THE IMPACT OF GADGETS IN LEARNING AMONG GRADE 12 HE B
Students of Moreno Integrated School S.Y.(2019 2020)
CHAPTER 1
INTRODUCTION
This chapter serves as an introductory chapter. It contains the Background of
the Study, Statement of the Problem, Scope and Delimitation, Significance of the
Study and Definition of Terms.
Background of the Study
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 computers of today’s society. In today’s civilization,
transportation, communication, and education have been greatly developed from
new technological 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. 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 concentrates on using gadgets or technology. He/she tends to forget other
aspect of life that is important, concentration reduces and the individual cannot
focus on other issues for long enough.
The use of technology in schools has opened up a new path of effective
learning. Technology plays a great role in developing everyone’s future and
professional career. Technology is becoming a major part of the world today. It
has developed and become more central to learning.
The researchers want to know the impact of gadgets in students’ learning.
It is along this rationale that this study will be conducted.
Statement of the Problem
This study determined the impact of gadgets in learning to Senior High School
students during the 1st semester, S.Y. 2019 2020.
Specifically, it answered the following sub-problems:
1. What is the students’ frequency of use on the following gadgets in
learning?
a. cellphones;
b. computers; and
c. tablets.
2. What is the impact of the use of gadgets in learning as perceived by the
students?
3. Is there a significant relationship between the frequency of use and impact
of gadgets?
Scope and Delimitation
This study mainly focused on the impact of gadgets in learning among students
in G12 HE B student of Moreno Integrated School S.Y.2019 2020. It was
delimited to the two sections of the HE classes
Significance of the Study
This study determined the impact of gadgets in students’ learning in
Urdaneta City National High School. This was significant to the following:
Students. They will know the benefits of using gadgets in learning and
help them study effectively.
Teachers. This will give awareness to teachers to allow students to use
gadgets more freely and also to guide them in using the gadgets.
School Administrator. This study may be included in school policy. Re:
The use of technology in the classroom.
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
operationally and/ or lexically:
Gadget. This refers to an often small mechanical or electronic device 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.
Impact. This refers to the effect of gadgets on the respondents in their
learning.
Frequency of use. This refers to the number of times or how often the
gadgets are used by the respondents in learning.
CHAPTER 2
REVIEW OF RELATED LITERATURE AND STUDIES
This chapter contains the literature and studies related to the impact of gadgets
in learning.
Related Literature
Gadgets
A gadget is a small tool or device with a specific useful purpose and
function. Gadgets tend to be more unusual or cleverly designed than normal
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 and became part of it.
Gadgets used in Learning
According to Gammuac (2013), today’s classrooms are equipped with the
latest technology to enhance instruction. Smartphone use in the classroom is still
somewhat controversial, but the Calgary Board of Education actually encourages
it as a learning tool. In an interview with CTV, Queen’s University National
Scholar and Associate Professor Sidneyeve Matrix 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 learning on the handhelds.”
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
New media technologies and a number of important studies were
conducted in the 2000’s on the impact of children’s intellectual development, and
various aspects of using such technologies. Many researches were conducted
aimed to organize understanding the change that took place by using these
technologies, and to explore the conversion in children’s behavior 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 video games consoles and
internet.
Providing computers to schools increases the technology skills of teachers
and students in both the developed and the developing world. Laptop programs
increase students' engagement with academic work and school, improve
technology skills, and have positive effects on students' writing. Research in
many nations suggests that laptop programs will be most successful as part of
comprehensive initiatives that also address changes in education goals,
curricula, teacher training, and assessment (Zucker & Light 2009).
An analysis of effective technology use for at-risk students found that
simply replacing teachers with computer-based instruction typically yields no
learning benefits. Rather, blending leads to higher engagement and learning
gains (Darling-Hammond et al., 2014).
Gross (2009) described in his article that people are very frequent in use
of media and modern technologies in communication at home or at work and feel
hard to survive in the absence of modern means of communications. With the
advent rapid new technologies; digital societies are shaping all across and
people are relying mainly on these resources from information, education, and
entertainment to social interaction.
The same are shaping social attitude in dealing with each other. The
reformed digital cultures and multi resources of communications have severe
effects on human beings especially on children; who have the immediate
capacity of learning. Technologies usability among youngsters and adolescent
such as TV, Internet, mobile phones are common particularly in developed
countries (Gross, 2009).
One study that was conducted to determine whether Wiki technology
would improve students’ writing skills in a college English as a foreign language
writing 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 to the passages of their fellow classmates. Students participating in the
study 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 vocabulary, spelling, and sentence structure by reading the work of their
classmates (Lin & Yang, 2011).
Another study found that integrating technology and peer-led discussions
of literature can produce increased student engagement and motivation.
Technology used in these small group discussions of literature includes wikis,
online literature circles, and online book clubs. With these technologies, students
were able to connect with readers from other schools, states, and even other
countries. This type of technology is an assessable and motivational way to
expose 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).
The use of technology in education has significantly aided students in
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-interactivity and appealing visuals present in these learning tools.
Additionally, a 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) confirmed that the subject areas covered by these applications
include Mathematics, Sciences, Grammar and Spelling and Arts and Humanities
(Clegg & Bailey, 2008).
Theoretical Framework
This study is anchored on the Distributed Cognition Theory. In
Distributed Cognition Theory, the student is afforded more power. In other words
it is a student-centered approach to learning where the learners participate in a
systematically designed learning environment that supports interaction amongst
its participants (Bell & Winn, 2000). This theory promotes learning in a
community of learners or a system where interaction takes place. It is through
this interaction where cognition occurs. Distributed Cognition requires sharing of
cognitive activity among the parts and participants of this system, which can be
other people or tools such as devices, technologies or media. These participants
distribute their cognition among other learners and physical or digital tools by
externally 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.
Therefore communication among all participants is paramount in importance (Bell
& Winn, 2000).
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 (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 theory would
be using their “knowledge and skills—by thinking critically, applying knowledge to
new situations, analyzing information, comprehending new ideas,
communicating, collaborating, solving problems, making decisions” (Honey et al.,
2003).
Conceptual Framework
The researchers used Independent Variable- Dependent Variable
paradigm format, wherein the frequency of use of gadgets is the independent
variable because it will affect the corresponding dependent variable which is the
impact of gadgets.
Research Paradigm
Independent Variable Dependent Variable
Frequency of Use of Gadgets Impact of Gadgets in Learning
CHAPTER 3
METHODOLOGY
This chapter presents the research methodology which includes the
research design used in conducting the study. It also includes the sources of
data, locale of the study, population/sampling, and the instrumentation and data
collection.
Research Design
This study used the quantitative research design. Quantitative research
design was used to collect and gather information about the impact of gadgets in
learning. Quantitative research 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 focused on gathering numerical data and
generalizing it across groups of people or to explain a particular phenomenon.
This research design was used by giving questionnaires to the respondents of
this study.
Sources of Data
The data were gathered from eighty-nine (44) students of the (HE B)