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IMPACT OF GADGET USE ON THE LEARNING PROCESS OF THE GRADE

11 HUMSS LEARNERS

Althea Mae S. Davis


Remark L. Donga-on
Aiza Mae C. Dumalahay
Kristine D. Gabales
Jessa B. Gamao
Rachel Anne C. Jamela
Crezia Jones D. Lomongo
Royiet Jhon L. Tan

Bukidnon National High School


Humanities and Social Science (HUMSS)
March 2019
Approval Sheet

The research proposal entitled “IMPACT OF GADGET USE ON THE


LEARNING PROCESS OF THE GRADE 11 HUMSS LEARNERS”, prepared and
submitted by Althea Mae S. Davis, Remark S. Donga-on, Aiza Mae C.
Dumalahay, Kristine D. Gabales, Jessa B. Gamao, Rachel Anne C. Jamela,
Crezia Jones D. Lomongo, Royiet Jhon L. Tan in fulfilment of the requirements
for the degree in Senior High School, has been examined an is recommended
for acceptance and approval for oral examination.

PRINCESS LEAH N. PAY-AN


Practical Research 1 Adviser

Approved by the committee on oral examination with the grade of

on March 18 2019.

Accepted in partial fulfillment of the requirements in Practical Research I.

LEPELYN S. VALDEZ SUSAN S. OLANA, PhD


OIC-Assistant School Principal I Secondary School Principal IV
Senior High School

ii
Abstract

This study employed survey design in investigating The Impact of


Gadgets use in Learning Process of G-11 HUMSS Learners. The sample for
the study was 13 respondents. The instrument utilized in our research is a
self-made questionnaire consisting of 6 open ended questions. The study uses
a causal design. The researchers explains what the impact of gadgets use in
learning process. From the results of a study, students using Gadgets to
improve their learning's and extend their knowledge. It recommended that,
School, Teachers and Students should be sensitize on The Impact of Gadgets
use in Learning Process of G-11 HUMSS Learners.
Acknowledgement

The researchers would like to express their gratitude to the people who

in one way or another, have offered and extended their in supporting and

making this research paper a success.

First and foremost, the researchers would like to thank the Almighty

God for giving us the opportunity to conduct our study, for guidance,

wisdom, strength, courage and the never ending support. With his divine

grace and mercy, the researchers were able to face and surpass the problem

encountered during the conduction of the study.

To the researchers’ parents, Mr & Mrs. Davis, Mr & Mrs. Donga-on, Mr

& Mrs. Dumalahay, Mr & Mrs. Gabales, Mr & Mrs. Gamao, Mr. & Mrs. Jamela,

Mr & Mrs. Lomongo, Mr & Mrs. Tan for their undying love, moral support, for

the time spent and the sacrifices that made this study a success.

To Ma`am Princess Leah N. Pay-an, our Researcher I adviser who has

been patient in checking our manuscript and for her knowledge our grateful

thanks for all advices, comments and suggestions to improve our study, for

being a friend and ate.

And to all individuals not mentioned who extended their support and

prayers from the bottom of our heart.

THANK YOU VERY MUCH!

Chapter 1
The Problem

Introduction

Education is a process that involves teaching and learning. Students

also have individual differences in the learning process. In other words,

learning process can be done at anywhere and not only in the classroom.

Therefore, education will constantly improving the teacher process in order to

produce a teaching and learning that adapts each students. Especially in

information technology have a great impact on our way of life, including in

the educational area.

In today’s generation, students are widely exposed to different academic

activities which made them explore the use of their gadgets. The proof is that

some of the students or mostly all of the students are making their studies a

reason for the use of gadget when in fact it's not true. Bukidnon National High

School is one of the public schools in the country following the K-12

curriculum. The school is widely known for catering students having different

learning style as evidence by the different curriculums the school is offering.

This study will greatly benefit the teachers to better understand why

students use their gadgets during class hours. Also, to classify or to determine

if the use of gadgets result in confusion during class discussion, resulting to

low academic performance.

Our case study aims to determine the effects of using gadgets in Grade

11 students of Bukidnon National High School. This is mainly to understand


the reasons of gadget use among students, whether it’s for academic works,

gaming or whether it is already a necessity.

Framework of the study

The study was anchored on the study done by Richard Mayer.

Multimedia learning occurs when a learner builds a mental representation

from words and pictures that have been presented. For purposes of research

program, multimedia instructional messages are presentations of material

using words and pictures that are intended to foster learning. The pictures

can be static graphics such as photos, drawings, maps, charts, figures, and

tables or dynamic graphics such as video or animation. Multimedia learning

occurs if one constructs a mental representation of the lightning system based

on the words and pictures in the multimedia instructional message.

In the study have observe that gadgets play a lot of roles on

academic activities of the students. It made their work easier and gadgets is

sufficient for the student.

The digital in fractures, including individual laptops, is the foundation

for a good digital learning environment. Laptop use in education will increase

opportunities for student dimensions and effects in subjects It will give

student increased access to program that can enhanced their learning

outcome. Like with the usage of GeoGebra2 in solving math problems. Overall,

the use of gadgets in education can make student able to focus on more

complex problems, which in turn to focus on more student's Performance.


The use of gadgets like laptops are very observable nowadays

especially during classroom report presentation. It would be so hard if there

would be an absence of laptops during power point presentation.

The schematic framework in figure 1 shows the visual representation of

the relationship among the variables. It represents the independent variable

of the study. This is connected to the process of gathering and interpreting

data. Furthermore, this is connected to the right box which shows the

dependent variable.

I. Browsing Net

II. Calculating during I. Self-made


Math 4 Questionnaire

III. Picturing
Learning
Documents
II. Qualitative
Process
IV. Using Dictionary Data Analysis

V. Making Power
Points

VII.Making Report

Figure 1. The Schematic Framework Showing the Parameter of the Study


4

Statement of the problem

The purpose of this case study is to determine the effects of gadget use on

the Learning Process of the Grade-11 HUMSS Learners.

Specifically it seeks to answer the following questions:

1. What is the impact of Gadgets use on the Learning Process of the G-11

HUMSS Learner?

2. In what way do gadgets assist Tue learning of the students?

Objective of the study

1. To determine the impact of Gadget use on the Learning Process of the G-

11 HUMSS Learner.

2. To determine the purpose that gadget plays during class time.

Significance of the study

The information gathered from the research can be of benefit to the

following:

School. The school would have a clearer view, why do students need to bring

gadgets at the school.

Teachers. The teacher would have better understanding why they also see

students using gadgets in their class.

Students. The students can balance their time on the use of gadgets.
Scope and delimitation

The study focused on the use of gadgets of the Bukidnon National High

School Grade 11 students. The study will be conducted at Bukidnon National

High School, Malaybalay City. During Second Semester of SY 2018 to

2019.The use of gadgets includes the use of cellphone laptops and etc.The

students that were included in the study were only the grade 11 Academic

Track students of Bukidnon National High School.

Definition of terms:

To better understand our study, the following are defined theoretically

and operationally:

Learning Process. The activity or process of gaining knowledge or skills by

studying practicing being taught or experiencing something the activity of

someone who learns.

Gadgets. Defined as small tools such as cell phone, laptop, I pad, and etc.

which was supposed to improve the performance of the users. Gadgets have

been implemented in the educational system now a days and we all know that

technologies has always been advantage throughout the years it can help us

make our works faster and easier especially on student.

Chapter 2

Review of Literature
On The Impact of Gadgets use in Learning Process

Gadgets is small tool that will be used in any forms of academic

activities. Gadgets are widely use in school nowadays, life is easier with

gadgets, work are easier with the help of gadgets. Gadgets is helpful, it can

help us in many ways. Gadgets could be laptop, cell phone, television, and

etc. Different gadgets withe different functions.

According to Bulman and Fairlie (2016), Investments in technology

have ambiguous educational impact and most often limited educational gains.

Investments in technology in education are commonly divided in three

categories; general investments in ICT in school, individual student’s laptops,

and educational software, i.e learning. We will manly focus on the second form

of investment, which is currently the biggest trend within educational policy.

How do these gadgets bring impact on our learning process as a

student? Or it could be how do these gadgets affect students learning process.

Students widely using gadgets it could be student, teacher, professional and

etc. Students uses gadget to get information and improve their learning

process. Internet, indeed has been a part of child’s life in today’s generation

.In the survey of 2012 survey conducted by Cartoon Network, the Philippines

made it to then top among kids that use technology or gadgets most in Asia-

Pacific. It has negative effect which is addiction and using it out of the lesson

or Academic purposes, it can ruin their learning process. Internet offers

countless applications such as gamings, search engines and phenomenal

Social Media which anyone can easily access in the Internet for free. If they
can manage their time in using gadgets they will have the positive impact

which can help their learning process to improve and gain more knowledge.

Teacher uses gadgets to make their lesson more presentable, it will increase

their motivation and they can do things faster like PowerPoint presentation,

links, website, that help student to learn from different aspects using gadgets.

According to Bebell & Kay, (2010); Lei & Zhao, (2008); Peneul, (2006).

Implementation of 1:1 devices in an Agri-science classroom has the Potential

to have positive impact on student posttest performance are to easier access

to information and increased student motivation. The review of literature

examines studies that explore the effects of 1:1 implementation and their

impact on student achievement, instructional practices, student engagement

and access.

Nowadays, gadget are one of the useful things that commonly every

one for education system it help student to be more attract on what's inside

the lesson with the help of gadgets.

On the assistance given by gadgets

The use of gadgets like cell phone, laptops, and TV is helpful for

students and teachers nowadays we can use gadgets in solving equations,

PowerPoint presentation, documentation, Cell Phone dictionaries and more.

To date, schools and institutions are experiencing many technological

advancement and changes in techniques in improving their teaching

methods to meet the growing demands of the students.


According to Anderson &William, 2012. Integrating technology into the

educational process allows the instructor to think outside the classroom and

develop new experiences to meet learning goals (William 2006).

Gadgets helps a lot or has a great assessment on our learnings. Why,

because its way easier and faster to use than the modern. We can rely on

gadgets most of the time, with gadgets we can get a lot of reliable

information. With gadgets our works could be presentable than before. We

can pass requirements on time. However it has disadvantages like we trend

to abuse on use and sometimes we also lack of focus.

In Study gadgets can do lots of thing that can help students improve

their learnings. Especially in teaching learning process, reporting, making

their Power points and research of the students. It can also help teachers by

recording, calculating, computing grades of the students. Gadgets now a days

has a big impact to the learning process of the teachers and students.
Chapter 3

Methodology

This chapter discusses the methodology used by the researcher in their

study. It features the research design, research locale, participants of the

study, research instrument and treatment of data.

Research Design

The study use a causal design. Causal design explores how a specific

change impacts a certain situation. The researchers’ explains what the

impacts of gadgets in school are and how it affect students on their Learning

Process.

Research locale

Bukidnon National High School is located at Fortich Street Barangay

03 Malaybalay City Bukidnon. BNHS is known for the good quality education

they offer. It is one of the school who`s widely exposed to digital media or with

the use of gadgets.

Participants of the study

The participants of the study were respondnest 13 of Grade 11 HUMSS

students of Bukidnon High School which will be chosen using Purposive


sampling. The respondents were chosen according to whom the frequent

users of gadgets in the class are.

Data Gathering

The Researchers made use of purposive sampling because their focus

only in the Grade 11 Students in Bukidnon National High School. The data

will be gathered through self-made questionnaires.

Research Instrument

The instrument utilized in the study is a self-made questionnaire

consisting of 6 open ended questions.

Administration of the Study

The researchers followed proper by asking permission and approval to

conduct the study. The questionnaire were administered personally by the

researchers to the target participants. The accomplished questionnaire were

retrieved immediately to have 100% retrieval. After gathering the data, the

results were tabulated, analyzed and interpret following the coding method.

Treatment of the study

The Qualitative Data Analysis method will be Coding. We Provide pre-

set answer according to theme and we provide codes. We filled the


questionnaire to our respondents and we compare the pre-set answers and

then we tally according to their code.


Chapter 5

Summary, Conclusion, and Recommendations

Summary

This chapter resents the summary of findings, then conclusion and

recommendations of the study.

This study explore the Impact of Gadgets use I'm Learning Process of

G-11 HUMSS Learners.

The researchers’ use a causal design, which explores The Impact of

Gadget use in Learning Process of the Grade-11 HUMSS Learners. The

instruments utilized in our research is a self-made questionnaire consisting

of 6 open ended questions. On the Impact of Gadget use in Learning Process

of G-11 HUMSS learners. The data will be treated in coding. The researchers

provide pre-set answers from the self-made questionnaire and classify them

according to the theme and code. Then, the self-made questionnaire are

distributed and collected to analyse the answers made by the respondents.

Moreover, after the data gathering, tallying will be done accordingly to the

theme and code the answer of the respondents. Finally, supporting

paragraphs will be showed on the top answers for each item.

Findings

The following are the salient findings of the study.


1. Most of the students are using widely gadget. It could be students, teachers,

professionals and etc. Students uses gadgets to get information and to

improve their learning Process. Teachers uses gadgets to make their lesson

more presentable. Gadgets has negative effect which is addiction and using it

out of the lesson or Academic purposes, it can ruin their learning process but

if they can manage their time in using gadget they will have the positive

impact which can help their process to improve and gain more knowledge. By

this support it gives to the impact to the student’s classroom performance

such as improve their learning, can provides information, easier to

understand, have improvement their Academic Learning and pass

requirements on time.

2. Gadgets helps a lot or has a great assessment on our learning. We can

rely on gadgets most of the time, with gadgets we can get a lot of reliable

information. With gadgets our works could be presentable than before. The

students use gadgets in terms by writing they used gadgets by making a

PowerPoint presentation and any requirements


Conclusion

The following conclusion were drawn base on the findings.

1. Students, teachers, professional and etc. The use of gadgets in the

academic purposes is for getting information, for improving students

learning, to make the lesson more presentable and to gain more

knowledge.

2. Gadgets can be useful for students and teachers, Gadgets can make

your works easier and faster just like making PowerPoint presentation,

research of the students, finding words or definition on the internet and

many more.

Recommendations

Base on the Findings and Conclusion, the following recommendations

are given.

1. The students should manage their time in using their gadgets in school

not only in terms of making their requirements but to find their way

without using gadget


Chapter 4

Result and Discussion

Q1. How gadget use improves your knowledge of a subject area?

Codes of Theme Datum that support Number of


Respondents
Gadget can improve
my knowledge by
giving us information
that we need"
Knowledge "Gadget improves our 11
learning in the right
way of using it"

"improves my
vocabulary"
" it help me by
Researching researching things I
want to know" 2

Table 1 Gadget use improves your knowledge of a subject area.

Table 1 shows how gadget use can improve someone’s knowledge in a

subject area .It has been observe that students use their gadgets as a

reference to improve their knowledge rather than just for researching. This

may imply that gadgets nowadays is the most reliable source for students that

helps to have advance knowledge. This affirmed by Brophy (1990) idea that

"reflective thinking helps students consolidate and extend their knowledge"


Q2. How gadget helps students in their Academic Work?

Codes of Theme Datum that support Number of


Respondents
2. "It help me to
make things easier to
do everything that is
given by the teacher,
because of the new
technology right
Requirements now" 10
"It is considered in
gathering data to
accomplish
requirements and
other School work's"

Table 2 Gadget helps students in their Academic Work

Table 2 Shows how gadget helps students on their Academic Work .It is

clearly observed that gadget asses students on making requirements given by

teachers .This may tell that students uses gadgets for complying

requirements. Also to have a better presentation of output in school, because

of the new or advanced technology. This affirmed by Ostashewski, (2009) idea

that "Young children at the age of 8-9 are already considered as

technologically savvy" and Berson, (2004) idea that "Among different

interactive technologies, handheld devices such as iPad and Nintendo

handheld have been quite popular lately among young children.


Q3. How can gadget use improve your interest in learning your studies?

Code of Theme Datum that Support Number of


Respondents
"Ready to use
information makes
Easy to Use gadget relevant"
"It helps us in doing
homework and 4
assignments on time"

"To allows us to learn


new things"
"Through gadget it
improves my learning
Exploring interest, because
there's alot of 7
interesting
information"

Table 3 Gadget use Improve your interest in learning your studies

The Table 3 shows How can gadget use improve your interest in learning

your studies. It has been observe that most of the students use gadgets

because it's easier to use and also its way easier for them to gather relevant

information rather than using it for fun and exploration only. This may tell

that students use gadget to make their homework and requirements on time.

This Affirmed by Eangle, (2010) idea that " The mobile phone is used as means

of interactions among people in which they create, share, and exchange

information and ideas in virtual communities and networks" and Taylor &

Harper, (2003) "Most youths of today are highly influenced and so much

affected by what they watch on these social media sites over the internet that

one can easily see the consequences in their Academic Performance and life

styles.
Q4.What do you think are the disadvantages of using classroom gadgets
during class hours?

Codes of Theme Datum that Support Number of


Respondents
"Then students will
be tempted to play
online games and
Unfocused won't be interested
on listening"
"It’s a destruction, we
open lesson plans 10
and few moments
later we open our FB
accounts"

Laziness "The disadvantage is


that we tempt to
cheat by using 2
gadget"

Table 4 The disadvantages of using classroom gadgets during class hours.

The Table 4 shows the disadvantages of classroom gadgets during class

hours .It has been observe that most of the respondents answered that with

gadget beside them they lack focused rather than being lazy at school. This

may imply that students are tempted to play online games while class

discussion is going on. They use gadget as reference but since there were alot

of apps now students became unfocused because they choose to surf and play

rather than listening. This affirmed by Lepp, Buckley,& Karpinski (2015) idea

that "Surf the Internet, check social media (e.g., Facebook), play video games,

contact friends, explore new applications, or engaged with any number of Cell

Phones based leisure activities, which some student's fail to resist when they

should be focused on academics"

Q1. How can classroom gadgets help you learn as a student's?


Code of Theme Datum that Support Number of
Respondents
1. "It helps me
answers the question
confidently"
“It provides
Reliable information that we
don't know " 9
"it helps me learn
new words that I'm
not familiar with"

"it helps me learn


new words that I'm 4
New Learnings not familiar with"

Table 1 Classroom Gadgets help you learn as a student's

The Table 1 shows how can Classroom gadgets help you learn as a

student's. It has been observe they are confidentially to answer the

questions and provides information. Student's would be more confident for

they got there answer in a reliable source. Gadgets helps students become

more adventurous in digital word and let them gain new learning's. This

Affirmed by Valentine, (2008) idea that "Data collected from classroom

walkthroughs which captures student engagement and the teacher

pedagogical that faster such student’s participation can prove to be a

valuable data sources. A Properly designed and performed walk-throughs

process can entail identifying both the nature and extent of student

engagement within classroom, as well as collecting information that can

later be used to facilitate productive faculty discussion on how to best

improve the instructional environment within the school.

Q2. Do you find classroom gadgets helpful in improving your learning &
Academic Performance? Why or why not?
Code of Theme Datum that Support Number of
Respondents
2. "Yes, using gadget
is much easier and
helpful"
"Yes, because of
EASIER AND gadget its easy to 8
FASTER make PowerPoint,
assignments and
documents"

Yes, because you


learn in advance as a
student we need 5
IMPROVEMENT gadget in different
subject"

Table 2 Classroom Gadgets helpful in Improving your learning & Academic

Performance.

The Table 2 shows find classroom gadgets helpful in improving your

learning & Academic Performance. Gadgets helps of the students on their

academic, it's easier to make a PowerPoint presentation, assignments and

documents. In an instant students can make their assigned task since what

gadgets everything easier and faster. Gadgets helps in the improvement of

Academic Performance of the students since they learn in advance. This

negated by Halverson et al,., (2007) idea " As concerned community

members and state mandates demand that schools demonstrate impressive

growth in test performance in successive years, the metric upon which the

work of school leaders is gauged is largely predicted upon their ability to

improve student achievement scores.


References

Bjornsen, C.A., & Archer, K.J. (2015). Relations between College


Students Cell Phone Use during Class and Grades. Journal American
Psychological Association, 4, 326-336..

Collins, J. & Valentine, J. A study of students Engagement and


Achievement at school and district Levels. Pp. 1-26.

Dhir, A., Gahwaji, N.M., & Nyman, G. (2013). The Role of the iPad in
the Hands of the Learner. Journal of University Computer Science, 19, 706-
727.

Menorca, J.B., Idos, G.G., Manangan, R.M. & Patacsil, J.A. (2017).
The impact of Gadgets in Learning among G-11 Students. Pp.1-41.

Rabiu, H., Muhammed, A.I., Umaru, Y, & Ahmed, H.T. (2016). Impact
of Mobile Phone Usage on Academic Performance Secondary School
Students in Taraba State, Nigeria. European Scientific Journal, 12, 466-479.

Tamayo, M.J.D., & Dela Cruz, G.S.G. (2014). The Relationship of


Social Media with the Academic Performance of Batchelor of Science in
Information Technology Students of Centro Escolar University, 4, 1-9.
TABLE OF CONTENTS

Title Page i

Approval Sheet ii

Abstract iii

Chapter Page

1. The Problem

Introduction-------------------------------------------- 1

Framework of the study------------------------------ 2

Statement of the Problem---------------------------- 3

Objectives of the study-----------------------------------

Significances of the study-------------------------------

Scope and Delimitation----------------------------------

Definition of terms----------------------------------------

2. Review of Literature

On the Impact of Gadget use in Learning Process--

On the Assistance given by Gadgets-------------------


3. Methodology

Research Design-------------------------------------------

Research Locale--------------------------------------------

Participants of the study---------------------------------

Data Gathering--------------------------------------------

Research Instrument-------------------------------------

Administration of the Instrument----------------------

Treatment of the Data------------------------------------

4. Results and Discussion

5. Summary, Conclusion and Recommendations

Summary----------------------------------------------------

Findings-----------------------------------------------------

Conclusion--------------------------------------------------

Recommendations-----------------------------------------

References

Appendix

Appendix A. Sample Questionnaire--------------------

Appendix B. Pre-set Answer with actual tally scores


Appendix C. Letter of Request to Conduct the Study--------
---------------------------------------------------------

Curriculum Researchers` Profile------------------------------------------

Vitae
List of Tables

Table Page

1 Schematic Framework showing the parameters

of the study 3

2 Map of the province of Bukidnon Showing the

Research Locale 9
APPENDICES
APPENDIX A
(Sample Questionnaire)
Name: (Optional)

Strand/Section:

Background: Gadgets. Defined as small tools such as cell phone, laptop, I

pad, and etc. which was supposed to improve the performance of the users.

Gadgets have been implemented in the educational system now a days and

we all know that technologies has always been advantage.

DIRECTION

This questionnaire aims to determine “THE IMPACT OF GADGET


USE ON LEARNING PROCESS OF GRADE 11 HUMSS LEARNES.” Answer
the questions as honestly as possible. Rest assured that utmost
confidentiality shall be observed & responses will be purely for research
purposes.

On the Impact of Gadget use in learning Process

1. How can gadget use improve your knowledge of a subject area?

2. How can gadgets help you with your Academic works?(e.g reports,
PowerPoint presentation, documentation, Requirements ,etc.)

3. How can gadget use improve your interest in learning your studies.?

4. What do you think ate the disadvantages of using classroom gadgets


during class hours?

On the assistance given by Gadgets

1.How can classroom gadgets help you learn as a student?


2. Do you find classroom gadgets helpful in improving your learning &
Academic Performance? Why or why not?
APPENDIX B
(Pre-set with Tally scores)
Pre-set answer Code or Theme Tally

Score

On the Impact of Gadget use in learning Process


Q1. How can gadget use improve your knowledge of a subject area?
We can get reliable

answers by using gadget KNOWLEDGE IIIII-IIIII-I

and it can improves our

knowledge

We can use gadget in


RESEARCHING
researching words from II

the internet.

Q2. How can gadget help you with your Academic Works?

Gadget helps us a lot


REQUIREMENTS IIIII-IIIII
specially in PowerPoint it

became more

presentable.

Q3. How can gadgets use improve your interest in learning your

study?

Gadget improves my
EASY TO USE IIIIII-IIIII
interest because its way

easier.
We can explore new
EXPLORING II
words.

Q4. What do you think are the disadvantage of using classroom

gadget during class hour?

Sometimes we’re out of


UNFOCUSED
IIIII-IIII
focus.

LAZINESS IIII

On the assistance given by Gadgets


Q1. How can classroom gadget help you learn as a student?

It help me a lot of

specially by looking at

some educational videos,


RELIABLE IIIII-IIII
and more reliable

information of

information.

NEW LEARNING IIII

Q2. Do you find classroom gadget helpful in improving your

learning and Academic Performance? Why or why not?


Yes, Because it makes
EASIER AND
FASTER IIIII-III
more easier and faster.

IMPROVEMENT
IIII
APPENDIX C
(Letter of Request to Conduct the Study)
Department of Education

Division of Malaybalay City

Bukidnon National High School

Malaybalay City

February 27, 2019

Ma`am/Sir,

Greeting of Peace!

We, the researchers of Bukidnon national High School from Grade-11


Abad Santos under Humanities and social sciences will be conducting our
research entitled “Impact of Gadget use in learning Process of G-11 HUMSS
Learners’’ . Our study aims to determine the Impact of gadgets use in learning
Process of G-11 HUMMS Learners.

We believe that you are with us in our enthusiasm to finish the


requirement us compliance in our subject. We hope for your positive response
on this humble matter, your approval to conduct this study will be greatly
appreciated.

Thank you and God Bless!

Very truly yours,

Althea Mae S. Davis

Remark L. Donga-on

Aiza Mae C. Dumalahay

Kristine D. Gabales

Jessa B. Gamao

Rachel Anne C. Jamela

Crezia Jones D. Lomongo

Royiet Jhon L. Tan


Note:

PRINCESS LEAH N. PAY-AN


Practical Research I Teacher

Recommending Approval:

LEPELYN S. VALDEZ
OIC- Asssistant Principal I
Senior High School

Approved:

SUSAN S. OLANA PhD


Secondary School Principal IV
CURRICULUM VITAE
(Researchers’ Profile)
APPENDIX D

Researchers` Profile

Name: Althea Mae S. Davis

Age: 16 yrs. old

Birthdate: May 15, 2002

Address: P-1A Brgy. Magsaysay Malaybalay City

Parent Names

Father: Theobinnie P. Davis

Mother: Alma S. Davis

Contact Number: 09652089692

Motto:

Name: Remark S. Donga-on

Age: 18 yrs old.

Birthdate: November 16 2000

Address: Kibalag Malaybalay City

Parent Names

Father: Romeo D. Donga-on

Mother: Reta L. Donga-on

Contact Number: N/

Motto:
Name: Aiza Mae C. Dumalahay

Age: 18 yrs. old

Birthdate: January 11, 2001

Address: P-5 Casisang Malaybalay City

Parent Names

Father: Erwin S. Dumalahay

Mother: Gemalyn C. Dunalahay

Contact Number: 09066018734

Motto: Don’t take life seriously, You`ll never get out of it alive.

Name: Kristine D. Gabales

Age: 16 yrs. old

Birthdate: August 23 2002

Address: Z-1 Kalasungay Malaybalay City

Parent Names

Father: Milan M. Gabales

Mother: Mercy D. Gabales

Contact Number: 09551399778

Motto: We were born to be real not to be perfect

Name: Jessa B. Gamao

Age: 17 yrs. old

Birthdate: October 19 2001

Address: P-17 Landing Malaybalay City

Parent Names

Father: Nestor C. Gamao Sr.

Mother: Estela B. Gamao

Contact Number: 09057400027

Motto:
Name: Rachel Anne C. Jamela

Age: 18 yrs. old

Birthdate: January 31, 2001

Address: Vicente Neri St. Brgy 9 P-4 Malaybalay


City

Parent Names

Father: Roberto B. Jamela Sr.

Mother: Anecita C. Jamela

Contact Number: 09551229964

Motto: Life is like an ice cream, enjoy it before it melts.

Name: Crezia Jones D. Lomongo

Age: 16 yrs. old

Birthdate: June 14 2002

Address: P-1A Brgy.Magsaysay Malaybalay

City

Parent Names

Father: Cris S. Lomongo

Mother: Icel D. Lomongo

Contact Number: 09973141841

Motto: Education is the movement from the darkness to light


Name: Royiet Jhon L. Tan

Age: 18 yrs. old

Birthdate: July 10 2000

Address: Brgy.6 Initial St. Malaybalay City

Parent Names

Father: Roel S. Tan

Mother: Reygie L. Tan

Contact Number: 09051620293

Motto: Work hard dream big

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