The Impact of Gadgets in Learning Among
The Impact of Gadgets in Learning Among
The Impact of Gadgets in Learning Among
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
Karen C. Calim, and Sir Bruce Marvin M. Ruaro, for their constructive
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
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
strand during the school year 2017-2018. This study made use of the
quantitative research design with the questionnaire as the main gathering tool.
The data were tabulated into a contingency table and treated with the
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
their lives because there are new useful hi-tech inventions created each day
Technology also has negative effects in the lives of the user, and in
individuals’ personal health, family, social, financial, and academic life. Over
reduces and the individual cannot focus on other issues for long enough.
learning?
a. cellphones;
b. computers; and
c. tablets.
the students?
3. Is there a significant relationship between the frequency of use and
impact of gadgets?
Hypothesis
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.
own research. They may widen the scope of their own study or improve this
research study.
Definition of Terms
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.
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
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
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
Related Studies
that took place by using these technologies, and to explore the conversion in
aggression, and how they react by using these modern technologies e.g.
video games, mobile phones with various applications embedded using via
teachers and students in both the developed and the developing world.
writing. Research in many nations suggests that laptop programs will be most
education goals, curricula, teacher training, and assessment (Zucker & Light
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
that generally covers technologies that support all forms of teaching and
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
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
Theoretical Framework
interaction amongst its participants (Bell & Winn, 2000). This theory promotes
requires sharing of cognitive activity among the parts and participants of this
media. These participants distribute their cognition among other learners and
by using these tools, a little bit of the information might stick with the user, this
system in which the learners are interacting. This interaction can either help to
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
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
This learning theory supports the very skills needed by the 21st century.
Learners who are placed into a learning environment based on this theory
Conceptual Framework
Research Paradigm
Independent Variable Dependent Variable
Chapter 3
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
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
Strand Respondents
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
formula is as follows,
AWM = FX / N
X = Weighted Value
For the Impact of Gadgets in Students’ Learning, this was the scale:
Interpretation
Chapter 4
of the research findings. The finding can relate to the research questions that
Mean of 3.18 and Tablets were seldom used by students with an Average
AWM 3.02 MI
MI), “I am able to relieve stress and use it for entertainment purposes” (WM
99, DI = MI), “I am more creative” (WM = 2.88, DI = MI), “My hand – eye
coordination improved” (WM = 2.62, DI = MI), and “My mathematical skills
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
AWM 2.17 SI
1.94, DI = SI), “My hand writing became worse” (WM = 1.78, DI = SI), “I
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.
that the use of gadgets in learning has a Moderately Positive Impact in the
that the use of gadgets in learning has a Slightly Negative Impact with an
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 gadgets in
students’ learning.
Chapter 5
from 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
School during the school year 2017-2018. It sought answers to the following
strand during the school year 2017-2018. This study made use of the
quantitative research design with the questionnaire as the main gathering tool.
The data were tabulated into a contingency table and treated with the
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
Conclusions
Relative to the analyses and interpretation of data, the following
sometimes used by the students and tablets were seldom used by the
students in learning.
more things but it also has a slightly negative impact because students
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.
flaws.
2. Another research should be conducted as follow-up study to
BIBLIOGRAPHY
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.
B. INTERNET SOURCES
https://essayforum.com/essays/introduction-technology-48784/ on
February 17, 2017.
APPENDIX A
Letter to the Principal
___________________
DR. ALEXANDER A. PATACSIL
Principal IV
Urdaneta City National High School
Urdaneta City
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: ________________________
Put a check (✓) on the appropriate box that corresponds to your answer.
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A. PERSONAL DATA
Nationality : Filipino
B. ACADEMIC BACKGROUND
Urdaneta City
Urdaneta City
Urdaneta City
Mathematics
CURRICULUM VITAE
A. PERSONAL DATA
Nationality : Filipino
B. ACADEMIC BACKGROUND
Urdaneta City
Urdaneta City
Urdaneta City
Strand : Science, Technology, Engineering and
Mathematics
CURRICULUM VITAE
A. PERSONAL DATA
Nationality : Filipino
B. ACADEMIC BACKGROUND
Urdaneta City
Urdaneta City
Mathematics
CURRICULUM VITAE
A. PERSONAL DATA
Urdaneta City
Nationality : Filipino
B. ACADEMIC BACKGROUND
Urdaneta City
Urdaneta City
Mathematics