Most school systems have technology standards that all students must attain at arioso points throughout their education. Education standards are guidelines that define the knowledge and skills students should possess during certain points throughout an academic year _ And while the standards differ, the expectation that today's students need to become more familiar with technology does not. In fact, many school Systems offer county-wide teacher training for effective ways to implement the use of various gadgets such as Smart Boards, Memos and Interactive Whiteboards.
School systems invest a great deal of money into these devices to encourage and motivate educators to create interactive and engaging lessons. Gadgets also help to make the learning environment interesting and engaging. As we move toward a more digital society, kids are being exposed to technology and digital devices at a young age. In exploration, we find new techniques, new knowledge, even develop new substances, gadgets, equipment, process or procedures, imagination and skills is being employed.
The commodities, new services, In technology are needs of man for better fuller life which is the concern of the research. These useful arts are the products of the technological environment and the end-user Is society in general. 'OFFS lawful, because it can do task in a fast way that will help individuals to lessen their worry about managing their time to do tasks that they're doing and also it will help a person to do more activities or tasks in a short period of time.
A word that best describe a gadget is that it is not only for doing tasks easy and lessen the activities with a minimal time but also, gadgets can make the community connected and updated. Nowadays, due to the improvement of the technology there are lots of ways that gadgets provides us most of the information needed in Just a click away and of course, having a gadget needs enough resources because some of it is not budget friendly and so expensive, because of that, people work hard and saved their money to buy these devices that satisfies their luxurious ambitious.
In using gadgets, sometimes obsession occurs when the person is being addicted giving so much attention to it that they thought they aren't affecting other sides of their life, being obsessed to gadgets especially for the teenagers that are overly exposed to technology at their young age are alarming and should be monitored. Gadget is one of the influential things to teenager because of the feeling of being elite that gadgets can give to one's person, they feel more confident to themselves because having high end tech products that they feel it boost their social status. Gadgets today are all around.
Whenever you look, you find something that is made of technology that is being used for some purpose. Gadgets made our life enjoyable and have tried to improve the standard of living, but we use so much more to enjoy them. A gadget can always make you feel great and better. The most important part of gadget is that you can play with them, remained engaged with it and never feel lonely. It has become the most faithful companion of human race today. Gadget have become indispensable part of our lives loved by both genders In a world that every seconds count, everyone needs something quick to cope up with this kind of environment.
Let them do office work outside the office, submit and showcase presentations even they are miles apart. Gadgets compile many products in one. But over using them tends to change its usefulness to destruction, therefore users who are experiencing addiction to gadgets seems to be more noticeable as it greatly affects their psychological ability and of course their social interaction that is why we made this study to figure out, how gadgets dramatically affects the reference of the students. STATEMENT OF THE PROBLEM This study aims to know the effect of obsession to the academic performance of High School students.
Specifically this study seeks to answer the following question: 1 . What is the demographic profile of the respondents in terms of: 1. Gender 1. 2 Economical Status 2. What are the different gadgets being obsessed by the students? 3. What is the activity you mostly do in your gadget 4. How do gadgets affect their everyday life? 5. Is there a significant relationship between the students obsession of the different gadgets in their overall performance? 6. How may the results of the study be utilized to enhance the academic performance of the students?
SIGNIFICANCE OF THE STUDY This research is with great significance to the readers because life generally demands, challenging, fast phasing and unstoppable because of continuous evolution of technology and its consequences. For students to serve as an eye opener of how over using gadgets affects one's performance especially in academic. For teachers and school administrators to understand how gadget obsession affects their students' academic performances thereby implementing improved and reasonable guidelines.
For parents and guardians to realize how children and other relations are affected by obsession in gadgets For government to implement programs that provide sustainable economic growth so students always attend school and acquire the best education as possible. For future researchers to continuously discover the best solutions gadget obsession -related problems and study for future references. HYPOTHESIS There is no significant relationship between the students obsession for subjects at their Academic Performance. SCOPE AND LIMITATION The study is focused on the effects of obsession of high School students in Datagram
National High School. Overall there are fifty (50) respondents. The participants are separated into two groups. There are twenty five (25) boys and twenty five (25) girls. In this research. There researchers aim is to explain the effect of obsession to gadgets of randomly selected psychology students of NEE. This research is limited and aims to . Answer questions that can be seen in the previous page. Answers to other problems or questions that may arise can be answered by Professionals and or by the related literature.
DEFINITION OF TERMS Academic performance these are the grades of the students in school that can determine why the students are obsessed. Gadget A helping tools for the students to do their activities in school but over using of it would lead to obsession Social status is the way of living of the respondents; the salary of their parents. Obsession Compulsive preoccupation with a fixed idea or an unwanted feeling or emotion, often accompanied by symptoms of anxiety. Recreation Refreshment of one's mind or body after work through activity that amuses or stimulates; play.
Technology is the making, modification, usage, and knowledge of tools, machines, techniques, crafts, systems, methods of organization, in order to solve a problem, improve a preexisting solution to a problem, achieve a goal, handle an applied input/ output relation or perform a specific function. It can also refer to the collection of such tools, machinery, modifications, arrangements and procedures. Electronic device a device depending on the principles of electronics and using the manipulation of electron flow for its operation.
Provoke To urge the students to use gadgets in improper way that lead them to have obsession Demography The study of the characteristics of human populations, such as size, growth, density, distribution, and vital statistics. Chapter 2 REVIEW OF RELATED LITERATURE AND STUDIES This chapter presents survey of related literature and writing of recognized experts, both of which have significant bearing or relation to the problem under investigation. LITERATURE This part of the research paper shows the different articles concerned about the problem.
Local Literature is written either by local or foreign author and published in the Philippines. Many people do not know how, or even when computers were first made. Even before the first electronic computers were made, many people believe that computers started with the abacus, a simple counting device. The abacus is Generation" of computers started in the very late sass's. These computers were grotesquely slow, colossal in size, created much heat, used hundreds of kilowatts of power, and were about as reliable as a used up match (www. PBS. Org). As time went on, these computers evolved from using vacuum tubes to transistors.
Transistors mark the beginning of the "Second Generation" of computers in 1947. Unfortunately, the 2nd Generation did not advance as much as most people hoped, but eventually, the "Third Generation" was brought about by the invention of integrated circuits in 1958. Integrated circuits replaced transistors, and many imputer languages came out in this time. Many more computer companies were born during this time, and eventually this led to personal computers for everyday use. Microprocessors introduced the beginning of the "Fourth Generation" and a time where computers were in almost every house. Awake, (February, 2011) Computer Effects on the Academic Performance of Students (up. 4) Advancement in technology and communication has resulted in numerous gadgets. Every second,d a new gadget is being introduced in the consumer market. People have come to a point where they cannot live without these gadgets. As a result, gadget addiction has become a serious problem in the world especially among the youth. Gadget addiction is enjoying a particular activity very much such as laptops, Pods and Play Station and spending as much time as possible doing it (Oxford English Dictionary, 2012).
Today, it is difficult to imagine a modern teenager without a mobile phone or any other gadgets. The worrying research found that 97 per cent of 11 to 16-year-olds owns a mobile phone - eight per cent more than the percentage of adults who own one (Dry. Emma Bond, 2009). Gadget addiction is caused by the desire to get more freedom and the attraction of the gadget applications. Subsequently, this addiction may cause unhealthy lifestyle among teenagers and affect their academic performance. The first cause for gadget addiction among youth is the desire to get more freedom.
The reason for this situation is video games provide a window to another world, where the person playing the games holds all the power and decides the fate of all the virtual lives. This is in contrast to the real world which is full of stress, failure, bullying and conflicts. In other words, freedom that comes from the video games helps teens feel more powerful and confident. Now we are living in a new millennium where 97 percent of children ages 12 to 18 would prefer to play videotapes on laptop, Play Stations or Gamey.
Research has found that 41 percent of people who play online video games admitted that they played computer games as an escape from the real world (Hussein, 2009). Mammalians, Unary 2013) RESEARCH PARADIGM Gadgets obsession Academic performance Fig. L Research Design This paradigm shows the independent and the dependent variable in this research. In independent variable is that variable which is presumed to affect or determine a pendent variable and may helped for programs that may use to guide any individual to facilitate the following problems?
It can be changed as required, and its values do as it represents the problem requiring explanation in an analysis, but are taken simply as given. The independent variable in this study is gadget addiction. As we all know, gadget Obsession nowadays, is present among college students or the youth through the fast market of technologies that are introduced by many companies and agencies. A dependent variable is what you measure in the experiment and what is affected during the study and it responds to the independent variable. The academic performances of High School students are the dependent variable in this research.
It is the High School students that are being measured, observed, and manipulated. Most of all, they are the one that are easily changed. This chapter includes the methodology used in this study, the research design, the researcher's respondents, the instruments and techniques that will be used in this study and the statistical treatment of data gathered. Research design This research is a descriptive status and survey usually use for the respondents for n experiences on the subject given to determine the structural manner if the problem.
This type of research have the, following questions of what, who, when, where, and how. This may also to analyze the conditions, systems according to the respondent's reaction, impression, and perception. Descriptive status and survey was selected to have more accurate answers for the researcher's question, to have a specific based result, from their beliefs and experiences regarding to the topic. Respondents research. In this case, Datagram National High School will be its respondents. The duty will be conducted on all year level in New Era University. The researcher will interview students who are using gadgets in School.
They will be asked some questions about their gadgets and how it can affect their study. Instrument and Techniques Used This pertains to the things or materials that the researcher is going to use in gathering the data needed. This study will also apply interviews to the respondent. In a study, interviews are the primary instrument in collecting data. Interviews can make the data collected to be strong. The researcher will be conducting interviews in this research. Treatment of the data The researcher will be using a statistical data in order to summarize the data gathered.
Percentage - was used in analyzing the responses to each of the respondents to each of the questionnaire. Percentage = fin * 100 Where: f = frequency; and n = total number of respondents.