) asserted that spending too much time sitting while using

technology device can become obesity. Kids are getting fatter at a younger age as they

are glued to gadget of eight hours per day. Basically, the more technological device

usage, the heavier a person is when sitting in a long period of time.

As claimed by the University of South Austrilia (2019), the basic act of turning on the

television for some downtime might be contributing more to childhood obesity than we

realize. Different sitting behaviors, such as watching tv, surfing the internet, or using a

computer, are more closely linked with obesity in both males and females. The more
46

passive a child is in a physical activity as a result of always sitting for an extended period

of time in using gadgets, the higher their chance to become obesity.

In the study of Laso, J. (2012), obesity is one of the most pressing problems in the

world today. The common cause why students are becoming overweight is that they over

eat and weight gain due to stress of social pressure. Less impact is the over-eating in

using the mobile phone or computer such that it performs task such as ordering food

online. Those that are under stress prefer to choose instant satisfaction over long-term

risks. People believe that consuming unhealthy foods can make them happier and relieve

stress of pressure rather than using devices.

Almond, E. (2018) shared that screen time is described as any time spent watching

television or using electronic devices such as laptops, tablets, and cell phones, including

time spent at school or work. There is clear evidence that increased screen time causes

weight gain, overweight, and obesity in adults. Often considered are the types of foods

and beverages eaten, the criteria for proper bodily functions, and the degree of

inactivity. Screen time will also increase exposure to advertisements for foods and

beverages that encourage weight gain. Screens do not cause weight gain in and of

themselves, but excessive screen time is a sign of a sedentary lifestyle.


47

Part IV. The Extent of Gadget that Affects the Students Physically

Table 9
Extent of the Gadget that Affects the Students Physically
Gadget Commonly Used Percentage Distribution
Laptop 26%
Mobile Phones 56%
Tablet 12%
Netbook 0%
Desktop 6%
TOTAL 100%

Table 9 shows the extent of gadgets that affect the students physically. The result was

based on the sub-problem number one. It was revealed that the gadget that affected the

student physically is the Mobile Phones which has the percentage of 56% over the laptop,

tablet, netbook and desktop. Student used mobile phone excessively which affected their

physical health.

As stated by Domoff, S., Borgen, A. and Maffett, A. (2019), children's smartphone

access and ownership has grown substantially. The impact of frequent consumption of

mobile media on children's well‐being has become problematic smartphone use on

physical health outcome into the experience of musculoskeletal pain/discomfort such as

lower back pain, neck pain and shoulder pain from utilizing smartphones identified as

health risks relevant to handheld devices, ocular symptoms, and migraine or headaches in

voice calling in the duration of phone spent on during the day and neurological symptoms

such as the eye strain of screen due to excessive use in it.

As revealed by Flexman, N. (2017), for all the positive that smartphones have brought

into our lives, there's some bound negative. Focused on what we have experienced so far,

we can foresee that smartphone will have extensive and far-reaching impacts on our

health. Consider how so much time we spend with our heads pointing downward; it's
48

easy to see how this could lead to neck pain. When we text, we like to tip our heads down

at a 60-degree angle, which places a lot of pressure on our neck. While we probably

hunch that much when looking at our phones in particular, we hang the most when

texting or reading. Also, one of the most visible effects of a smartphone is the impact it

has on our hands. Even in their early stages, smartphones are drastically altering the way

we are using our hands and arms. Constantly using our fingers, mostly with highly rapid

movements, has resulted in a significant rise in the incidence of Carpal Tunnel

Syndrome. Excessing use of smartphone can result in thumb pain, palm pain, median

nerve pain, and decreased hand movement and strength in hand.


49

CHAPTER 5
SUMMARY OF FINDINGS, CONCLUSION AND RECOMMENDATION

SUMMARY OF FINDINGS

Summary of findings shows that Grade-12 student’s gadget commonly used is the

mobile phone due to its most convenient and available tool unlike other gadgets.

Secondly, the respondents spent the gadget mostly 10-12 hours a day which causes them

to get negative impact of gadgets to their health due to excessive use.

Thirdly, students feel that their back, chest, shoulder or arm hurt when their posture is

uncomfortable when using gadgets casing them to have musculoskeletal problem.

They feel the pain in the neck, shoulder, or shoulder to finger and use their muscle in an

awkward position experienced them to feel stiffness or swelling in muscle area that

indicates them in having repetitive strain injury.

Moreover, students feel that their eyes are blurry or get double vision when they use

gadgets causing them to have vision problem.

Their vision is affected in using gadgets causing them to have headache and obesity when

they sit in a long period of time in using gadgets.

Lastly, the gadget that affected the student physically is the Mobile Phone over laptop,

tablet and desktop due to its excessive use.

CONCLUSION

From the study conducted by the researchers, the researchers conclude that the

gadgets commonly used by the grade-12 students is mobile phone due to it’s the most

convenient and available tool unlike other technological gadgets in the focus of this study

the researchers were able to conclude that due to the high usage in terms of hours of

mobile phone it is one of the reasons why respondents are experiencing different physical
50

effects of gadgets. The researchers also conclude that the student’s frequency of time in

using gadgets is 10-12 hours a day therefore, students experienced negative physical

effects of gadgets due to its longer usage in gadgets.

Furthermore, in the physical effects of the respondents experienced due to frequent

use of gadgets shows that in the musculoskeletal problem researchers reveals that

students had musculoskeletal problem as they feel that their back, chest, shoulder or arm

hurt when their posture is uncomfortable when using gadgets which is always. The

overall weighted mean reflects the students that they sometimes feel of having

musculoskeletal problem when they used gadgets. In repetitive strain injury it reveals that

both highest result of student’s felt the pain in the neck, shoulder or shoulder to finger

when they used gadgets and when they used their muscle in an awkward position that

experienced them of stiffness, pain or swelling in muscle area that indicates them of

repetitive strain injury. Overall result shows the students can sometimes have a repetitive

strain injury of using gadgets. Also, in vision problem it reveals that students always feel

their eyes are blur or get double vision when using gadgets and the total reveals that they

sometimes experience vision problem when they used gadgets. Headache reveals that the

highest interfered that students feel their vision is affected of gadgets causing them to get

headache. The total interfered that students can always feel headache when they used

gadgets. In obesity, it reveals the highest weighted mean shows that sitting sometimes for

a long period of time in using gadgets can cause grade-12 students to become obesity, the

total shows that students can become obesity sometimes as they used gadgets.

Lastly, as the result of problem four based on the problem number one it showed that

the gadget that affected the student physically is the mobile phone over the laptop, tablet,
51

netbook and desktop. Student used mobile phone excessively which affected their

physical health.

The conclusion then coincides with the theory of Shraddha Rupavate’s Theory named

6 worst health problems common with computer use stating that spending gadgets 4

hours or more a day should probably check the health issues. The health issues are

Musculoskeletal problems of muscle pains, Repetitive strain injury, vision problem,

headache in prolonged use of screens in gadgets, lastly is the obesity due to prolonged

sitting of using computer especially the children.

RECOMMENDATIONS

Based from the conclusion cited by the researchers, the following are their

recommendations:

1. Apply proper posture of the body such as back, neck and shoulder when using gadgets

2. Should practice relax and stretch the arms, neck, back, and shoulder before and after

using gadgets to get rid of musculoskeletal problem and repetitive strain injury.

3. Must adjust the chair and desk that your screen will lower your eye level in using

gadgets.

4. The students must wear an anti-radiation eyeglass to protect their eyes and cope headache

and vision problems.

5. The students should adjust screen brightness to protect their eyes from bright screen and

get rid of vision problem.

6. The students should limit the use of gadgets for them not to get negative physical effects

in prolonged used of gadgets.


52

7. The students should do some physical activities or go to gym to cope the body pains and

to reduce obesity.

8. With the weaknesses part of the study, the researcher’s advice the future researchers who

would like to conduct the study to focus on the gadget commonly used by the students

and the negative physical effects of gadgets


53

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56

APPENDICES
57

Appendix A
Letter of Request for Title Proposal

May 2021

ROSITA G. GARGANTIEL
Principal
University of the Visayas – Mandaue
Mandaue City

Greetings!

I, Angelie T. Jalandoni grade-12 General Academic Strand (GAS) strand student at the
University of the Visayas – Mandaue Campus Senior High School Department would
like to ask permission from your good office for the approval of my research title as part
of the requirements for completion of K to 12 Program. The title for my research is the
PHYSICAL EFFECTS OF GADGET TOWARDS GRADE-12 STUDENTS.

Toward this end, we hope for a favorable approval from you.


Thank you! God blesses!

Respectfully Yours,

ANGELIE T. JALANDONI

Approved by:

ROSITA G. GARGANTIEL

BED Principal
58

Appendix B
Letter of Transmittal to the Principal

May 2021

DR. ROSITA GARGANTIEL


BEED Principal
University of the Visayas – Mandaue
Mandaue City

Greetings!

I, Angelie T. Jalandoni grade-12 students at the University of the Visayas – Mandaue


Campus Senior High School Department would like to ask permission from your good
office for the approbation of my research title as part of our requirements in the subject
inquires, investigation, and immersion or 3i’s. The title of my study is the PHYSICAL
EFFECTS OF GADGET TOWARDS GRADE-12 STUDENTS.

Toward this end, I’m hoping for a favorable approval from you.

Respectfully yours,

ANGELIE T. JALANDONI

Approved by:

DR. ROSITA GARGANTIEL

BED Principal
59

Appendix C
Letter of Transmittal to the Respondents

May 2021

Grade 12 Students
University of the Visayas – Mandaue
Mandaue City

Ma’am/Sir

Warm Greetings!

I am Angelie T. Jalandoni, grade-12 student researcher of the University of the Visayas-


Mandaue would like to conduct a study about the negative physical effects of gadgets and
I'm asking for your little precious time and effort to participate this study to answer all
the questions. Rest assured that all the data gathered from you will be kept
confidentiality. Your answer will be a big help for the success of my study.

Respectfully yours,

ANGELIE T. JALANDONI

Approved by:

DR. ROSITA GARGANTIEL

BED Principal
60

Appendix D
Letter of Transmittal to the Teachers

May 2021

GRADE 12 TEACHERS
University of the Visayas – Mandaue
Mandaue City
Ma’am/Sir

Warmest greetings!

I, Angelie T. Jalandoni grade 12 students at the University of the Visayas – Mandaue


Senior High School Department would like to ask a permission for your approval to
conduct this research survey for my research as a part of our requirements in the subject
Inquires, Investigation, and Immersion. The title of my research study is PHYSICAL
EFFECTS OF GADGET TOWARDS GRADE-12 STUDENTS.

Toward this end, I’m hoping for a favorable approval from you.
Thank you! And have a good day!

Respectfully yours,

ANGELIE T. JALANDONI

Noted by:
JOSEPH ARNOLD BAUNSIT
Research Adviser
Approved by:
DR. ROSITA GARGANTIEL
BEED Principal
61

Appendix E
The Research Instruments

RESEARCH-MADE QUESTIONNAIRE

RESEARCH-MADE CHECKLIST

I. What gadgets do you commonly used?

Laptop

Mobile Phone

Tablet

Netbook

Desktop

II. FREQUENCY OF USING 2-4 hours 4-8 8-10 10-12


a day hours a hours a hours a
THE FOLLOWING GADGETS
day day day

Laptop
Mobile Phone
Tablet
Netbook
Desktop

III. PHYSICAL EFFECTS YOU EXPERIENCED DUE TO Alway Sometimes Never


FREQUENT USE OF GADGETS s 2 1
62

3
MUSCULOSKELETAL PROBLEM
1. How frequent do you feel that your back, chest, shoulder or
arm hurt when your posture is uncomfortable when using
gadgets
2. How frequent do you seat in uncomfortable chair causing you
to have muscle pain in using gadget

3. How frequent do you feel muscle soreness and muscle fatigue


REPETITIVE STRAIN INJURY
4. How frequent do you feel the pain in your neck, shoulder or
shoulder to finger in using gadgets that indicates repetitive
strain injury
5. How frequent do you use your muscle in an awkward position
experiencing you for stiffness, pain or swelling in muscle area
6. How frequent do you twist your wrist in using mouse that
pressures your wrist and finger
VISION PROBLEM
7. How frequent do you stare in bright light and bad glare of
screen
8. How frequent do you constantly focus on the screen without
blinking your eye causing your eye to dry
9. How frequent do you feel that your eyes are blur or get double
vision in using gadgets
HEADACHE
10. How frequent do you feel that your vision is affected in using
gadgets causing you to get headache
11. How frequent do you feel the muscle tension or pain in the
neck at the base of the skull when using gadgets
12. How frequent do you feel that your head is aching when
excessive use of gadgets
OBESITY
13. How frequent do you sit in a long period of time in using
gadget
14. How frequent do you over eat due to longer hours of using
gadgets
15. How frequent do you intake junk foods as comfort food over
full meals
63

CURRICULUM VITAE
64

PERSONAL DATA

Name : ANGELIE T. JALANDONI

Date of Birth : DECEMBER 27, 2002

Place of Birth : ARGAWANON, SAN REMIGIO CEBU

Civil Status : SINGLE

Parents : RICHARD J. SINANGOTE

ESTRELLA T. JALANDONI

Present Address : MANDAUE CITY

EDUCATIONAL ATTAINMENT

Elementary : Mandaue City Central School

Secondary : Mandaue City Comprehensive National High

School

Tertiary : University of the Visayas-Mandaue

Plaridel St. Reclamation Mandaue City


65

PERSONAL DATA

Name : ZANDRA LOUIS BLASABAS

Date of Birth : OCTOBER 04, 2002

Place of Birth : MATERNITY CEBU CITY

Civil Status : SINGLE

Parents : DEXTER BLASABAS

RICHELLE BLASABAS

Present Address : MANDAUE CITY

EDUCATIONAL ATTAINMENT

Elementary : Mandaue City Central School

Secondary : University of the Visayas-Mandaue

Tertiary : University of the Visayas-Mandaue

Plaridel St. Reclamation Mandaue City


66

PERSONAL DATA

Name : REGINE MAE A. DECENA

Date of Birth : NOVEMBER 20, 2002

Place of Birth : PAKNAAN, MANDAUE CITY

Civil Status : SINGLE

Parents : DIZON C. DECENA

JHONALYN A. DECENA

Present Address : MANDAUE CITY

EDUCATIONAL ATTAINMENT

Elementary : Paknaan Elementary School

Secondary : Paknaan National High School

Tertiary : University of the Visayas-Mandaue

Plaridel St. Reclamation Mandaue City


67

PERSONAL DATA

Name : NORFILO Z. SOLAYAO

Date of Birth : SEPTEMBER 19, 1997

Place of Birth : TABOK, MANDAUE CITY

Civil Status : SINGLE

Parents : TEOFILO SOLAYAO

NORMA SOLAYAO

Present Address : MANDAUE CITY

EDUCATIONAL ATTAINMENT

Elementary : Mandaue City Central School

Secondary : University of the Visayas-Mandaue

Tertiary : University of the Visayas-Mandaue

Plaridel St. Reclamation Mandaue City

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