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November 2017
THE IMPACT OF GADGETS IN LEARNING
AMONG GRADE 11 STUDENTS
November 2017
APPROVAL SHEET
PANEL OF EXAMINERS
KATHY C. BENAVENTE
Chairman
appreciation to the people who have extended their support, gave inspirations,
To their teacher, Dr. Leah L. Olua, for her guidance and technical support
Calim, and Sir Bruce Marvin M. Ruaro, for their constructive criticisms and
To their friends, for their kind gestures and moral support that played a
To their families and relatives, for their financial support, love and
Above all, to the LORD ALMIGHTY, who’s there to always listen and give
support and love, and has given them strength to accomplish this project.
J.C.B.M.
G.A.G.I.
R.J.M.M.
J.A.P.
ABSTRACT
Jerelyn A. Patacsil
The main objective of this study was to determine the impact of gadgets in
learning among Grade 11-STEM students at Urdaneta City National High School
during the school year 2017-2018. It looked into the frequency of use of the
gadgets in learning which are cellphones, computers, and tablets and the the
the significant relationship between the frequency of use and the impact of
gadgets.
Urdaneta City which included 70 Grade 11 student respondents who are enrolled
the school year 2017-2018. This study made use of the quantitative research
For problem number 1 and 2, the Average Weighted Mean method was
used; a four-point scale and five-point scale Likert scale was used in the
analysis. The problem number 3 and the null hypothesis were tested for its
cellphones are always used by the students, computers are sometimes used by
the students and tablets are seldom used by the students in learning. This study
also deducted that the use of gadgets has a moderately positive impact in
learning but it also has a slightly negative impact. It was also deducted that there
was no significant correlation between the frequency of use and the impact of
gadgets.
Chapter 1
INTRODUCTION
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
learning?
a. cellphones;
b. computers; and
c. tablets.
students?
3. Is there a significant relationship between the frequency of use and impact
of gadgets?
Hypothesis
(STEM) of Urdaneta City National High School, S.Y. 2017-2018. It was delimited
to the two sections of the STEM classes namely Descartes and Tesla.
Urdaneta City National High School. This was significant to the following:
Students. They will know the benefits of using gadgets in learning and
gadgets more freely and also to guide them in using the gadgets.
School Administrator. This study may be included in school policy. Re:
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
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.
The role of technology within this theory is an invaluable part of the system
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
Learners who are placed into a learning environment based on this theory would
2003).
Conceptual Framework
variable because it will affect the corresponding dependent variable which is the
impact of gadgets.
Research Paradigm
METHODOLOGY
research design used in conducting the study. It also includes the sources of
data, locale of the study, population/sampling, and the instrumentation and data
collection.
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.
Sources of Data
The data were gathered from eighty-nine (89) students of the Science,
Technology & Engineering & Mathematics (STEM) strand of the Urdaneta City
The locale of the study was in the Senior High School of Urdaneta City
Population/ Sampling
Engineering and Mathematics (STEM) students who were enrolled in the S.Y.
Descartes 45 45
Tesla 44 44
Total 89 89
gadgets in learning.
Statistical Tool
learning. The frequency of use of gadgets and the impact of gadgets in learning
AWM = FX / N
F = Frequency
X = Weighted Value
For the relationship between the frequency of use and impact of gadgets
in learning, Pearson Correlation Coefficient was used. The computed value was
Interpretation
the research findings. The finding can relate to the research questions that
The results of the survey conducted showed that Cellphones were always
of 3.18 and Tablets were seldom used by students with an Average Weighted
Mean of 2.18.
learning among Grade 11-STEM students with the corresponding weighted mean
(WM) and the descriptive interpretation (DI) of each indicators including the
Indicators WM DI
1. I am able to stimulate my senses and imagination better. 3.01 MI
2. I am encouraged to develop my analytical skills. 2.99 MI
3. I am more creative. 2.88 MI
4. I am more knowledgeable in using computers. 3.00 MI
5. I am able to relieve stress and use it for entertainment
3.09 MI
purposes.
6. My hand – eye coordination improved. 2.62 MI
7. My mathematical skills improved. 2.30 SI
8. I am having more fun learning. 3.20 MI
9. I can research topics easier. 3.51 HI
10. I can search for information anywhere. 3.57 HI
AWM 3.02 MI
anywhere” (WM = 3.57, DI = HI), “I can research topics easier” (WM = 3.51, DI =
HI), “I am having more fun learning” (WM = 3.20, DI = MI), “I am able to relieve
stress and use it for entertainment purposes” (WM = 3.09, DI = MI), “I am able to
2.88, DI = MI), “My hand – eye coordination improved” (WM = 2.62, DI = MI), and
This indicates that the use of gadgets extends the ability of students to
search information, develop and entertain their selves with its features like the
Indicators WM DI
1. I am more likely to procrastinate. 2.63 MI
2. I am spending less time outdoors. 2.74 MI
3. I am more short-tempered towards my classmates and
2.01 SI
teachers.
4. I am having difficulty concentrating on my studies. 2.35 SI
5. I am having problems socializing with my friends and
1.94 SI
classmates.
6. I am more reliant to plagiarism. 1.73 LI
7. My hand writing became worse. 1.78 SI
8. I am too lazy to go to school. 1.66 LI
9. I am having trouble falling asleep. 2.26 SI
10. I sleep less than usual. 2.57 MI
AWM 2.17 SI
DI = MI), “I sleep less than usual” (WM = 2.57, DI = MI), “I am having difficulty
friends and classmates” (WM = 1.94, DI = SI), “My hand writing became worse”
(WM = 1.78, DI = SI), “I am more reliant to plagiarism” (WM = 1.73, DI = LI), and
This indicates that the students often get distracted by gadgets instead of
doing such things much important and more beneficial to them and on their
studies.
Table 5: Impact of Gadgets in Students’ Learning
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
positive negative
N 89 89
correlation on both positive impact with 0.139 and negative impact with 0.162
This indicates that the frequency of use does not affect the impact of
the study entitled “The Impact of Gadgets in Leaning among Grade 11 Students”.
Summary
The main purpose of the study was to determine the impact of gadgets in
learning among Grade 11-STEM students at Urdaneta City National High School
during the school year 2017-2018. It sought answers to the following problems:
the significant relationship between the frequency of use and the impact of
gadgets.
Urdaneta City which included 70 Grade 11 student respondents who are enrolled
the school year 2017-2018. This study made use of the quantitative research
The data were tabulated into a contingency table and treated with the
used; a four-point scale and five-point scale Likert scale was used in the
analysis. The problem number 3 and the null hypothesis were tested for its
Conclusions
sometimes used by the students and tablets were seldom used by the
students in learning.
of its features that extend the ability of the students to do more things but
it also has a slightly negative impact because students are most likely to
be distracted by it.
3. There was no significant correlation between the frequency of use and the
impact of gadgets which means the frequency of the use of gadgets does
not affect its impact but instead, it was based on how we use it.
Recommendations
study, the following are strongly recommended for possible course of action.
1. Future researchers can conduct a similar study and improve some flaws.
A. BOOKS
Bell, P., & Winn, W. (2000). Distributed cognitions, by nature and by design. In D.
Jonassen, & L. S. M., Thoretical Foundations of Learning
Environment (pp. 123-145). New Jersey: Lawrence Erlbaum
Associates, Inc.
Lin, W., & Yang, S. (2011). Exploring students’ perceptions of integrating Wiki
technology and peer feedback into English writing courses. English
Teaching: Practice and Critique, 10(2), 88-103.
B. INTERNET SOURCES
Recommending Approval:
LARINA G. TABORDA
OIC-Asst. Principal for Academics
Approved:
Madam:
We, the Grade 12-STEM students, are currently enrolled in the subject Research
in Daily Life 2. We are presently working on a research entitled, “The Impact of
Gadgets in Learning among Grade 11 Students.”
Noted:
Approved:
I. Respondent’s Profile
Name: ________________________
Section: Descartes Tesla
Age:
Sex: Male Female
Put a check (✓) on the appropriate box that corresponds to your answer.
Cellphones
Computer
Tablets
A. PERSONAL DATA
Nationality : Filipino
B. ACADEMIC BACKGROUND
Urdaneta City
Urdaneta City
Urdaneta City
A. PERSONAL DATA
Nationality : Filipino
B. ACADEMIC BACKGROUND
Urdaneta City
Urdaneta City
Urdaneta City
A. PERSONAL DATA
Nationality : Filipino
B. ACADEMIC BACKGROUND
Urdaneta City
Urdaneta City
Urdaneta City
A. PERSONAL DATA
City
Nationality : Filipino
B. ACADEMIC BACKGROUND
Urdaneta City
Urdaneta City
Urdaneta City