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TABLE OF CONTENTS
Page 1 of 19
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CHAPTER ONE
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
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)
modern age. For our children, the “digital natives” who have grown up surrounded by digital
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
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
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
Page 2 of 19
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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
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)
Page 3 of 19
TRINITY POLYTECHNIC COLLEGE INC.
892 Alfina Bldg., Quirino Highway, Brgy. Gulod, Novaliches, Quezon City
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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.
Page 4 of 19
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THEORETICAL
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
Page 5 of 19
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This study aims to determine the effect of screen time on online students at Trinity
Polytechnic College, Inc. for the school year 2022–2023.
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.
Page 6 of 19
TRINITY POLYTECHNIC COLLEGE INC.
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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.
Page 7 of 19
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This study aims to determine how screen time affects the online learners' performance in
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
This study will be conducted with a limited number of financial resources and time
framework.
Page 8 of 19
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CHAPTER TWO
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
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
Page 9 of 19
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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
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,
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
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
Page 10 of 19
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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,
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
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
Page 11 of 19
TRINITY POLYTECHNIC COLLEGE INC.
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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
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.
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
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
Page 12 of 19
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892 Alfina Bldg., Quirino Highway, Brgy. Gulod, Novaliches, Quezon City
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of school as a result, many of them may be spending more time on screens to complete online
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
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
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
Page 13 of 19
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892 Alfina Bldg., Quirino Highway, Brgy. Gulod, Novaliches, Quezon City
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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)
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
Page 15 of 19
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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.
To evaluate and understand the respondent of the study, the researchers make use of the
following formula:
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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
Page 17 of 19
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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.
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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:
2. Mean score will be used to find the rating of effects of screen time according to the
∑𝑥
𝑀𝑒𝑎𝑛 =
𝑁
Where:
∑ 𝑥 = total score
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