The introduction of technology in the 21st century makes the booming of gadgets in every individual. Different inventions of the gadgets are borne that makes life so interesting which the goal is to have a positive technology that can enhance and improve the knowledge of students through information on the field of their learning process. These are cell phones, laptop, camera, ipad, and several cool gadgets. It enhances their communication process, learning, and information that focus on their emotion, social aspect, quality engagement and actualization that are able to connect and transform in building their personal resources. As in fact, gadgets are important on the part of the students, it is very useful in their studies. This can be used to translate words, can be used for research and can be used for browsing as assignment, can be used to find meanings of the unfamiliar words and can be used to provide any information that exists under the sun.
The use of tech gadgets in the classroom is a controversial issue. There are the advantages and disadvantages of using electronic devices in learning. Many students patronize the booming of the newest version of gadgets nowadays. Thus, the proper way of using gadgets is challenging to the students. The current problem is to know the effects of gadget in students performance.
The foregoing discussions provide the rationale of this study. Thus, this research entitled The Effects of Gadget in Students Performance will be undertaken.
REVIEW OF RELATED LITERATURE AND STUDIES
This section presents the related literature and studies that have significant relations with the current study. The information gathered by the researcher is arranged thematically.
LITERATURE this presents the readings taken from journals, leaflets, magazines, books, article, and composed of principles and facts related to the present study.
What is Gadgets?
According to Gerard (2013), it is a small self contained unit of high performance in relation to its size and cost whose function is to meet something that human desires. Like all technologies, gadgets are culturally constructed, socially constituted and history dependent. Because technology is embedded in all human activity, a gadget is a product of us and our place, and time. However much it might be considered a novelty design simply to make living fun or more convenient. In addition, Watson (2018), states that a gadget as a small device or tool is frequently new or original. Smartphone and tablet are the most obvious example of electronic gadgets. In recent years, these devices have become increasingly general purpose as they combined several function, including making calls, streaming videos and playing games. However, in Computer Hope, (2017), states that a gadget is a new, yet often expensive and relatively to unknown hardware device or accessory that our life easier and more enjoyable.
Advantages of Using Gadgets
As mentioned by Alaban (2018) gadgets are really beneficial if it is used in a proper way. Using of gadgets has become a priority for every person in this era, technology is now categorize as one of the necessities of one person without knowing that it is slowly affecting our lives in many ways. One of the use of gadget is to easily access the internet, in just one click it can provide an instant answers to a question you are looking. Also in doing homework and researching is now easier. It offers a good communication along with the risk in the modern world. It caters learning people can learn things in various ways, including education and experience. Lastly it can develop social learning by using gadgets where students shares information, thoughts and ideas on a subject. Likewise, in (Watsons,2018) she stated that one of the biggest advantage of gadgets is that it makes our lives easier. Before in the past era, were there is no gadgets they felt inconvenient to find a pay phone when they need to make a call for their family. Gadgets help us to stay personally and professionally connected to the real world and in online world.
Disadvantages of Using Gadgets
According to Watsons, (2018), electronic devices can improve communication skills. But they are also blamed for social issues. While social media and other technology help many people strengthen relationships, others felt pressured to keep up a certain image on social media or are depressed after social interactions. Children and teenager are especially vulnerable to the social issues associated with Smartphone and other gadgets that connected to the internet. They can easily breakdown and if neglected by their parents this can lead to tech addiction. Same as Gillespie (2018), stated that the effects of gadget on students are not always positive. The overuse of technology through gadgets like Smartphone, iPods, and video games may interfere with the students attendance, ability and interest in learning.
Holistic Aspects of Human Development
The Well Essentials (2018), mentioned that when it comes to holistic health we are looking beyond the physical body and these are addressing to the physical, emotional, social, spiritual, and intellectual health. There are 5 aspects of holistic health that will enable a person to truly live each day in the healthiest, happiest way possible and if one area if compromised, most likely other areas will be as well.
Our physical health is what most people think about when they think of health. This is mostly because it is the physical body that often shows us physical signs and symptoms of either optimal or sub-optimal health.
Our emotional health is just as important as our physical health, especially because it can affect our physical health if it is not prioritized.
Research has shown that the happiest people on earth have deep connections with their friends, family, and community. This is why socialize with other person is important.
Spiritual wellness does not necessarily mean that you need to become religious, instead you spiritual health should focus on how you connect with your inner soul, and the greater world around you.
The last aspect of holistic health is our mental health which refers to our cognitive abilities that affect how our brain functions.
As well as in Gene2Genius stated, that holistic development is a practical approach to a comprehensive learning system where physical, social, emotional, mind and spiritual growth of a child is taken care. This style of education not only focuses on mere learning but also on implementing what is learnt. Childhood is a sensitive phase of ones life. The resources and nurturing one receives during their childhood has a profound impact on their adulthood. Each child has its own personality, strengths, and intrinsic talents. As a result, each child has its own nurturing needs. For these young minds to blossom into the best adults they can be, parents and schools will have to understand them thoroughly and meet their specialized needs so that holistic development of their physical, mind, and emotional aspects is possible.
STATEMENT OF THE PROBLEM
The study aims to determine the effects of gadgets on students performance among Grade 6 students in sampled school.
Specifically, this study seeks to answer to the following questions:
1. How may the respondents be described as to:
1.2 gadget/s owned,
1.3time allotted for using gadgets per day, and
1.4time allotted for using gadgets in studying per day?
2. What are the effects of gadgets on the performance of the respondents? As to: and to what extent?
3. Is there a significant relationship between the profile of the respondents and the effect of gadgets in their performances?
There is no significant relationship between the profile of the respondents and the effect of gadgets on their performances.
SIGNIFICANCE OF THE STUDY
The findings of the study may benefit the following:
Students, for them to be more focused in their studies and be aware of the proper use of their gadgets during school hours;
Parents, this will serve as their reminder that they shall be primarily responsible in providing limitations in their child especially in their education and proper use of gadgets;
Teachers, that they may be study may be guided in supervising the students in proper usage of gadgets;
School Administrators, that they may use this as a basis in formulating school policies in implementing the use of gadgets in school;
Community, this will help the community to be aware of the possible effects that may acquire in overusing of gadgets;
Future researchers, as this study may serve as basis for further studies.
SCOPE AND DELIMITATION OF THE STUDY
This study will focus on determining the effects of gadget on students performance in sampled school during the school year 2019-2020. The researcher opted to choose two hundred sixty seven (267) grade 6 students as the respondents. A total of two hundred sixty seven (267) grade 6 students will be selected in the sampled school. This study will not, in any way but on the effect of gadget in students performance.
DEFINITION OF TERMS
The following terms are defined operationally and conceptually to understand better the study.
Cell phone is a phone with access to a cellular radio system so it can be use over a wide area, without a physical connection to a network a mobile phone
Collaborative Learning is an educational approach to teaching and learning that involves groups of students working together to solve a problem, complete a task or create a product.
Communication is a process by which information is exchanged between individuals through a common system of symbols, signs of behavior.
Computer is an electronic device for storing and processing data, typically binary form according to instructions given to it in a variable program.
Digital Media are any media that are encoded in machine readable formats. It can be created viewed, distributed, modified, and preserved on digital electronics devices.
Gadgets an often small mechanical or electronic device with a practical use but often thought of as a novelty.
Innovative featuring new methods; advanced and original
Internet is a global computer network providing a variety of information and communication facilities, consisting of interconnected networks using standardized communication protocols.
Social Media is a websites and applications that enable users to create and share content or to participate in social networking.
Technology refers to the purposeful application of information in the design production and utilization of goods and services and in the organization of human activities.
METHODS OF RESEARCH
This chapter represents the method and processes that were used in the conduct of the study, research design, respondents, sampling techniques, and the instrument that will used with its construction, validation, administration and retrieval as well as the statistical treatment data.
The researcher will be using the quantitative approach specifically the descriptive method in gathering significant data to complete the study. According to Boundless, 2015 (cited by Zu?iga et.al., 2015) quantitative approach is the systematic empirical investigation of social phenomena via statistical, mathematical or computational techniques and the most convenient and favorable method for collecting and finding answers on the current situation of the under study. The descriptive form will be use in the study to determine the effects of gadget in students performance.
The researcher will utilize one hundred sixty (160) students in San Gabriel Elementary School as respondents of the study. Respondents must be officially enrolled and a bona fide student for the period 2019-2020 of San Gabriel Elementary School.
As mentioned by Almeida (2016) and (cited by The Quota Sampling technique, a type of non-probability sampling was used by the researcher in choosing the respondents of the study. In determining the size of the respondents, Slovins formula will be utilized.
Accordingly, in quota sampling, the respondent population will divided into mutually exclusive subcategories, and the researcher will solicits participation in the study from members of the subcategories until a target number of elements to be sampled will be met.
The researcher will be using a valid questionnaire, which will be design by the researcher with the help and assistance of the experts.
It contains a set of specific questions use to gather specific responses from the respondents to answer the problems stated in Chapter 1. The questionnaire has the following parts: Part 1 is on the respondents personal profile as to their sex, gadget/s owned, time allotted for using gadgets per day, time allotted for using gadgets in studying per day. Part 2 deals with effects of gadget to the performance of the respondents in terms of: physical, emotional, social, spiritual and intellectual. Part 3 deals with the significant relationship between the profiles of the respondents and to the effect of using the gadget in the performance of the respondents.
CONSTRUCTION AND VALIDATION OF THE INSTRUMENT
The researcher will read materials and surf the internet regarding the study. She will draft the questionnaire and will present it to the experts, who in turn will further improve it. The researcher will consult other experts who have experiences in writing thesis and dissertation for further suggestions and criticisms. All their suggestions will be taken and the final draft will be construct.
The questionnaire will present for comments and suggestions to the expert. All suggestions will be incorporate for the second draft. The instruments will improve as suggest by the experts. Some changes will be made with the guidance of the experts, Graduate Studies dean and CREAD Director. The instrument will improve as suggest by the experts.
The responses will examine to improve the sentence construction. The questionnaire will be written base on the feedback. With the approval of the experts, the questionnaires will reproduce for distribution to the target respondents.
ADMINISTRATION AND RETRIEVAL OF THE INSTRUMENTS
The researcher will seek permission from the Principal and the Teachers in sampled school. Once permitted, the researchers will personally administer the questionnaires to the respondents and will retrieve the instrument on the same day to ensure its return and to assure them that their responses will treat with confidentially.
STATISTICAL TREATMENT OF DATA
The data that will gather from the respondents through the questionnaires will be tally, tabulate and subject to statistical treatment that will secure the validity, reliability and interpretation.
Frequency and Percentage Distribution
To determine the personal profile of the respondents, the researcher will use the frequency and percentage distribution.
P = percentage
F = frequency
N = no. of respondents
Weighted mean is an average compute by giving different weights to some of individual values.
Sfw = sum of the product of the frequency
N = no. of respondents
The equivalent part will be assign to each indicated item to show the extent of existence of the conditions as perceive by the respondent. This will determine by checking each weighted average against numerical rating to obtain the equivalent verbal description and interpretation.
2. Four-Point Likert Scale
The researchers offered the respondents a choice of five responses which was enumerated below.
For the Effects of Gadgets on the performance of the respondents as to: and to the extent of, following verbal interpretation will use.
Numerical Rating Verbal Interpretation
4 (3.25 4) Very High Extent
3 (2.50 3.24) High Extent
2 (1.75 2.49) Low Extent
1 (1 1.74) Very Low Extent
This method will be use to reinforce the description by percentage and decide the positional importance of the items and it will be use to rank each items from 1,2,3, etc.