You are on page 1of 1

VI.

RESEARCH HYPOTHESIS

According to research, the hypothesis posits that the increased and uncontrolled use
of electronic gadgets, such as smart phones, tablets, and laptops among grade 10
Students at Graham Bell, adversity affects their academic performance. It suggest
that spending excessive time on gadgets may lead to distraction, reduced study time
decreased focus, and poor time management skills.

Overall, the hypothesis proposes that these factors, resulting from excessive gadget
use, will negatively impact the academic performance of grade 10 Graham bell,
leading to lower grades, decreased comprehension, and academic
underachievement.

VII. DEFINITION OF TERMS

Excessive use of gadgets, it implies a level of gadgets usage that surpasses what is
deemed healthy, balanced, or appropriate, and may involve spending excessive time
on activities like social media, gaming, streaming, videos or browsing the internet
often the expense of focus and attention in the classroom, decreased participation
in academic activities limited time for studying and completing assignment

STRUGGLE- a struggle refers to the difficulties of challenges that learners may face
in managing controlling their excessive use of gadgets and how it impacts their
academic performance

Excessive – exceeding what is usual, proper, necessary, or normal

Gaming – it is a electric video gaming that is dedicated to any players or person


who often plays a game.

Under-Achievement – that fails to attain as predicted level of achievement or


does not do as well as expected, in other words lack of effort.

You might also like