The Utilization (Chap.1... 3)
The Utilization (Chap.1... 3)
The Utilization (Chap.1... 3)
INTRODUCTION
Education is a learning process to develop the potential of each individual and create
quality human resources. Therefore education is important to be carried out as well as
possible, so that it is in accordance with the objectives. Educational goals have been stated
in the opening of the 1945 Constitution which reads "educating the lives of the nation and
participating in carrying out world order". The development of science and technology has an
impact on rapid progress in the world of education.
The technology of education includes two forms; they are software and hardware
technology. According to (Cahyadi,2014: 12) Smartphone is a set of technological tools that
have major applications required in the needs of life, the Smartphone has incredible
capacity, using mobile phone. One of the capacities is able to operate like computer, and
ease the users to bring it everywhere". Meanwhile, according to Backer (2010: 21) revealed
that: smartphone is a phone that brings leading capabilities; as a form of the capacity of the
Wireless Mobile Device (WMD) that can function as a computer by offering features such as
Personal Digital Assistants (PDAs), internet access, email, and Global Positioning System
(GPS), so it makes the users easier to find the data or needs.
Information technologies play an important role in the life of each of us. The activity of using
gadgets is increasing rapidly every year. More and more students around the world cannot
imagine their learning without modern gadgets. Moreover, the faster the changes in the
modern world, the better people realize the importance of modern education and knowledge
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of current technologies. At the same time, many domestic and foreign authors study the
problem of academic performance; they also note a decrease in the level of academic
performance. The problem of academic performance is a serious problem both at school and
at University. The main problems of academic performance study are the essence, causes
of failure; recommendations for his problem was studied in the pedagogy of secondary
school, but remains the subject of heated debate, and the area of confrontation of opposite
points of view on the aspect of determining the leading factors of academic performance and
prevention of failure. Pedagogy of higher education is experiencing in our time an urgent
need to study this problem. The problem under consideration was studied in pedagogy from
the point of view of the definition of failure, lag in the pedagogical process. The researchers
tried to find ways and methods to overcome the phenomenon of student underachievement.
Initially, attempts were made to explain the causes of this problem; a hypothesis was put
forward about the impact of intelligence on the educational activities of students. Further, an
active search for effective approaches to learning, methods in which special attention was
paid to the skill of the teacher; the need for an individual approach to each student was
emphasized. Later, the research a tendency began to manifest to study the influence of
motivation on the academic performance of students. Finally, it was found that the most
important factor that has a direct impact on academic performance, learning activities and
their success is the personal characteristics of the student. Therefore, in recent years,
researchers have established the impact of different groups of factors on the academic
performance of students, such as intellectual and personal characteristics, motivation, level
of self-regulation and self-government, value orientations, organization the educational
process, the level of pedagogical skills, independent work of students.
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STATEMENT OF THE PROBLEM
This study seeks to determine The Utilization of Gadgets and its Impact on Academic
The main objective of this study is to determine the utilization of gadgets and its
impact on academic performance in grade 10 students of Baungon National High School.
We, the researchers will also look into the student's basic profile, which gadget do they use
frequently and to come up with recommendation to improve the learning processes of the
students with the use of gadgets.
Research Questions
2. Are there any specific rules or guidelines in place regarding the use of
gadgets during school hours?
Yes
No
3. Did your teachers incorporate the use of gadgets in their teaching method?
4. Do you find the use of gadgets helpful in your learning process?
The generalization of this study would be a great contribution to the vast knowledge of
students achievements. Vital results of this study could be highly significant to the following:
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Students - They are considered the main priority of this study the findings of this research
will help and enlightened them to know the effects of technological gadgets to their academic
performance and health.
Teachers - They will be gaining insights as to what measures are appropriate to help the
students regarding the effects of gadgets on grade 10 students in Baungon National High
School.
Parents - It is significant for them to take action before its late, and before it become worst.
School Administration - This is significant for them to apply discipline for the students who
is addicted of using technological gadgets. And help the teachers to orient and guide the
students.
The purpose of this research paper is to study The Utilization of Gadgets and its
Impact on Academic Performance in Grade 10 students of Baungon National High School.
The use of gadgets in schools has become very common nowadays. It can help
students to increase their thinking and creativity learning tastes and also to have access to
the latest information on different subjects.
On the other hand, gadgets can also have negative effects on students. Sometimes,
mobile phones can be used in cheating during classroom assessments, it can be used in
instant gaming messaging, and also using facebook application may affect the classroom
activities.
This study hopes to fill this gap and provide a context to policy makers in schools
which they can base their strategic directions and intervention in use of gadgets.
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DEFINITION OF TERMS
To facilitate understanding of the study, the following terms are defined conceptually and
theoretically.
Gadgets – This refers to a small tool or device that is designed to perform a specific
function, often of a novel or unique nature. Gadgets are typically considered to be more
unusually or cleverly designed than normal tools. They can include electronics devices such
as smartphones, tablets, laptops, and so on.
Academic Performance – This refers to the level of achievement of students in their studies.
It’s often measured by grades or GPA (Grade Point Average) in the context of school or
university. It can be influenced by a variety of factors including student’s personal abilities,
study habits, level of effort, and even factors like their physical health and family
environment.
Technology – This refers to the application of scientific knowledge for practical purposes. It
includes techniques, skills, methods, and processes used in the production of goods or
services or in the accomplishment of objectives, such as scientific investigation. Technology
can be the knowledge of techniques, processes, and the like, or it can be embedded in
machines to allow for operation without detailed knowledge of their workings.
Education – This refers to the discipline that is concerned with methods of teaching and
learning in schools or school-like environments, as opposed to various nonformal and
informal means of socialization
Health – A state of complete physical, mental and social well-being and not merely the
absence of disease or infirmity.
Intellectual – means involving a person’s ability to think and to understand ideas and
information. High levels of lead could damage the intellectual development of other people.
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Motivation – This refers to the initiation, direction, intensity, and, persistence of behavior. It
is having desire, intentions, and needs that determine human behavior.
Self-Regulation – The ability to control one’s behavior, emotions, and thoughts in the
pursuit of long-term goals. More specifically, emotional self-regulations refers to the ability to
manage disruptive emotions and impulse-in other words, to think before acting.
Intelligence – The ability to solve complex problems or make decisions with outcomes
benefiting the actor, and has evolved in flatforms to adapt to diverse environment for their
survival and reproduction.
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Chapter II
This chapter presents the related literature and studies after the thorough and in-
depth search done by the researchers. It includes ideas, finished thesis generalization
and/or conclusions, methodologies and others. Those were included in this chapter helps in
familiarizing information that are relevant and similar to the present study.
RELATED LITERATURE
These days, technology is a big part of our life. It fulfills many functions and has
diverse meanings for many individuals. According to Muir-Herzig (2008), technology has
completely changed the educational landscape. One cannot downplay the significance of
technology in the classroom. In actuality, the introduction of technology into the classroom
has made it simpler for both teachers and students to learn new material. The process of
teaching and learning has become more fun with the usage of technology.
Accordingly, Hooft (2006) discovered that technology is a valuable tool that enhances
instruction by making it more relevant and interesting and enhancing students' reading and
numeracy abilities. in agreement with this. According to Attewell (2004), using a device while
studying promotes both solitary and group projects and boosts confidence and self-worth in
the process. Similarly, Kukulska-Hulme and Traxier (2007) thought that technology is a type
of multiple literacy that creates a link between community texts and formal education,
offering a multimodal literary approach to education.
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aids, but depending on a student's usage habits and mindset, they can also be a harmful
source of distraction.
RELATED STUDY
FOREIGN STUDIES
The country has been under lockdown since March 25, and it has been extended
several times. It was supposed to expire at midnight on May 17, but it was extended to May
31 with some restrictions loosened. Many Indians suffer from anxiety and stress for a variety
of reasons, such as dissatisfaction, boredom, fear of contracting a disease, loss of
employment, and interruptions to their education. A lot of false information about the virus
and an abundance of knowledge about it have also given rise to, according to psychiatrist
Sheela Parasher, who volunteers at a government helpline. poor concepts. Saha suggests
that children should only use screens for ninety minutes a day.
The Institute of Mental Health and Neuro-Sciences is situated in the southern state of
Karnataka, in Bengaluru. Sharma stated that games like Fortnite, PUBG, and Counter-
Strike, or pornography, are becoming more and more popular among teenagers and young
adults who are housebound (Joseph, 2020).
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According to Shusuke Murai in a news report, this study alerts parents and students
to the risk that excessive use of smart phones can compromise students' effort to study.
When people talk negatively about children using smartphones, their main concern seems to
be about their criminal use. "Overuse of mobile gadgets hampers students ability to study,
sleep entails," adds Murai.
Unlike Ametz BB, et al. conducted an experimental study to determine how teen mobile
phone use affects academic performance (2005). It shows that kids who use their phones
after midnight face the risk of not getting enough restorative sleep, which can lead to
personality changes and mood swings. insufficient concentration and poor academic
performance.
Furthermore, according to Xinhua (2014), "Filipinos use their cellphones not only for
communication but also as a portable computer that they can use for learning. Since
cellphones are small enough to fit in a pocket or handbag, Filipinos use them as a mobile
computer as well. This is because they can be used for file storage and internet browsing in
addition to being a device for communicating with others."
According to a different study, using technology into peer-led literature conversations can
boost students' motivation and involvement. These book discussions in small groups make
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use of technology such as wikis, online book clubs, and literary circles. Students connected
with readers from different schools, states, and even foreign nations thanks to these tools.
This kind of technology exposes pupils to different concepts and civilizations in an evaluable
and inspiring way. These online book discussions have the power to develop a feeling of
social engagement and community (Coffey, 2012).
Furthermore, it has been observed by Kaspars Osis and Janis Gandspenkis et al.
(2011) that we live in the information era. Even with the abundance of information available,
knowledge is still the most valuable resource for both individuals and businesses. New
technologies such as mobile and agent technologies are being incorporated into working and
educational contexts. The development of mobile technologies is happening at an
accelerated rate. They are offering fresh chances for various forms of education and support
for various learning environments. Numerous mobile gadgets, including smartphones,
netbooks, tablets, laptops, personal digital assistants, and mobile phones, are available in
the market. Given that many mobile devices come with built-in support for Java applications,
this presents a hurdle for the development of common applications for these devices.
Furthermore, agent technology is prepared for mobile device deployment. Both of these
ideas can serve as a crucial point of convergence for cross-platform mobile applications.
growth. Therefore, the paper's main focus is on a conceptual modular cross-platform
personal knowledge management system (PKMS) based on mobile technology.
A new trend in education is the modular approach, which replaces the traditional
style of instruction with an outcome-based learning paradigm. The idea behind
modularization is to break up the curriculum into discrete, little pieces or modules that are
autonomous, consequential, and usually have a short duration.
LOCAL STUDIES
Even before Covid-19 happened, we all know that children need a mix of physical
activity, unrestrained play, a big chunk of sleep, and a very limited amount of time on
screens to achieve good health (Canadian 24-Hour Movement Guidelines for Children and
Youth). For children who are five to 17 years of age, the suggested screen time is two hours
or less. For toddlers and preschoolers over two years old, it's just one hour. For children
younger than that, screen time is not being recommended. The issue of tech addiction has
been a growing problem, now compounded by the effects of the global pandemic. Aside
from the issues I presented above, experts have also warned against exposure to cyber
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risks. The Child Online Safety Index declared that around 60 percent of children aged eight
to 12 years old are exposed to cyber risks. These risks include cyber bullying fake news,
gaming disorders, privacy issues, online sexual behavior, reputational risks, and others
(Rojas, 2020)
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Chapter III
This chapter emphasizes the following components of research namely: The Research
design, The Research Respondents, The Research Environment, The Sampling Method
used, and The Data Gathering Procedure.
Research Design
This study utilized Quantitative Survey Research design acquiring the Dichotomous
Variables in a Questionnaire Survey type. Survey Research means the collection of
information from a sample of individuals through their responses to questions (Check, Schutt
2012.160) and Dichotomous Variable means questions carry one disadvantage, there is no
other way of analyzing the answer between a "yes" and "no" (last world solution, 2023).
Respondent
The respondents of this study are the grade 10 students of Baungon National High
School, that is currently enrolled in this school year 2023-2024. Out of 300 grade 10
students in Baungon National High School, there are only 130 students who responded the
conducted survey.
Research Environment
Sampling Procedure
The study entitled The Utilization of Gadgets and Its Impact on Academic
Performance in Grade 10 Students of Baungon National High School utilizes Simple
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Random Sampling Method in accommodating the research respondents. Simple random
sampling method is a technique that uses randomization to make sure that every element of
the particular population gets an equal chance to be part of the selected sample ("Inquiries,
Investigation, and Immersion," Quarter 1 Module 42021)
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APPENDICES
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REFERENCE
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