Documente Academic
Documente Profesional
Documente Cultură
11 HUMSS LEARNERS
on March 18 2019.
ii
Abstract
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
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
& 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.
been patient in checking our manuscript and for her knowledge our grateful
thanks for all advices, comments and suggestions to improve our study, for
And to all individuals not mentioned who extended their support and
Chapter 1
The Problem
Introduction
learning process can be done at anywhere and not only in the classroom.
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
This study will greatly benefit the teachers to better understand why
students use their gadgets during class hours. Also, to classify or to determine
Our case study aims to determine the effects of using gadgets in Grade
from words and pictures that have been presented. For purposes of research
using words and pictures that are intended to foster learning. The pictures
can be static graphics such as photos, drawings, maps, charts, figures, and
academic activities of the students. It made their work easier and gadgets is
for a good digital learning environment. Laptop use in education will increase
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
data. Furthermore, this is connected to the right box which shows the
dependent variable.
I. Browsing Net
III. Picturing
Learning
Documents
II. Qualitative
Process
IV. Using Dictionary Data Analysis
V. Making Power
Points
VII.Making Report
The purpose of this case study is to determine the effects of gadget use on
1. What is the impact of Gadgets use on the Learning Process of the G-11
HUMSS Learner?
11 HUMSS Learner.
following:
School. The school would have a clearer view, why do students need to bring
Teachers. The teacher would have better understanding why they also see
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
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
Definition of terms:
and operationally:
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
Chapter 2
Review of Literature
On The Impact of Gadgets use in Learning Process
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
have ambiguous educational impact and most often limited educational gains.
and educational software, i.e learning. We will manly focus on the second form
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
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).
examines studies that explore the effects of 1:1 implementation and their
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 use of gadgets like cell phone, laptops, and TV is helpful for
educational process allows the instructor to think outside the classroom and
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
In Study gadgets can do lots of thing that can help students improve
their Power points and research of the students. It can also help teachers by
has a big impact to the learning process of the teachers and students.
Chapter 3
Methodology
Research Design
The study use a causal design. Causal design explores how a specific
impacts of gadgets in school are and how it affect students on their Learning
Process.
Research locale
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
Data Gathering
only in the Grade 11 Students in Bukidnon National High School. The data
Research Instrument
retrieved immediately to have 100% retrieval. After gathering the data, the
results were tabulated, analyzed and interpret following the coding method.
Summary
This study explore the Impact of Gadgets use I'm Learning Process of
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
Moreover, after the data gathering, tallying will be done accordingly to the
Findings
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
requirements on time.
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
knowledge.
2. Gadgets can be useful for students and teachers, Gadgets can make
your works easier and faster just like making PowerPoint presentation,
many more.
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
"improves my
vocabulary"
" it help me by
Researching researching things I
want to know" 2
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
Table 2 Shows how gadget helps students on their Academic Work .It is
teachers .This may tell that students uses gadgets for complying
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
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?
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
The Table 1 shows how can Classroom gadgets help you learn as a
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
process can entail identifying both the nature and extent of student
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"
Performance.
documents. In an instant students can make their assigned task since what
growth in test performance in successive years, the metric upon which the
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.
Title Page i
Approval Sheet ii
Abstract iii
Chapter Page
1. The Problem
Introduction-------------------------------------------- 1
Definition of terms----------------------------------------
2. Review of Literature
Research Design-------------------------------------------
Research Locale--------------------------------------------
Data Gathering--------------------------------------------
Research Instrument-------------------------------------
Summary----------------------------------------------------
Findings-----------------------------------------------------
Conclusion--------------------------------------------------
Recommendations-----------------------------------------
References
Appendix
Vitae
List of Tables
Table Page
of the study 3
Research Locale 9
APPENDICES
APPENDIX A
(Sample Questionnaire)
Name: (Optional)
Strand/Section:
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
DIRECTION
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.?
Score
knowledge
the internet.
Q2. How can gadget help you with your Academic Works?
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.
LAZINESS IIII
It help me a lot of
specially by looking at
information of
information.
IMPROVEMENT
IIII
APPENDIX C
(Letter of Request to Conduct the Study)
Department of Education
Malaybalay City
Ma`am/Sir,
Greeting of Peace!
Remark L. Donga-on
Kristine D. Gabales
Jessa B. Gamao
Recommending Approval:
LEPELYN S. VALDEZ
OIC- Asssistant Principal I
Senior High School
Approved:
Researchers` Profile
Parent Names
Motto:
Parent Names
Contact Number: N/
Motto:
Name: Aiza Mae C. Dumalahay
Parent Names
Motto: Don’t take life seriously, You`ll never get out of it alive.
Parent Names
Parent Names
Motto:
Name: Rachel Anne C. Jamela
Parent Names
City
Parent Names
Parent Names