Professional Documents
Culture Documents
CHAPTER 1
THE PROBLEM
INTRODUCTION
We live in the world where technology is evolving and advancing faster than
advancement of gadgets of today’s society makes accomplish daily works and makes
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
who excessively used gadgets are experiencing negative physical effects of their
body.
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
In national, as observed, people who are excessive in using gadgets will have
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.
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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thumb pain. As a result, excessive use of electronic devices can have a negative
The researchers will cope this negative physical effects of gadgets. The
effects of gadgets.
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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
Grade-12
Students
Recommendation
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.
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.
1.1. Laptop
1.3. Tablet
1.4. Netbook
1.5. Desktop
2.1. Laptop
2.3. Tablet
2.4. Netbook
2.5. Desktop
3. What physical effects do students experienced due to the frequent use of gadgets?
3.4. Headache
3.5. Obesity
4.1. Laptop
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4.3. Tablet
4.4. Netbook
4.5. Desktop
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
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
Guidance Counselor: Can benefit to this study by guiding the students and warn them of
Future Researchers: The future researchers can get information to this research study as
DEFINITION OF TERMS
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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
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
Physical Effects- are the negative result of gadgets usage to the physical health of Grade-
12 students.
Repetitive Strain Injury- is the repetitive motion in shoulder, neck, finger and muscle in
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
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
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
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
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
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
smartphone digital consumption has surpassed laptop device consumption. Mobile phone
has the highest growth of data consumption while the other digital devices stayed flat
desktop, tablet, etc., whether for personal or work-related reasons. A handheld user
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
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.
(2003) asserted that people who use computers, those who edit, and those who adopt
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.
Mobile phones have become an indisputable part of the lives of today's young people.
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
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
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
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.
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
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
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
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
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
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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middle, and upper back and excessive forward curving of your upper neck is a very
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
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
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
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
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
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
induce headaches and impair the capacity to focus due to prolonged used of screens.
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
eyeball, which makes it impossible for light entering the eye to focus properly on the
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.
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
work practices.
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
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
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
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
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
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
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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.
devices into our everyday lives, it is critical to comprehend how it can cause us pain.
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
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
Also, a cell device use and the possibility of migraine in people have an underlying
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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
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
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
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
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
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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
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
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
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
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
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
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
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
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
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
Syndrome. Excessing use of smartphone can result in thumb pain, palm pain, median
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
RESEARCH DESIGN
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
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
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
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
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 instruments it makes the students who fill up the survey understandable. The
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
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
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
Problem number four is answered using the data gathered by the problem number
Statistical Treatment
1. Slovin’s Formula-is used to determine the sample size of the survey. n is the sample size,
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
x
p= (100)
y
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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.
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
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
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
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
smartphone digital consumption has surpassed laptop device consumption. Mobile phone
has the highest growth of data consumption while the other digital devices stayed flat
desktop, tablet, etc., whether for personal or work-related reasons. A handheld user
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 overall weighted mean is 2.19 which grade-12 students can sometimes feel or
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
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
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
Hecht, M. (2017) shared that a repetitive strain injury (RSI) is the progressive
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
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
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
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
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:
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-
The total reveals 2.22 weighted mean which is sometimes that grade-12 students can
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
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
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
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:
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
The total result reveals 2.33 weighted mean which is always. It interfered that grade-
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
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.
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
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:
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
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
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
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
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
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.
access and ownership has grown substantially. The impact of frequent consumption of
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
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
Syndrome. Excessing use of smartphone can result in thumb pain, palm pain, median
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
Thirdly, students feel that their back, chest, shoulder or arm hurt when their posture is
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
Moreover, students feel that their eyes are blurry or get double vision when they use
Their vision is affected in using gadgets causing them to have headache and obesity when
Lastly, the gadget that affected the student physically is the Mobile Phone over laptop,
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
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
headache in prolonged use of screens in gadgets, lastly is the obesity due to prolonged
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
5. The students should adjust screen brightness to protect their eyes from bright screen and
6. The students should limit the use of gadgets for them not to get negative physical effects
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
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Doherty, C. (2020). Your Mobile Phone Can Trigger Migraines.
https://www.verywellhealth.com/screen-time-exposure-link-to-migraines-41189
Dol K. S. (2016). Fatigue and pain related to internet usage among university
students. Journal of physical therapy science, 28(4), 1233–1237.
https://doi.org/10.1589/jpts.28.1233
Domoff, S., Borgen, A. and Maffett, A. (2019). Excessive use of mobile devices and
children’s physical health. https://doi.org/10.1002/hbe2.145
Edles, A. (2012). Reducing Musculoskeletal Disorders Through Ergonomics.
https://www.practicalpainmanagement.com/pain/other/musculoskeletal/reducing-
musculoskeletal-disorders-through-ergonomics
54
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.
Respectfully Yours,
ANGELIE T. JALANDONI
Approved by:
ROSITA G. GARGANTIEL
BED Principal
58
Appendix B
Letter of Transmittal to the Principal
May 2021
Greetings!
Toward this end, I’m hoping for a favorable approval from you.
Respectfully yours,
ANGELIE T. JALANDONI
Approved by:
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!
Respectfully yours,
ANGELIE T. JALANDONI
Approved by:
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!
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
Laptop
Mobile Phone
Tablet
Netbook
Desktop
Laptop
Mobile Phone
Tablet
Netbook
Desktop
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
CURRICULUM VITAE
64
PERSONAL DATA
ESTRELLA T. JALANDONI
EDUCATIONAL ATTAINMENT
School
PERSONAL DATA
RICHELLE BLASABAS
EDUCATIONAL ATTAINMENT
PERSONAL DATA
JHONALYN A. DECENA
EDUCATIONAL ATTAINMENT
PERSONAL DATA
NORMA SOLAYAO
EDUCATIONAL ATTAINMENT