Tanza National Trade School: Senior High School - Academic Track
Tanza National Trade School: Senior High School - Academic Track
Tanza National Trade School: Senior High School - Academic Track
Submitted to
the Faculty of
Tanza National Trade School
Senior High School
Tanza, Cavite
In partial fulfillment
Of the requirement in
Research Project
MICAELA O. DAMPIL
MARK APRIL M. SANTOS
February2019
TANZA NATIONAL TRADE SCHOOL
ACKNOWLEDGEMENT
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.
CHAPTER 1
INTRODUCTION
Hypothesis.
Technology plays vital role in our daily lives. These include electronic
There is hardly anyone who has not been changed by the advances 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
Technology also has negative effects in the lives of the user, and in
personal health, family, social, financial, and academic life. Over using
tends to forget other aspect of life that is important, concentration reduces and
world today. It has developed and become more central to learning. Education
nowadays is technology based which now may lead into a better modern
especially cell phones due to its great help to fasten the communication and
to know more about the fads and the trends around the globe, etc. In
schooling, most students are preferred to use tablets, laptops and phones
while in school.
G-12 academic students that are currently studying in Tanza National Trade
School and what are the possible actions or strategies of those students who
conducted.
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to Senior High School students during the 1st semester, S.Y. 2018-2019.
following?
a. Gadget use
performance?
Tanza National Trade School during the school year 2018-2019. One of the
looked into the frequency of use of the gadgets in learning which are cell
Hypothesis
From the data that was gathered from the respondents, it was proved
Theoretical Framework
environment that supports interaction among its participants (Bell & Winn,
parts and participants of this system, which can be other people or tools such
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.
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system in which the learners are interacting. This interaction can either help to
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
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 Mind storm for schools kits,
which would perform various tasks. The groups were introduced to a tool
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 able to solve harder problems (Chambers et al.,
2007). This learning theory supports the very skills needed by the 21st
century. Learners who are placed into a learning environment based on this
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Conceptual Framework
following:
Students. They will know how the gadgets will benefit their learning
use 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.
National Trade School, S.Y. 2018-2019. It was delimited to the four sections
HUMSS B.
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Definition of Terms
defined operationally:
Frequency of use. This refers to the number of times or how often the
with 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.
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CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter contains the literature and studies related to the impact of
Foreign 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
compared the situation to 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 of mobile digital skills when we turn to mobile
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
mp3 players are an increasingly common sight in schools. Both teachers and
students can make full use of mp3 players in their school activities(Gammuac,
2013).
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Local Literature
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
teachers and students in both the developed and the developing world.
writing. Research in many nations suggests that laptop programs will be most
2009).
Gross (2009) described in his article that people are very frequent in
With the advent rapid new technologies; digital societies are shaping all
across and people are relying mainly on these resources from information,
The same are shaping social attitude in dealing with each other. The
generally covers technologies that support all forms of teaching and learning
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.
feedback from the instructor was a benefit of using this form of technology.
sentence structure by reading the work of their classmates (Lin & Yang,
2011).
includes wikis, online literature circles, and online book clubs. With these
technologies, students were able to connect with readers from other schools,
and motivational way to expose students to other ideas and cultures. These
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
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these mobile devices, and as a matter of fact, there are about 96,000
launch of the country’s K-12 curriculum that the government eyes the use of
Philippines that aim to provide one laptop computer per child. With the
SYNTHESIS
For the review of related literature of this research, there were two
the positive and negative impacts to the people, especially students. It was
also included the gadgets used in learning that shown some different
classrooms and in school. It was also stated, that teachers and students are a
of teachers and students in both the developed and the developing world. It
CHAPTER 3
METHODOLOGY
research design used in conducting the study. It also includes the sources of
data collection.
Research Design
Quantitative research design was used to collect and gather information about
design was used to describe and to test relationships between objects. It was
also presented in numerical form, and analyzed through the use of statistics. It
Research Locale
The research was made inside the campus of Tanza National National
Trade School in the month of January 2019 and will last until February 2019.
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The respondent of this study was the eighty (80) Grade 12 academic
students.
Sampling Technique
were males and 10 females with the expected total of 40 males and 40
females, for all four sections. The numbers of the respondents were
expectedly 80. This study will be using purposive sampling to gather needed
larger population
Track
ABM-A 20 20
ABM-B 20 20
HUMSS-A 20 20
HUMSS- B 20 20
TOTAL 80
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Research Instrument
The instrument used in gathering the data was a self- made survey
information about the impact of gadgets in learning. The research adopted the
given to the respondents. The reliability of the questionnaire was tested by the
teacher from TNTS, Mrs. Mariz N. Lansak, a Math teacher from same school
For the validity of the survey questionnaire, it was checked and tested by 10
teachers that were come from different department in Tanza National Trade
School.
Twenty (20) Grade 12 academic students by each section that was came
academic track was collected to answer the survey. The survey questionnaire
was given to the participants and the researchers guided them on answering
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the questions. After answering the questions by the selected students, the
Statistical Treatment
For the statement of the problem number one, it sought to know the
average for 1st semester. For us to be able to interpret it, we use the
representation of a survey data set used to organize and summarize the data.
For statement of the problem number two, that sought to find the
usage level of gadgets of the respondents, we used the mean and the
numbers.
Pearson's correlation is used when we have two quantitative variables and the
CHAPTER 4
RESULTS AND DISCUSSIONS
GADGETS
Frequency Percent Valid Cumulative
Percent Percent
COMPUTER 3 3.8 3.8 3.8
CELLHONE 75 93.8 93.8 97.5
Valid LAPTOP 1 1.3 1.3 98.8
OTHERS 1 1.3 1.3 100.0
Total 80 100.0 100.0
GEN. AVERAGE
Frequency Percent Valid Cumulative
Percent Percent
OUTSTANDING 36 45.0 45.0 45.0
VERY
43 53.8 53.8 98.8
Valid SATISFACTORY
SATISFACTORY 1 1.3 1.3 100.0
Total 80 100.0 100.0
Table 5: For question number two, still ALWAYS has the highest
frequency of 36 and percent of 4.0, proving that most of the respondents use
their gadgets in their subject activity. On the other hand, the least frequency is
the never part with the percent of 3.8
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Table 9: For question number six, NEVER has the highest frequency
of 39 and cumulative percent of 48.8, proving that most of the respondents
doesn’t affect their academic performance because of gadgets. On the other
hand, the least frequency of 6 is the often part.
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Table 10: For question number seven, RARELY is the most answered
of the respondents with the frequency of 40 and percent of50.0, proving that
they use their gadgets while reciting in class, not all the time. It was followed
by the sometimes, never, often. And the least frequency is the always with
a percent of 5.0, due that it has a low frequency.
Table 11: For question number eight, RARELY has the highest
frequency of 33 and percent of 41.3, proving that most of the respondents
doesn’t use their gadgets all the time in setting schedules. On the other hand,
the least frequency of 7 is the never part.
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Table 13: For question 4, it proved that most of the respondents are
using their gadgets in their vocabulary and pronunciation, because of its
highest frequency of 34 with the percent of 42.5.
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1 5 4 4 2 2 3.4 1 1 5 5 5 3.4
2 4 5 2 2 3 3.2 1 2 4 5 4 3.2
3 5 4 3 2 2 3.2 1 4 5 5 5 4
4 5 5 2 5 3 4 1 2 4 5 4 3.2
5 5 3 4 5 2 3.8 1 2 5 5 5 3.6
6 5 5 2 3 3 3.6 2 2 5 5 5 3.8
7 5 4 3 2 3 3.4 2 4 5 4 5 4
8 5 5 4 1 3 3.6 4 5 5 5 5 4.8
9 4 3 2 2 4 3 4 3 2 2 2 2.6
10 3 4 5 3 3 3.6 1 5 3 3 3 3
11 3 5 2 2 4 3.2 2 2 3 2 2 2.2
12 5 5 3 1 5 3.8 2 3 2 4 5 3.2
13 3 5 5 4 2 3.8 2 1 3 5 2 2.6
14 4 4 4 5 3 4 3 2 2 2 3 2.4
15 5 2 1 2 5 3 1 3 2 3 2 2.2
16 5 5 2 3 3 3.6 1 2 2 2 5 2.4
17 4 5 3 2 5 3.8 1 4 1 1 1 1.6
18 5 4 5 4 4 4.4 1 2 2 2 2 1.8
19 2 3 2 5 1 2.6 1 3 4 5 3 3.2
20 4 5 3 2 1 3 1 1 5 2 5 2.8
21 3 4 2 1 2 2.4 4 2 5 3 4 3.6
22 5 5 3 4 3 4 2 3 5 4 5 3.8
23 4 2 3 5 2 3.2 3 3 4 5 2 3.4
24 2 3 3 2 3 2.6 2 3 2 2 3 2.4
25 4 5 4 3 2 3.6 2 2 3 3 5 3
26 5 4 5 2 5 4.2 2 5 5 2 2 3.2
27 5 1 5 1 2 2.8 3 3 4 1 4 3
28 5 5 5 4 3 4.4 4 2 5 4 5 4
29 5 2 5 5 5 4.4 2 1 5 5 2 3
30 4 1 4 2 2 2.6 3 4 5 2 3 3.4
31 4 4 2 3 3 3.2 2 2 4 3 4 3
32 4 5 1 4 3 3.4 1 3 5 5 5 3.8
33 5 4 2 5 3 3.8 1 2 4 2 2 2.2
34 5 5 3 2 3 3.6 1 1 2 3 3 2
35 4 5 5 3 2 3.8 2 2 3 2 5 2.8
36 5 5 4 2 5 4.2 3 3 2 5 5 3.6
37 3 5 2 4 2 3.2 2 1 3 2 5 2.6
38 5 3 2 5 3 3.6 1 2 2 5 5 3
39 3 5 3 2 2 3 1 3 2 5 2 2.6
40 4 3 3 3 5 3.6 1 2 2 5 5 3
41 5 5 5 2 4 4.2 1 1 2 2 5 2.2
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2.74 2.92
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CHAPTER 5
SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS
Summary
The main purpose of the study was to determine the impact of gadgets
National Trade School, during the school year 2018-2019. It sought answers
terms of gadget use and respondents average of 1st semester, the frequency
Grade 12 academic respondents, who are enrolled during the school year
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The data were tabulated into a S-P-S-S procedure and treated with the
proper statistical measures. For part 1 and 2, the Average Mean method was
Conclusions
sometimes used by the students and tablets were seldom used by the
students in learning.
because 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
use and the impact of gadgets which means the frequency of the use of
gadgets does not affect its impact to the academic performance but instead, it
Recommendations:
study, the following are strongly recommended for possible course of action.
APPENDICES:
PART 1 4 3 2 1
5
I use my gadget in my
homework.
I use my gadget in my
subject activity.
I use my gadget in my
lesson review.
I use my gadget in my
advanced study.
I use my gadget in
taking notes.
PART 2 5 4 3 2
1
Because of using
gadget, my grades
becomes lower
I use my gadget while
reciting in class.
I use my gadget in
setting schedules.
I use my gadget in my
research instead of
books.
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REFERENCES: