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ACKNOWLEDGEMENT
There are numbers of people who have assisted, motivated and helped
us
in fulfilling this accomplishment of our study and to each of them we would like
to extend a heartfelt thank you.
Process, for sharing her knowledge and expertise in giving their remarks,
recommendations and suggestions to make this study improve. We like to
thanks our friends for helping and motivating us and my beloved parents for
their support, strength, help and everything else. Above all, to our Almighty
God because through Him, everything has been possible.
- The Researchers
Republic of the Philippines
NABUA NATIONAL HIGH SCHOOL
Senior High School
S/Y 2018 - 2019
Chapter 1
INTRODUCTION
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.
Hypothesis
Students. They will know the benefits of using gadgets in learning and
help them study effectively.
Definition of Terms
To make the study easier to understand, the following terms are defined
operationally and/ or lexically:
Frequency of use. This refers to the number of times or how often the
gadgets are used by the respondents in learning.
Chapter 2
This chapter contains the literature and studies related to the impact of
gadgets in learning.
Related Literature
Gadgets
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
Republic of the Philippines
NABUA NATIONAL HIGH SCHOOL
Senior High School
S/Y 2018 - 2019
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
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).
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).
Theoretical Framework
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
Republic of the Philippines
NABUA NATIONAL HIGH SCHOOL
Senior High School
S/Y 2018 - 2019
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
Research Paradigm