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TRINITY POLYTECHNIC COLLEGE INC.

892 Alfina Bldg., Quirino Highway, Brgy. Gulod, Novaliches, Quezon City
el. Telephone. Number: 7738-1713
Email: tpchrdnova@yahoo.com

TABLE OF CONTENTS

I Chapter 1 (Problem and Background of the Study)


1.1 Introduction……………………………………………………………………………..
1.2 Significance of the Study……………………………………………………………….
1.3 Conceptual Framework………………………………………………………………....
1.4 Statement of the Problem……………………………………………………………….
1.5 Hypothesis of the Study………………………………………………………………...
1.6 Definition of Terms…………………………………………………………….............
1.7 Scope and Delimitation of the Study…………………………………………………...

II Chapter 2 (Review of Related Literature)

2.1 Local Literature ……………………………………………………………………......

2.2 Foreign Literature………………………………………………………………………

III Chapter 3 (Research Methodology)

3.1 Research Design ……………………………………………………………………….

3.2 Respondent of the Study ………………………………………………………………

3.3 Sampling Technique …………………………………………………………………...

3.4 Instrumentation ………………………………………………………………………..

3.5 Data Gathering Method ……………………………………………………………….

3.6 Data Processing and Statistical Treatment …………………………………………….

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TRINITY POLYTECHNIC COLLEGE INC.
892 Alfina Bldg., Quirino Highway, Brgy. Gulod, Novaliches, Quezon City
el. Telephone. Number: 7738-1713
Email: tpchrdnova@yahoo.com

CHAPTER ONE

THE PROBLEM AND ITS BACKGROUND

This chapter includes the rationale behind this study along with a discussion of the

specific questions, hypotheses, conceptual framework, scope and delimitations, and a list of

terms with definitions.

INTRODUCTION

“Screen time is the amount of time spent using a device with a screen such as a

smartphone, computer, television, or video game console. The concept is under significant

research with related concepts in digital media use and mental health. Screen time is correlated

with mental and physical harm in child development. (Ira leviton, 2022)

The screen, whether it is computer, mobile, tablet or television, is a symbol of our

modern age. For our children, the “digital natives” who have grown up surrounded by digital

information and entertainment on screens, time on screens (screentime) is a major part of

contemporary life. However, there have been growing concerns about the impact of screens on

children and young people’s (CYP) health. There is evidence that screentime is associated with

obesity, with suggested mechanisms an increase in energy intake, the displacement of time

available for physical activity or more directly through reduction in metabolic rate. There is also

evidence that high screentime is associated with deleterious effects on irritability, low mood and

cognitive and socioemotional development, leading to poor educational performance. (Neza

Stiglic and Russell M Viner, 2018)

Children of today’s society are gaining more exposure and becoming more reliant on the

use of technology. In response, the Australian government along with several other nations, have

put forth guidelines for recreational screen time, suggesting a limit of “no more than 2 hours per

day” (Department of Health, 2019).

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Over recent years, screen time has developed more than we expected. It has become

wider, more complicated and bigger than we expected. It is still television, the predominant type

of screen-based activity among children or seniors. However, screen time on any console, such

as a computer, video games, and ownership of smartphones, tablets, and laptops, has been

steadily increasing in recent years. Screen time has been negatively associated with the

development of physical and cognitive abilities. Weight gain may also be influenced by a lack of

sleep and physiological issues. The physiological mechanisms that underlie bad health outcomes

are related to screen time and social media, but specific health outcomes are still undisclosed.

This review discusses the good and adverse effects of screen time on the physiological and

psychological development of children. (Domingues-Montanari, 2017; Hu et al. 2020).

However, these guidelines are not being met - a report on the physical activity of

Australian youth claim that only 14% of adolescents aged 12-17 engage in less than 2 hours of

screen time every day, with 32% for children aged 6-17 (Schranz et al. 2018)

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TRINITY POLYTECHNIC COLLEGE INC.
892 Alfina Bldg., Quirino Highway, Brgy. Gulod, Novaliches, Quezon City
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Email: tpchrdnova@yahoo.com

SIGNIFICANCE OF THE STUDY

This study will help find out the effect of screen time on the academic performance of
online learners of Trinity Polytechnic College, Inc. for the school year 2022–2023.

To students: this study will allow students at Trinity Polytechnic College to have
knowledge about their screen time and to practice time management skills.

To teachers: this study will help teachers at Trinity Polytechnic College to understand
the prolonged screen time of students and to determine the amount of time students spent
on screen time in this school year.

To future researchers: this research will broaden the body of information that may be
used as a resource by others to determine gaps in the studies where additional research on
the subject is needed.

To community: this study spreads awareness in the community on recognizing as a


screen time concern.

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THEORETICAL

This study heavily relies on Mireia Adelantado-Renaud Mireia. Adelantado-Renau


currently works at the Department of Education, University Jaume I (Castellón, Spain). Mireia
does research in public health, cognitive science, and pediatrics. Mireia Adelantado-Renau It
found that TV and video game time of more than two hours a day was associated with poorer
academic achievement, while internet and mobile phone time were not. In addition, the negative
effects on academics were larger for teens than for children. Television viewing and video game
playing seem to be the activities most negatively associated with academic performance,
particularly among adolescents.

This study highlights the need for further research into the association of internet,
computer, and mobile phone use with academics. Given that both academic performance and
sedentary behaviors can be factors in future health, education and public health professionals
should consider supervision and reduction as strategies for children and adolescents exposed to
these activities. The meta-analysis included fifty-eight studies from twenty-three countries that
met its inclusion criteria, encompassing the academic achievement of 106,000 4–18-year-olds (as
assessed by school grades, standardized tests, and academic failure). Subgroup analysis was
conducted between children and teens. The author also suggests that these findings offer
evidence that decreasing TV and video game time might be an effective strategy for improving
academic achievement in children and teens.

CONCEPTUAL FRAMEWORK

Effects on The
Screen Time Academic
Perfomance

The independent variable in this framework is a student's screen time on his or her

device, which can affect the academic performance of online learners as a distraction or as

entertainment. While the dependent variable is the outcome of academic performance, a student

may vary their performance depending on their screen time or the activities they do on their

gadgets before, during, and after an online class.

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Email: tpchrdnova@yahoo.com

STATEMENT OF THE PROBLEM

This study aims to determine the effect of screen time on online students at Trinity
Polytechnic College, Inc. for the school year 2022–2023.

This study will attempt to answer the following questions:

1. Who among the students is really affected by screen time?

2. What is the total average time of student screen time?


3. What is the significant effect of screen time on academic performance?
4. How does screen time affect online learners’ academic performance?
5. How much does prolonged screen time affect online learners' academic performance?

HYPOTHESIS OF THE STUDY

H0:

Screen time using gadgets or technologies has no positive effects on the academic
performance of online learners.

            Hi:

  Screen time spent on gadgets or technologies has a positive effect on online learners'
academic performance.

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DEFINITION OF TERMS

Screen Time - is a term used for activities done in front of a screen, such as watching TV,
working on a computer, or playing video games. Screen time is sedentary activity, meaning you
are being physically inactive while sitting down.

Academic Performance - is the extent to which a student, teacher or institution has attained
their short or long-term educational goals. Completion of educational benchmarks such as
secondary school diplomas and bachelor's degrees represent academic achievement.

Academic - is used to describe things that relate to the work done in schools, colleges, and
universities, especially work which involves studying and reasoning rather than practical or
technical skills.

Gadget - a small mechanical or electronic device or tool, especially an ingenious or novel one.

Console - a console is a form of video game, consisting of manipulable images (and usually
sounds) generated by a video game console and displayed on a television or similar audio-video
system. The game itself is usually controlled and manipulated using a handheld device connected
to the console, called a controller.

Digital Natives- a person born or brought up during the age of digital technology and therefore
familiar with computers and the internet from an early age.

Contemporary - existing, occurring, or living at the same time; belonging to the same time.

Deleterious – Causing harm or damage.

Cognitive - of, relating to, being, or involving conscious intellectual activity.

Socioemotional - Competencies as skills that enable individuals to accomplish tasks, such as


recognizing and managing their emotions, and coping successfully with conflict.

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TRINITY POLYTECHNIC COLLEGE INC.
892 Alfina Bldg., Quirino Highway, Brgy. Gulod, Novaliches, Quezon City
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Email: tpchrdnova@yahoo.com

SCOPE AND DELIMITATIONS OF THE STUDY

This study aims to determine how screen time affects the online learners' performance in

Senior High School at Trinity polytechnic college Inc.

The primary subjects of this research study will consist of the Grade 12 students enrolled

in the academic year 2022-2023. The coverage of this study is to assess the performance of

learners’ in participating online classes. The researcher selected the participants based on their

mode of learning. Grade 12 students at the Academic Senior High School of the City of Quezon

City in Trinity polytechnic college, Inc.

This study will be conducted with a limited number of financial resources and time

framework.

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CHAPTER TWO

REVIEW RELATED LITERATURE

LOCAL

Various investigations have revealed that diverse levels of technology screen time

importance, benefits, as well as negative consequences and drawbacks of students. The typical

screen exposure to time for both adults and children ranges from two to five hours. This period is

greater than one-fifth, a person's spending over the course of a day. Additionally, the stated

average time may change. Based on employment, study, or other activities. Using screens for too

long also influences a student's academic performance. performance. However, according to

studies, having too many gadgets exposure had little effect on academic success. Without regards

to the situation, a lot of screen time has an impact on academic performance, whether favorable

or unfavorable students are having trouble managing it. (Asio, J.M, 2022)

Filipinos are particularly at a much higher risk, the obesity raises and the other health

complications, especially the younger age. This study shown that children who engage the

elevated levels of screen time are more likely to become obese. The Screen times can effect on

childhood obesity for first generation Filipino children. (Krystal Joy Ragasa 2022)

Gadget usage has already impacted the academic performance and achievement of online

learners. Excessive screen time intensifies personal motivation but sometimes eliminates passion

to study and lead to failure. Previous studies have already shown the negative consequences of

gadgets and mobile phone dependency on academic achievement and sociability of a student.

Where the pattern and intensity or changes in the limit of screen time by online learners, labeled

as hard-to-break escapism habits, shifted and worsened in the middle of the pandemic since class

set-up change from face-to- face to distance learning or online class. Investigations also show

that more than half of the online learners pose more risks of failing academically due to

procrastination when it comes to online tests, activities and assignments. Moreover, the sudden

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transition from face-to-face to online teaching can cause the students to be more interested in

entertainment such as social media platforms, games and video viewing rather than listening and

taking lessons. In educational settings, academic procrastination is an extensive turn to defer

academic activities, with unfavorable effects such as learning distress, poor time management

skills, laziness, lack of self-confidence and even an impact on one's relationship with others.

(Maria Isabel Garcia, Daisy Joy Caraig, Kezia Carator, Ma. Theresa Oyco, Gil Adrienne Tababa,

Joji Linaugo, Phillip Raymund De Oca, 2022)

There are potential predictors that may have an impact on academic achievement in

online education such as the amount of sleep, screen time, and physical activity of regular third-

year Medical Technology students at the University of Santo Tomas in board subjects during

their first semester of the academic year 2020–2021. 287 volunteers who met the inclusion

criteria were chosen for participation using the voluntary sampling technique, and online

questionnaires were provided to them via Google Forms. The questionnaire is divided into four

sections using Likert scales, with questions mostly focusing on the participant's semester

average, the amount of time spent sleeping and engaging in specific screen-related activities, and

their level of physical activity. The descriptive statistics revealed that while most third-year

medical technology students met the guidelines for physical activity and sleep on weekends, they

did not adhere to them on weekdays. None of the independent variables and academic

performance showed a conclusive link (Daniel Carlos S. Salipsip, et al. 2021)

Lack of playtime is the most important aspect of the slow development of the brains of

children and students. The students will remember the information in the gadget that they are

watching by the age of two and can benefit from some types of screen time. However, any other

physical activities should not be replaced by the gadget and should be limited because of health

factors. (Department of Health, 2021)

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Screen time can benefit your child's learning and development if it is moderated with

other activities. uses screens with a purpose in mind, such as when your child searches online for

craft instructions. Users can improve the creative skills by drawing or making stuff like cartoons,

comics, or videos. Furthermore, developing communication abilities, such as learning a new

language or conversing with friends or family over a video call. The flexible and interactive

nature of online learning makes it highly effective in career advancement, increasing the

employability of many students and making faculty members better prepared to work in the

digital age. (Santos and Reeve, 2020)

The negative associations between screen time and academic performance are more

significant for older students than for younger children. This may be because adolescents

experience drops in psychological well-being more intensely. Many students are not aware of

these effects and continue to spend hours each day on their phones or watching TV. (InnerDrive

2020)

It is possible that not all screen time is equally bad for your child's performance at school.

A new review of fifty-eight studies from twenty-three countries found only the time spent

watching television and playing video games negatively impacted a child's academics. That is

not good news. On average, a typical child plays video games for 40 minutes a day and watches

between 1.8 and 2.8 hours of TV each day. Almost a third of children and adolescents spend

more than four hours a day on screens, with boys outpacing girls. In this study, playing video

games seemed to only impact the academic composite score in teens. Video gaming has been

linked to declines in verbal memory and restorative slow-wave sleep in school-aged children, but

it has also been shown to improve motor performance and spatial abilities. (Sande Lamotte 2019)

It is possible that not all screen time is equally bad for your child's performance at school.

A new review of fifty-eight studies from twenty-three countries found only the time spent

watching television and playing video games negatively impacted a child's academics. That is

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not good news. On average, a typical child plays video games for 40 minutes a day and watches

between 1.8 and 2.8 hours of TV each day. Almost a third of children and adolescents spend

more than four hours a day on screens, with boys outpacing girls. In this study, playing video

games seemed to only impact the academic composite score in teens. Video gaming has been

linked to declines in verbal memory and restorative slow-wave sleep in school-aged children, but

it has also been shown to improve motor performance and spatial abilities. (Sande Lamotte 2019)

FOREIGN

Regarding technology’s influence in education, various research or studies have been

conducted. The exploitation of the internet had manifest to be a technological advance. And

because of how closely tie up internet and cellphones are, smartphone addiction is now more

severe ailment for some of people nowadays, especially students. After 21st century arrived, it

seems that people in this era, cannot live without modern technologies like televisions, cell

phones, computers and others. They also referred it in to other was, such as “Problematic

Smartphone Use” and known as “Smartphone Use Disorder,” this behavioral addiction is defined

by the following: existing signs of reliance on cellphones, salience, mood swings, and tolerance.

(Akulwar-Tajane, et al., 2021)

Kids who spend more than two hours a day on screen time activities score lower on

language and thinking tests. And kids who spend more than seven hours a day on screens show a

thinning of the brain’s cortex, which manages critical thinking and reasoning. Most experts

recommend a maximum of two hours a day of screen time, but distance learning has made that

impossible for parents to enforce (National Institute of Health, 2021)

The covid nineteen outbreak has posed significant challenges across the globe. hundreds

of millions people worldwide are required to stay at home to protect themselves and prevent the

spread of the disease including young people because of that 1.5 billion children have been out

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of school as a result, many of them may be spending more time on screens to complete online

activity as a part of homeschooling. (World health organization 2020)

The study found that too much screen time was negatively affecting children’s learning

abilities. Watching two or more hours of television per day at the age of 8 or 9 was associated

with lower reading performance compared to peers two years later. The impact was equivalent to

losing four months of learning. Using a computer for over one hour per day was linked to a

similar degree of lost numeracy. The analysis showed no links between use of video games and

academic performance. (Murdoch Children’s 2020)

High usage of gadgets It also greatly affected the health of students, such as sleep

patterns, mental health, productivity, overall health and well-being during last pandemic. On the

other hand, the usage of gadgets causes dry eyes, headaches, blurring of vision is also

attributed to increased usage of screened devices. Overall, students are adversely affected in

many ways, not just academically. (Dwajani S, Lavanya Ravi, Abhishek Ram S and Praveena

A. ,2020)

The covid nineteen outbreak has posed significant challenges across the globe. hundreds

of millions people worldwide are required to stay at home to protect themselves and prevent the

spread of the disease including young people because of that 1.5 billion children have been out of

school as a result, many of them may be spending more time on screens to complete online

activity as a part of homeschooling. (World Health Organization 2020)

Mood was affected based on how much time we spent on our daily activities, and it was

important to identify priorities to eliminate wasting of time. There was a study showing a

negative connection for those students who spent more than 7 hours per day on overall screen

time, where 40% were less likely to achieve a high academic outcome, compared to the student

who spent 2 to 4 hours per day achieving excellent grades. Other studies also show playing video

games is extremely associated with social health, which may trigger emotional and psychological

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problems that may have implications for overall academic performance of a student. Playing

video games requires interaction that might be positive with academic performance depending on

video content. While most studies showed a contrary relationship between academic

performance and internet overuse, even though the type of devices used were not considered (

like computers, tablets or smartphones) or the purpose of using the internet. It explains that when

the internet is used for entertainment or leisure activities it can affect the academic performance

of a student in a negative way but also acknowledge the good impact of using the internet

through positive ways such as searching or other educational purposes. Moreover, it is the design

or purpose of the internet that is mostly overused and misinterpreted by users resulting in

addiction and affects academic performance of online learners in the age of users relying on

outputs from the internet and afterwards neglect duties and converted to worse addiction (Mireia

Adelantado-Renau, MSc, Diego Moliner-Urdiales, PhD, and Celia Álvarez-Bueno, PhD 2019)

Children spend 7.5 hours on screen per day and the adolescents spend 6.1 hours in screen.

Children and adolescents spend screen time on watching TV/video, computer, electronic games

and etc. and the Screen time in children’s effects on their academic performance and their health.

Base on a British study children who spent two or more than hour a using technologies were at

an increased risk of psychological. The social media is considered as growing monster among

teenagers more than half of teenagers log on to social media sites once a day, and 22% log on

their favorite social media site more than ten times per day. (K. Sinnarajah 2019)

According to Sinnarajah, the usage of screens by youngsters is believed to have a

significant negative effect on both their academic performance and general wellbeing. A British

study found that children who used computers or television for more than two hours per day

were more likely to have psychiatric issues young children who spend too much time on screens

may have problems later in life, such as decreased academic success. (Sinnarajah 2019)

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This study looked at the degree to which students at one university in Malaysia utilize

their smartphones to help their academic learning and how this correlates with their grade point

average. 176 students from three academic programs tracked their daily smartphone use for

learning over the course of seven days. The use of smartphones varied significantly depending

on the academic curriculum. In addition, it was shown that students' CGPA decreased the more

they used their smartphones for academic purposes. The findings of this study point to the

necessity of assessing and comprehending the educational applications of cellphones for tertiary

students (Ng, Siew Foen, et al. 2017)

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CHAPTER III

RESEARCH METHODOLOGY

This chapter will discuss the present understanding of the methods and constrains that we
believe will yield clear, interpretable results with regards to the question given in the survey of
Senior High School Students of Trinity Polytechnic, Inc.

RESEARCH DESIGN
The research type use in this study is Quantitative research is the process of collecting
and analyzing numerical data. It can be used to find patterns and averages, make predictions, test
causal relationships, and generalize results to wider populations. This quantitative study aims to
find and determine the screen time effects on academic performance of students in Trinity
Polytechnic College. In this investigation, a descriptive survey was used as an in-depth study to
accomplish the major goals of the research. In descriptive research, a particular event or a
sample's features are "presented" to a particular population.

The study was able to collect enough information for the analysis by using a survey to
conduct an online or face-to-face survey. The purpose and research methodology are appropriate
because the study's goal is to evaluate the amount of screen time students in a few higher
education institutions spend each day. (Asio, J.M.R., 2022). In this study, descriptive research
was choice to use in this study since the target of this study was to determine the effects of
screen time on academic performance of online students. It will aid us in gathering and collecting
concrete data for this study.

RESPONDENTS OF THE STUDY


The respondents of this study will be the Senior High School Students at Trinity
Polytechnic College, Inc. Table 1 shows distribution of respondents of this study

To evaluate and understand the respondent of the study, the researchers make use of the

following formula:

# Of respondents you need


____________________________ x100
expected % response rate

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Where:
Number of respondents = 30
expected % response rate = 100% (1 in decimal)

Step I. Use the provided formula to determine how many respondents you will need for this
study. Firstly, you should write down the number of respondents in the provided formula. Then,
before entering it in the provided formula, move your projected response rate two decimal
places. Divide the anticipated response rate percentage from the total number of responders.

30
___________________________ x100
1

Step II. Multiply the given result of dividing the number of respondents and expected
percent of responses by the given value of 100.

30 x 100

Step III. The final step is to round the result to two decimal places. 

= 3,000 (30.00)

Section Respondents
Albert Einstein 5
Henry Sy 5
William Shakespeare 5
Beige 5
Steve Jobs 5
Gordon Ramsay 5

SAMPLING TECHNIQUE
Probability sampling is a technique in which the researcher chooses samples from a
larger population using a method based on probability theory. For a participant to be considered
as a probability sample, he/she must be selected using a random selection. The most critical
requirement of probability sampling is that everyone in your population has a known and equal
chance of getting selected (QuestionPro, 2022). Simple Random Sampling is a type
of probability sampling method, where each member of the population has an equal and

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independent chance of being selected for the sample. This is the most basic and fundamental
method of sampling and is used as a starting point for more complex methods. Simple random
sampling can be used to select a representative sample from a large population to make
inferences about that population (Muhammad Hassan, 2022). In this research study, we used a
simple random sampling technique to select respondents from Grade 11 and Grade 12 students
who experienced the effects of screen time on their academic performance during these academic
years.

INSTRUMENTATION

A questionnaire is a paper containing a list of questions including the specific place and
space in the paper where you write answers to the questions. This prepared set of questions
elicits factual or opinionated answers from the respondents through his or her acts of checking
one chosen answer from the respondents through his or her acts of checking one chosen answer
from several options or of writing on a line provided for any opinionated answer. (Babbie 2013).
Instrumentation: The tool that the research used to gather data is a research-made survey
questionnaire, which was done using Google Forms. The survey questionnaire contains ten items
and is designed to assess the   Effects of Screen Time on Academic Performance of Online
Students at Trinity Polytechnic College, Inc. during the school year 2022-2023.

The data gathering instrument was composed of five questions with multiple choices and
five Likert scale questions (with a scale ranging from 1 to 5). where (1) is strongly disagree, (2)
is disagree, (3) is neutral, (4) is agree, and (5) is strongly agree. This legend will help researchers
fully understand and analyze the results of the questionnaire.

DATA GATHERING METHOD


The researchers allotted their time and information to the study. The following are the steps
taken by researchers to collect data:
1. The researchers wrote a letter to Mr. Clark Louise Matias, the Practical Research 2
Instructor and to Mrs. Jesusa G. Gendrala, the principal of Trinity Polytechnic College,
Inc. (Novaliches Branch) to ask for their permission to administer their survey to the
Grade 11 and Grade 12 students.
2. The researchers will conduct a survey by distributing questionnaires to the respondents,
that will be given to them during face-to-face classes.
3. The researchers gathered the data from respondents and checked it for any errors
4. The final stage is to compile the data and present it in a research manner

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DATA PROCESSING AND STATISTICAL TREATMENT

To evaluate and understand the result of the study, the researchers make use of the following

statistical tools:

1. The percentage formula was used to calculate the number of students whose screen time
affects their academic performance in terms of 100. 

𝑓
𝑃
𝑁
Where:

P = percentage for a category

𝑓 = frequency or number of responses per category

A = total number of respondents

2. Mean score will be used to find the rating of effects of screen time according to the

answer of the respondents.

∑𝑥
𝑀𝑒𝑎𝑛 =
𝑁

Where:

∑ 𝑥 = total score

N = total number of respondents

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