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“AN ACTION RESEARCH: THE IMPACT OF USING GADGETS IN EDUCATION


AMONG GRADE 8 STUDENTS”
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CHAPTER 1
INTRODUCTION

This chapter serves as an introductory chapter. It contains the Background of the

Study, Statement of the Problem, Scope and Delimitation.

Background of the Study

In today’s generation, technology has affected and changed the way people live.

Technology has made people’s lives more proficient and at ease. There is hardly anyone

who has not been changed by the advances in technology and computers of today’s society.

In today’s civilization, transportation, communication, and education have been greatly

developed from new technological advancements. Many people have lesser stress in their

lives because there are new useful hi-tech inventions created each day to help them do

things quicker and easier. Some of these helpful technologies are cell phones, computers,

and the Internet.

The use of technology in schools has opened up a new path of effective learning.

Technology plays a great role in developing everyone’s future and professional career.

Technology is becoming a major part of the world today. It has developed and become

more central to learning.

Technology also has negative effects in the lives of the user, and in his/her or her

immediate friends and family members. It affects the individuals’ personal health, family,

social, financial, and academic life. Over using gadgets negatively affects the mind of an

individual. The individual loses focus as he/she only concentrates on using gadgets or
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technology. He/she tends to forget other aspect of life that is important, concentration

reduces and the individual cannot focus on other issues for long enough.

New media technologies and a number of important studies were conducted in the

2000’s on the impact of children’s intellectual development, and various aspects of using

such technologies. Many researches were conducted aimed to organize understanding the

change that took place by using these technologies, and to explore the conversion in

children’s behavior and focused to discover-what extent children feel aggression, and how

they react by using these modern technologies e.g. video games, mobile phones with

various applications embedded using via Internet with Wi-Fi connections video games

consoles and internet.

I. Statement of the Problem

This action research aims to determine the impact of using gadgets in education to

grade 8 students.

It hopes to answer the following questions:

1. What is the impact of the use of gadgets in learning as perceived by the students?

2. Is there a difference in the frequency of use gadgets of students of Feliciano Yusay

Consing National High School before and after using the gadgets in education?
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II. Conceptual Framework

Impact of using Gadgets Frequency use of Gadgets Improved Learning Outcomes

III. Hypothesis (expected effectof an action

1. The implementation of using of Gadgets in education will improve technology skills

of the students’ of Feliciano Yusay Consing National High School.

2. After going through the, using of the gadgets of the students of Feliciano Yusay

Consing National High School will improve their technology skills before through

it.

IV. Description of the Action/Solution

Providing computers to schools


increases the technology skills
of teachers
and students in both the
developed and the developing
world. Laptop programs
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increase students'
engagement with academic
work and school, improve
technology skills, and have
positive effects on students'
writing. Research in
many nations suggests that
laptop programs will be most
successful as part of
comprehensive initiatives that
also address changes in
education goals,
curricula, teacher training, and
assessment
The impact of gadgets in education consist of lessons which present concept

(increase students' engagement with academic work and school, improve technology skills,

and have positive effects on students' writing) which designed with animated images.
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Providing computers to schools increases the technology skills of students in both the

developed and the developing world, also to address changes in education goals, curricula,

teacher training, and assessment.

V. General Methodology

a. Participants

The Participants will be the Grade 8 students of Feliciano Yusay Consing

National High School with lack of skills in using gadgets.

b. Data-Gathering Tools.

The instrument used in gathering the data was a questionnaire. The questionnaire

was prepared by the researchers. Quantitative research questionnaire was used to

gather the data and information about the impact of gadgets in learning.

c. Procedures and Data Gathering

Based on the survey conducted by the researchers, the results showed that the

use of gadgets in learning has a Moderately Positive Impact in the students’ learning

with an Average Weighted Mean of 3.02. It also shows that the use of gadgets in

learning has a Slightly Negative Impact with an Average Weighted Mean of 2.17.

d. Analysis

1. The results of the students on the questionnaire before and after going through the

impact of gadgets in learning will be compared.


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2. The results on the on the questionnaire tools will also be analyzed to determine

whether the students enjoyed the materials or not; or they found the material easy or

difficult to deal with.

e. Post Analysis

Determine if the hypothesis (expectation) has been confirmed or not, on the

basis of the analysis of data. The implication of the finding to education and the

improvement of education practice will be advanced.

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