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The Impact of Gadgets in Learning
The Impact of Gadgets in Learning
A Research Paper
In Partial Fulfillment
For Subject
Practical Research I
By
September 2022
Chapter 1
INTRODUCTION
of the Study, Statement of the Problem, Scope and limitation, Significance of 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
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,
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
aspect of life that is important, concentration reduces and the individual cannot
Theoretical Framework
Distributed Cognition Theory, the student is afforded more power. In other words,
its participants (Bell & Winn, 2000). This theory promotes learning in a
cognitive activity among the parts and participants of this system, which can be
distribute their cognition among other learners and physical or digital tools by
externally representing their knowledge. At times, by using these tools, a little bit
of the information might stick with the user, this is known as cognitive residue. It
is through interaction with other members and tools that progresses learning.
in which the learners are interacting. This interaction can either help to distribute
their knowledge, off-load certain amounts of cognitive work making the cognitive
load less and or help to scaffold new capabilities (Bell & Winn, 2000). For
example, using camera to take a photo allows more time to learn instead of
help extend human capabilities. For example, calculator can be used to solve
math problem quickly instead of solving it manually. These gadgets help students
to make their learning more efficient. Another example of this is taken from a
case study that was conducted using robotics to produce solving problem skills.
In this case study, students were placed into small collaborative groups and were
asked to construct a robot, using Lego Mindstorm for schools’ kits, which would
flowchart. They used these flowcharts to map the programming instructions they
would give the robot to complete the given task. This allowed them to off-load
some of the cognitive work to the flowchart and then through its use, they were
This learning theory supports the very skills needed by the 21st century.
Learners who are placed into a learning environment based on this theory would
2003).
Conceptual Framework
will affect the corresponding dependent variable which is the impact of gadgets in
learning.
learning?
a. cellphones;
b. computers; and
c. tablets.
students?
of gadgets?
Hypothesis
gadgets.
learning, respondents’ profile in terms of age and sex. Moreover, the study will be
Students. They will know the benefits of using gadgets in learning and
gadgets more freely and also to guide them in using the gadgets.
own research. They may widen the scope of their own study or improve this
research study.
Definition of Terms
To make the study easier to understand, the following terms are defined
a practical use but often thought of as a novelty. In this study, gadgets refer to
cellphones, tablets and laptops which are used by the respondents in learning.
learning.
Frequency of use. This refers to the number of times or how often the
This chapter contains the literature and studies related to the impact of
gadgets in learning.
Related Literature
Gadgets
technology. In today’s life, tasks are maximized with the use of modern gadgets.
It is easier to accomplish daily tasks and people are also able to do work with
efficiency. One cannot even dare to imagine life without smart phones, cell
phones, laptops, tablets, iPods and so on (Tech Crates, 2012). Today’s gadgets
are one of the ways to make life more comfortable and easier. Shy (2010) says
that no one can deny the fact that gadgets have not only simplified the lives of
people but also made them more comfortable and luxurious. Indeed, these
gadgets really made a huge impact in people’s lives and became part of it.
when calculators were first used by students in the classroom. “We had a whole
new level of computational skill, and now we’re going to have a whole new level
Technology users are moving towards being more mobile, and teachers
and students are a significant part of that trend. On 2013, Lenovo, the world’s top
PC vendor reported that they sold more smartphones and tablets than PCs for
the first time ever. Calgary-based SMART Technologies’ SMART Boards are
popular with both teachers and students. Teachers can project presentations
onto the SMART Boards and they can write, touch and interact with their content.
Document cameras are also a fun way for teachers to show students new and
share an equal view of the lesson – without crowding the teacher’s desk.
playing an audio book to her students, mp3 players are an increasingly common
sight in schools. Both teachers and students can make full use of mp3 players in
Related Studies
aimed to organize understanding the change that took place by using these
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.
and students in both the developed and the developing world. Laptop programs
many nations suggests that laptop programs will be most successful as part of
Gross (2009) described in his article that people are very frequent in use
advent rapid new technologies; digital societies are shaping all across and
people are relying mainly on these resources from information, education, and
The same are shaping social attitude in dealing with each other. The
generally covers technologies that support all forms of teaching and learning
activities. Since information retrieval (in terms of searching for relevant learning
writing class showed benefits to using Wiki technology. Students were invited to
join a Wiki page where they would write and 5 post passages and then read and
respond to the passages of their fellow classmates. Students participating in the
study reported that their receiving immediate feedback from the instructor was a
benefit of using this form of technology. Students in the study also reported
learning vocabulary, spelling, and sentence structure by reading the work of their
online literature circles, and online book clubs. With these technologies, students
were able to connect with readers from other schools, states, and even other
expose students to other ideas and cultures. These online literature discussions
have the ability to create a sense of community and foster positive social
performing their school-related tasks. Clegg and Bailey (2008) assert that with
the utilization of mobile devices such as laptops and tablet computers, the
learning process for the students become more fun and conducive due to the
Additionally, a vast collection of learning games and applications exist for these
mobile devices, and as a matter of fact, there are about 96,000 educational
applications available (App Store Metrics, 2013). The data collected by Apps in
Education (2012) confirmed that the subject areas covered by these applications
include Mathematics, Sciences, Grammar and Spelling and Arts and Humanities
of the country’s K-12 curriculum that the government eyes the use of tablet
provide one laptop computer per child. With the presence of laptops in the
METHODOLOGY
Research Design
design was used to collect and gather information about the impact of gadgets in
analyzed through the use of statistics. It focused on gathering numerical data and
this study.
Research Environment
Bansarvil 1 kapatagan Lano del Norte, it has many rooms, serving the junior and
senior high. It also has a sufficient ground which can accommodate its
students with convenience since most its rooms are just adjacent to each other.
When students move from one room to another, they do not have to walk far.
Respondents and Sampling Procedure
National High School. These students chosen because the have more
experience using gadgets. The researchers chose 30 random students who are
This questionnaire is divided into parts. Part I will determine the socio-economic
profile in terms of sex and age. Part II will be the usage of the gadget. Lastly,
Statistical Treatment
The following statistical tools will be used to analyze and interpret the
1. Frequency and Percentage. This tool will be used to compute the number
2. Mean. This tool will be used to calculate the degree of responses in each
indicator.
3. Pearson- r. This tool will be used to measure the strength of the linear
I. Respondent’s Profile
Name: ________________________
Age:
Sex: Male Female
Put a check (✓) on the appropriate box that corresponds to your answer.
Seldom
Always Very Often (less than 1 hour a day)
(more than(34–hours a day)
4 hours a day)
Sometimes Never
(2-3 a day)
Cellphones
Computer
Tablets