The Correlation of Using Smart Phones in Academic Performance of The Grade 12 Students of San Isidro National High School
The Correlation of Using Smart Phones in Academic Performance of The Grade 12 Students of San Isidro National High School
The Correlation of Using Smart Phones in Academic Performance of The Grade 12 Students of San Isidro National High School
In today’s generation, technology has affected and changed 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 technology and
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, computers, and the
Internet.
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 only
of life that is important, concentration reduces and the individual cannot focus on
professional career. Technology is becoming a major part of the world today. It has
the students?
of smart phones?
Hypothesis
This study mainly focused on the impact of smart phones in learning among
This study determined the impact of using smart phones amongst the
students’ learning at Bintaogan National High School, San Isidro, Davao Oriental.
Students. They will know the benefits of using gadgets in learning and help
gadgets more freely and also to guide them in using the gadgets.
Future Researchers. This study may help future researchers on their 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
respondents in learning.
learning.
Frequency of use. This refers to the number of times or how often the
Chapter 2
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
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
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 interesting
ways of looking at objects. Whether they are zooming in on the smaller details of
a 3D object, or observing science experiments, students can share an equal view
of the lesson – without crowding the teacher’s desk. Whether a student is listening
to his own music while studying, or a teacher is 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 their school activities (Gammuac,
2013).
Related Studies
organize understanding the change that took place by using these technologies,
extent children feel aggression, and how they react by using these modern
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
technology skills, and have positive effects on students' writing. Research in many
benefits. Rather, blending leads to higher engagement and learning gains (Darling-
Gross (2009) described in his article that people are very frequent in use of
advent rapid new technologies; digital societies are shaping all across and people
The same are shaping social attitude in dealing with each other. The
effects on human beings especially on children; who have the immediate capacity
2009).
socio-technical innovations that will support and enhance learning practices of both
covers technologies that support all forms of teaching and learning activities. Since
One study that was conducted to determine whether Wiki technology would
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
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
online literature circles, and online book clubs. With these technologies, students
were able to connect with readers from other schools, states, and even other
students to other ideas and cultures. These online literature discussions have the
ability to create a sense of community and foster positive social interaction (Coffey,
2012).
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 user-
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)
Mathematics, Sciences, Grammar and Spelling and Arts and Humanities (Clegg &
Bailey, 2008).
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
its participants (Bell & Winn, 2000). This theory promotes learning in a community
among the parts and participants of this system, which can be other people or tools
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 writing it on a
notebook. Also, in this theory, technology (gadgets) can be used to 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 perform various tasks.
The groups were introduced to a tool known as a 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 able to solve harder problems
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
Conceptual Framework
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,
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
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
questionnaire was used to gather the data and information about the impact of
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 Impact of Gadgets in Students’ Learning, this was the scale:
Scale Average Weighted Mean Descriptive Interpretation
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 guided
the study.
The results of the survey conducted showed that Cellphones were always
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
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
sleep less than usual” (WM = 2.57, DI = MI), “I am having difficulty concentrating
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 “I am too lazy
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
Impact Average Weighted Mean Descriptive Interpretation
Based on the survey conducted by the researchers, the results showed 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 use of
Mean of 2.17.
positive negative
N 89 89
The result of the Pearson Correlation showed that there was no correlation
on both positive impact with 0.139 and negative impact with 0.162 between the
Graph 2:
Pearson Correlation between Frequency of Use and Negative Impact
This indicates that the frequency of use does not affect the impact of
Chapter 5
recommendations based from the findings undertaken by the researchers from the
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: 1.
the frequency of use of the following gadgets in learning: cellphone, computer, and
significant relationship between the frequency of use and the impact of gadgets.
The study was conducted at Urdaneta City National High School, Urdaneta
City which included 70 Grade 11 student respondents who are enrolled in the
school year 2017-2018. This study made use of the quantitative research design
statistical measures.
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 significance
Conclusions
were drawn:
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
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