Background of the Study
Gadget addiction has been a growing problem in many schools. Gadget addiction is a common problem encountered by teachers and others who work in the field of education. Students who are addicted in using gadgets tend to not participate nor listen during classes and will be expected to fail their grades and also have effects in student’s academic performance.
Gadget addiction is one of the major concerns for teachers at institutions of higher learning. Students who do not participate in classes create a dead, tiresome, unpleasant classroom environment that makes students who in oppose participate actively in class discussions become uncomfortable and the teacher irritable. Gadget addiction disturbs the dynamic teaching-learning environment and adversely affects the overall well-being of classes. When students are busy manipulating their gadgets, they miss valuable information resulting from peer-lecturer interaction and the benefits of the specific examples that the teachers use to clarify difficult concepts. This valuable part of the learning experience cannot be replicated when lecturers re-teach the material to gadget-addicted students.In quality terms, Gadget addiction is a waste of educational resources, time and human potential. Also causes rework and wasted time for teachers.
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Active participation in class is an important factor in school success among children and youth.
They are more likely to succeed in academics when they are attentive and are active in participating during classroom discussion .Students who frequently miss lessons because of playing games and who are busy with their gadget often fall behind. There is a strong link between good classroom performance and achieving good results.
It’s difficult for the lecturer and the class to build their skills and progress if a large number of students in each and every classroom do not participate nor pay attention to their teachers during classroom subject lectures and discussions.
It is, therefore, against this background that this empirical study seek to know the causes and effects of gadget addiction among Senior High School students of Esperanza National High School.
Objectives of the Study
This study aimsto determine the causes and effects of gadget addiction among the Senior High School students of Esperanza National High School. Specifically, it seeks to answer the following questions:
Enumerate the gadgets they are using?
How frequently do they use their gadgets inside the classroom?
What are the reasons why students are addicted to gadgets?
What will be the possible effects of excessive use of gadgets to the students?
What are the suitable advices to give on how to control the use of gadgets in school?
“In our present generation, students are obsessed in using gadgets. They usually want to buy the latest release of these gadgets to satisfy their needs in terms of entertainment and getting the newest of the new. As a result, students tend to involve gadgets in their everyday lives including in their studies. Students tend to use up more time in using gadgets than on studying. This apparently affects the students’ studying habits and academic performance.”
This study is expected to produce better outputs in terms of students who will turn out to be responsible and productive citizens of tomorrow.
Maintain good and active performance of students inside the classroom.
Active learning involves providing opportunities for students to meaningfully talk and listen, write, read, and reflect on the content, ideas, issues, and concerns of an academic subject. (Meyers & Jones, 1993, p. 6)
Quality learning of Students
They make progress through the acquisition or development of new knowledge and skills;
• Theyare productive and work at a good pace;
• They are motivated to learn;
• They work with increasing concentration, confidence and independence;
• They are able to apply strategies they have learned in the classroom and transfer their learning to other subjects and situations;
•They show enjoyment and engagement in their learning;
• They understand what they are learning, how well they have done and the next steps that they need to take in their learning;
• They are moving towards taking responsibility for their own learning
Develop better skills in learning process
When students have a say in their learning, they are more motivated to stay involved with a task.
In the content-centered classroom, teachers “cover” content, and students “acquire” it. In contrast, teachers and students in a learner-centered classroom use content to construct knowledge. As a result, students’ prior knowledge comes to the fore, students utilize different forms of knowledge, and knowledge construction becomes a social venture (15). When students work to construct knowledge, they acquire an interest in learning more by asking their own questions and seeking answers.
As mentioned previously, teachers and students share power in a learner-centered classroom. This translates into a redefinition of the teacher’s role from provider of information to facilitator, one who helps students interact with content in productive ways.
Helping the student become a self-directed learner. Students who know and are in control of their cognitive resources, or are metacognitive, are students who are “active, planful learners.”
Teachers can assist students in becoming more self-directed by displaying a personal interest in them and their learning.
Significance of the Study
The study will be significant to students that excessively use their gadgets to the point that they are addicted to it. It can be a guide to them on how to control the usage of their gadgets. The Importance of this study is to seek or determine the factors that cause gadget addiction as well as its effects to the Senior High School students of Esperanza National High School. This study will provide information and insights to the school’s facilitator and staffs including the teachers, as well as the parents to trace up what are the reasons behind students’ addictions to gadgets and for them to be aware of the serious consequences of gadget addictions. In addition, this study would help the school in providing solutions to this problem. Teachers can seek a better solution to assist students whom having a hard time on their subjects because they are busy with their gadgets rather than to listen or to pay attention to their teacher during class lectures.
Scope and Limitation of the Study
The main scope of this study was to determine the causes and effects of gadget addiction to the students of Esperanza National High School. . All of the forty (40) grade eleven (11) students and also forty (40) grade 12 students will be made as respondents. It is limited to Senior High School students which is composed of eighty (80) students from grade 11 to grade 12 senior high school students.
Place and Time of the Study
The researchers have chosen Esperanza National High School, found in the province of Sultan Kudarat, Philippines as the locale of the study.
It will be conducted from August 2017 to December 2017.
Operational Definition of Terms
For better understanding of the study, certain important terms used were given their conceptual and operational meanings:
Gadget- a small mechanical or electronic device or tool, especially an ingenious or novel one
Addiction- the fact or condition of being addicted to a particular substance, thing, or activity
Gadget addiction- is nothing but the use/abuse of gadgets so much that it starts negatively influencing your health and life as a whole.
Valuable information – an important lecture of the day that had been taught and discussed by the teacher
Concepts – a certain lecture of a teacher on a certain topic
Factor- one of the things that cause something to happen
Miss – a day or subject that student didn’t attended into a class
Dead – a boring, full of silence, a low percentage of students in a class home
Fall behind – a person that can’t cope up with the lesson
Replicated – an experience in learning that can’t be repeated or to be copied in the future or present
Lecturer – a teacher that teaches students
Valuable- an important experience in teaching proficiency
Peer- a person who belongs to the same age group or social group as someone else
Esperanza National High School – School in Sultan Kudarat Division, Region 12
Grade 11 and 12 – students enrolled in the S.Y. 2017-2018 – respondents of the study
DETERMINING THE CAUSES AND EFFECTS OF GADGET ADDICTION AMONG
SENIOR HIGH SCHOOL STUDENTS OF ESPERANZA
NATIONAL HIGH SCHOOL
Alalang ,Sittie Sahara
Baysac, Claire Diane
Floro, Ma. Carol
Gambal, babylynGavasan, Selwyn