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This document is an undergraduate thesis presented to the University of Northeastern Philippines Graduate School in partial fulfillment of a Master of Values Education degree. The thesis examines the relationship between gadget use and physical activity among grade 10 high school students. It includes an introduction outlining the background and rationale for the study, as well as the research problems, scope, methodology, and framework. The thesis also presents the results and conclusions of the research relating gadget use to the physical activities of the students surveyed.

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0% found this document useful (0 votes)
153 views57 pages

Research Chapter 1 V Final Autosaved 2 1

This document is an undergraduate thesis presented to the University of Northeastern Philippines Graduate School in partial fulfillment of a Master of Values Education degree. The thesis examines the relationship between gadget use and physical activity among grade 10 high school students. It includes an introduction outlining the background and rationale for the study, as well as the research problems, scope, methodology, and framework. The thesis also presents the results and conclusions of the research relating gadget use to the physical activities of the students surveyed.

Uploaded by

Mirate Jess
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Gadget Use and Physical Activity in Grade 10 High School Students

An Undergraduate Thesis
Presented to the Faculty of the
University of Northeastern Philippines
Graduate School
Iriga City

In Partial Fulfillment of the


Requirements in Master of Values Education

Jesiree Ebuenga

July 2022
Gadget Use and Physical Activity in Grade 10 High School Students

An Undergraduate Thesis
Presented to the Faculty of the
University of Northeastern Philippines
Graduate School
Iriga City
July 2022

University of Northeastern Philippines


College & university

APPROVAL SHEET

This undergraduate thesis entitled, Gadget Use and Physical Activity in Grade 10 High
School Student prepared and submitted by Melbyrose F. Alipar, Thricia Kyle G. Canto,
Ronald Christian M. Paño, Jelly Santiago Jr., Susan R. San Agustin in partial fulfillment of
the requirements in Master of Art, Major in Values Education.

_____________________________
Adviser

CERTIFICATION

This is to certify that this thesis Gadget Use and Physical Activity in Grade 10 High
School Student prepared and submitted by Jesiree Ebuenga has been examined and found to be
in accordance with the suggestions and recommendations of the Committee.

This certification is issued on ____________________ at the University of NorthEastern


Philippines, Iriga City.
ACKNOWLEDGMENT

The researchers wish to express their sincere thanks and gratitude to all those who extend

their time, effort, and valuable support in the completion of this study, particularly the following:

Mrs. ________________________, the researcher’s thesis adviser, for her immeasurable

assistance, advice, suggestion, guidance, and encouragement in the accomplishment of this

study;

To the research professor, for the comments, suggestions, and assistance in making this

research successful; and for their valuable suggestions, recommendations, and immeasurable

support.

To the Principal and Grade 10 students of Felix O. Alfelor Sr. Foundation College.

To our classmates, the students for their encouragement, kindness, concerns, and

inspiration.

To the librarian, for allowing us to use the library facilities;


To our Parents, Brothers, and Sisters, for their love, care, prayers, and for financial

support and guidance they had given in times we needed them the most.

Above all to our Almighty God, for giving us a source of knowledge and wisdom, the

physical, mental and spiritual strength to make this study possible.

The Researchers

ABSTRACT

Gadget Use and Physical Activity in Grade 10 High School Student

This study is about the gadget use and physical activities of Grade 10 High School

students.

The purpose of the study was to know the extent of gadget use and physical activities

among Grade 10 high school students. Many people have a lot of gadgets like mobile phones,

computers, etc but they lack physical activities. The study was conducted to emphasize the effects

of the gadget in the physical activities of high school students of Felix O. Alfelor Sr. Foundation

College S/Y 2022-2023 for January to May Limited to 50 Grade 10 students. Specifically, the

study was intended to answer the following problems: (1) What is the extent of gadget use among

the high school students of Felix O. Alfelor Sr. Foundation College (2) What is the extent of

physical activities of the high school student of Felix O. Alfelor Sr. Foundation College? (3) Is
there a relationship between the extent of use of the gadget to the physical activities of the

respondent?

The study adopted the gadget survey and was given before the research activity to see

what students knew about gadgets inside and outside the classroom. These surveys also

provided valuable feedback. The test was also important in this study to determine if students are

using applications.

The overall results were not quite alarming. The respondents were not yet hooked or

dependent on their gadgets. And they also at least performed physical exercises at least twice a

week.

Using gadgets is a part of the life of teenagers nowadays and since technology entered the

academe, students relied on the use of these gadgets for research and communication purposes.

The extent of gadget use has a significant relation to the extent of performing their activities. The

recommendation was the school or community should have regular student seminars on digital

addictions and the importance of physical activities. It should be regularly conducted at least

twice a year.
TABLE OF CONTENTS

PRELIMINARY PAGES i

Title Page ii

Approval Sheet iii

Certification iv

Acknowledgment v

Abstract vii

Table of Contents

CHAPTER I THE PROBLEM 1

Background/Rationale 3

Statement of the Problem 3

Scope and Delimitation 3

Definition of Terms 4

CHAPTER II RELATED LITERATURE AND STUDIES 5

Theoretical Framework

Conceptual Framework 9

12

CHAPTER III RESEARCH METHODOLOGY 15


Research Design 15

Research Respondents 15

Research Instrument 15

Data Gathering Procedures 16

Statistical Treatment 16

CHAPTER IV RESULTS, ANALYSIS, AND DISCUSSION 17

(presentation shall be based on the statement of the problem) 17

CHAPTER V CONCLUSIONS AND RECOMMENDATIONS 29

BIBLIOGRAPHY 54

APPENDICES

CURRICULUM VITAE

LIST OF TABLES

Table No. Title Page

1. Extent Use of Gadget

2. The extent of Physical Activities

3. Relationship between Gadget Use & Physical Activities

LIST OF FIGURES
Figure No. Title Page

1 Theoretical Paradigm

2 Conceptual Paradigm

3 Extent Use of Applications

4 Game Played

5 Hours Spent in Using Gadget

6 Physical Activities

7 Physical Activity in a Week

Introduction

Children learn initially through play and later in most societies through formal schooling.

They learn how to prioritize their goals and actions. Typically, for children at the age of 8-9

years old, physical development is more about the refinement of skills, coordination, and muscle

control. At the age of 11 children begin to move fast than the playdate of their younger years.

They are more competitive in sports and continue to ignite. Particularly in sports and other

physical activities. At 12 years old they are starting to spend their time on activities such as

organized sport, video games , and social activities with friends. During their teenage , they can

learn the value of teamwork, organization, leadership, motivation, fitness, and support from

playing sports. They also start to use gadgets and other new technology. At the age of 8-15 in
the previous generation, they spend some of their time doing outdoor activities with family and

friends.

According to the sources from a survey of Kaiser family foundation (2010 ) “By now,

everyone knows what a prominent role technology plays in our society”. The gadget addiction

has been such among one and all that it has become unthinkable of life without a gadget. Video

games and computer games can be listed as that the children like to play with. However, it

causes terrible changes in their behavior. These games require the use of the brain, Helpful in the

sense that it has a very good impact on the motor skills and spatial skills of the children. Gadgets

like computers or video games may turn to the children very addictive.Mp3 player another

popular gadget that has pros and cons. Listening to music help concentrate better at times but

listening to music for a long period at a high volume, may cause hearing problems and makes it

extremely dangerous. Everything has its usefulness and also its negative aspect on exposure to

the said gadget.

As years pass by our generation is more engaged in modern technology. At a young age,

they prefer to use a gadget for their daily needs. Seniors, youth, and even a 1-year-old child now

know how to use a gadget. Day by day gadgets release more changes of version, most people are

easily attracted to the latest version of the gadget just to follow the trend.

It was observed that students nowadays spend a lot of time on electronic gadgets which

can affect their studies, their physical activities, and most likely in communication with their

family. Instead of playing outside students often spend more time using a gadget that’s why they

didn’t give importance to physical activities and didn’t appreciate playing outside, and it affected

their physical activities. They didn’t give importance to outside activity because they prefer to

play online. These gadgets may improve or it may be a distraction regarding physical activities
We choose to study the effects of gadgets at a young age because at that age they are no

longer engaged in physical activities. They didn’t know how to play outside because they prefer

to play online games. In these cases, we will help introduce to them play without using a gadget.

Many people have a lot of gadgets like mobile phones, tablets, computers, etc. But they lack

physical activities. Mostly, they experience exposure to sickness because they are no longer

involved in physical activities. Some of the children become lazy, they become obese because of

lack of exercise because of the gadget. In this case, they prefer to play online games and because

of playing, they cannot focus on their studies. Sometimes this is a reason why a lot of younger

people become rebellious to their parents and they prioritized their friend rather than their

parents because they thought it will help them so that they can refuse the attention of their parent.

Because of our generation the technology become a lot of uses it becomes more to be

high-tech and it’s no longer to use a manual because in just one click automatic what you want

and what you need you can get it easily. At this young age, they depend on gadgets. In this case,

there are a lot of issues that need to be solved. In this study of the effects of gadgets at a young

age, there are advantages and disadvantages to using a gadget. Gadgets are very useful as of

now. Mostly this is the best way to communicate to our beloved family, friends and loved ones,

that is the good thing we get with this technology. However, we cannot avoid encountering a

stranger coming from different places because of this technology. The new generation nowadays

becomes addicted to using gadgets, they didn’t even care about the effects of using gadgets.

With regards to this problem our group wants to focus our study on this matter. We don't

want our future generation to become more addicted and rely on gadgets and technology. We

want to introduce the importance of activities in our life. As B.P.E. students, we want to help our

community to show and introduce, enhance, encourage and inspire the young age to engage in
physical activities. We want to promote physical activities because it is very important in our

lifestyle. It's okay to use a gadget but we should set a limitation so that we can do our other

obligation.

Significance of the Study

The study would benefit the following:

Parents - This study may give opportunities to parents to gain further understanding and

appreciation of their roles and responsibilities in supporting their children’s activity. It can be a

guide to them on how to control the usage of said gadgets and for the parents to control their

children in making such decisions excessively using their gadgets.

Students – The study will be significant to students that excessively use their gadgets to

the point that they are addicted to them.

Teachers – The study will help teachers to understand the students better and may

contribute a lot to the students as they are the ones who serve as the second parents of the

students. By this study, they will come up with how to manage such students.

Administration - The study will help the administration to be aware of the possible effects

that may be acquired in overusing gadgets.

Statement of the Problem

1. What is the extent of gadget use among the high school students of Felix O. Alfelor

Sr. Foundation College ?

2. What is the extent of physical activities of the high school student of Felix O. Alfelor

Sr. Foundation College?


3. Is there a relationship between the extent of use of the gadget to the physical activities

of the respondents?

Hypothesis

There is no significant relationship between the extent of gadget use and the extent

of physical activity of the respondent.

Scope and Delimitation

This study will emphasize the effect of the gadget in the physical activities of high

school students of Felix O. Alfelor Sr. Foundation College ( High School) S/Y 2022-

2023 based on the perception and manners of the high school student in using gadget as a

tool are expected to conduct their study from January to March 2020. The survey is

limited to 50 1st year high school students of Felix O. Alfelor Sr. Foundation College that

will serve as their respondents and each of them will answer the guide questions that will

be given by the research.

Definition of terms

Application - this is a part of the device wherein is installed into a gadget and social

interactions such as Facebook, Instagram, Twitter, and YouTube.

Gadgets - small technological objects such as a device that has particular functions

such as cellphones and tablets.


Gadget Use – The use of gadgets in reference to the kind of apps with use for a

particular purpose such as Facebook, Twitter, Instagram, Google, Youtube,

Messenger, games and other platforms.

Physical Activity – it is a form of exercise, dance, sports, household chores, malling,

etc.

CHAPTER II

RELATED LITERATURE AND STUDIES

This study cited articles, books, and browsers to gather some data about the related

literature and studies of gadget use and physical activity. All sources are reliable and do contain

facts and important information on the research problem.


GADGETS are electronically simplified applications that make work easy. They play a

significant role in the common man’s life and we have grown so used to it that it becomes very

difficult for us to think of daily life chores in the absence of machines. Electronic gadgets are

becoming less expensive and easily available. Parents distract them while feeding.

Parents are becoming increasingly busy and unable to spend time with their children; hence

giving the children these gadgets to keep them occupied. Peer pressure from other children

makes these an essential requirement for some children.

The harm can be more pronounced in early childhood which is a period of rapid brain

growth and development. High-speed media content can contribute to attention deficit, as well as

decreased concentration and memory. This can lead to serious learning problems. Technology

use restricts movement, which can result in delayed development.

Behavioral problems like impulsivity, aggression, violence. Increased risk of mental

illnesses like child depression, anxiety, etc. These gadgets are excessively stimulating to the

children’s brains. As a result, they find the rest of the normal activities dull. It is particularly

important to avoid these gadgets immediately before bedtime as they could stimulate the brain

and cause sleeping problems. Decreased physical activity leads to obesity. Exposure to violence,

sex, etc. This can encourage children to exhibit violent behavior. (Kidskare,2018)

People born before the 1980s would very well relate to life before the information age

when people had no access to the internet or personal gadgets. Children played together outdoors

and they had a lot of physical activity. People talked to each other more often, and verbal

communication face-to-face was at its peak. People enjoyed spending more time outdoors with

family and friends. While there have been advantages to this information age and gadget

revolution, it has created an insatiable appetite for information. It’s now an expectation that
information is readily available on-demand from anywhere. A quick survey showed that most

people panicked when they had misplaced their smartphones.

Do not give these devices just to keep the children engaged or to distract them while

feeding. Find alternative methods of keeping them engaged like sports, reading books, etc. Do

not give them when kids go to play outdoors. This will ensure that children will get adequate

physical exercise. Supervise children during the use of electronic devices. This way we can

ensure that they are exposed to unwanted content. Ensure that children are not exposed to

excessive violence etc. Avoid using them before bedtime. (Berkeley Education N, D)

POSITIVE AND NEGATIVE EFFECTS OF GADGET

The world is evolving daily, and modern gadgets have come to stay. Thanks to many

technological-oriented minds, the incorporation of the modern gadget into our everyday lifestyle

has helped improve the quality of life and promote the community at large. However, despite

their positive and beneficial use in society, they also come with their negative effect or impacts,

especially when used excessively or carelessly by the likes of not only adults but students and

kids too.

The positive effects of modern gadgets use it to improve communication, a core value

in society at large. Communication aids the transfer of information from one individual to

another. It is essential in the family, business partners, and students as it helps foster a robust

binding relationship. The use of modern gadgets for communication has also made

communication cost-effective and convenient. This process of communication with the modern

gadget is fast and accessible from any place and at any time. Improves dexterity whether you are

an office worker or a student. As a student, you will quickly have access to official E-libraries
and consult materials to broaden your horizons. Now you can take up classes to develop and

sharpen skills right from the convenience of your home without venturing to the four walls of a

classroom. A healthy lifestyle involves keeping fit, living stress-free, and being organized daily.

The interesting part is that the use of modern gadgets allows you to keep par with fitness goals

and stay organized healthily. Many activities done at home and work require our productivity in

essential portions. Modern gadgets are also shaping the way businesses, and office work operate.

They provide an enabling environment for work to be done efficiently. Staying efficient is

possible with modern gadgets as they can help you get well with multiple tasks speedily and

without interruptions. Reduction in costs of living that has been on the rise this day, but with

modern gadgets, you can save on the long haul. Many mechanical and smart modern gadgets

have indeed proved to have a beneficiary effect on saving both in the home and workplace.

When you use such modern gadgets, you help achieve a proper cost maintenance culture.

The negative effects of modern gadget use are a detriment to health.  Modern gadgets,

especially the internet-connected ones, usually generate radiation. This exposure is usually

prominent, especially when these gadgets are directly in contact with the skin. These radiations,

in the long run, could result in a detriment in the physical state of health. You could get blurred

vision or astigmatism from the screens of a laptop, smartphone. Overuse of modern gadgets such

as wireless earbuds could cause health-related issues such as headaches and earaches. Detriment

to health though beneficial as many of these modern gadgets are, still come with damaging

environmental impact. One thing with gadgets is that they become obsolete over time and when

their specific functionalities become irrelevant. Addiction (unhealthy dependency on the

gadget) This is most prevalent among youngsters using the modern gadget. Many a gadget

comes with fascinating features that can easily stimulate you. This often results in their
unhealthy use and result in a lack of concentration, although it is said that modern gadgets can

help boost or improve your productivity. (Modern Gadget 2021)

Physical Activities and Gadget use

Researchers studied university students to determine the sociodemographic and

behavioral variables associated with different physical activity levels.

Adults are encouraged to participate in at least 150 minutes of moderate physical activity

or 75 minutes of vigorous exercise per week as recommended by the Centers for Disease Control

and Prevention (CDC).  Previous studies have shown that these levels of physical activity can

help to prevent obesity as well as several chronic conditions such as type 2 diabetes and

cardiovascular disease. They can also help to prevent certain cancers like colon and breast

cancer, improve general well-being, quality of sleep, reduce depression, and increase cognitive

capacity. The increased use of technology might affect young adults’ health behavior. It could

reduce the cardiorespiratory fitness of college students if they consistently use their mobile

phones or other gadgets instead of engaging in active activities. Additionally, sleep may impact

physical activity. For instance, sleep is vital in maintaining normal function, but college or

university students often experience sleep deprivation. Furthermore, sex and race or ethnicity

may also influence physical activity levels. One study found higher levels of physical activity

among males than females from the years 2000 to 2011 in several US counties. A study recently

published in BMC Public Health (2011) aimed to identify physical activity levels among

undergraduate and graduate college students who were enrolled in college and assess the

relationship between sociodemographic (e.g. sex, race/ethnicity) and behavioral factors (e.g.

sleep, technology use) that are associated with physical activity.


The researchers conducted a cross-sectional analysis of survey responses during the

start of the fall semester in 2014. Based on the results, the researchers found that both minority

status and being female were the strongest sociodemographic factors that are associated with

insufficient physical activity levels. In contrast to previous assumptions, smartphone use may

drive the physical activity levels and not the other way around. In the second part of the paper,

the hypothetical idea of addiction to technology is introduced and scrutinized. This is followed

by an overview of the hypothetical idea that digital technology might re-wire or hijack children’s

brains; an assumption that is challenged by recent neuroscience evidence. In conclusion,

considerable methodological limitations exist across the spectrum of research on the impact of

digital technology on child well-being, including the majority of the studies on time use

reviewed here, and those studies concerned with clinical or brain impacts. This prompts

reconsideration of how research in this area is conducted. Finally, recommendations for

strengthening research practices are offered.

How does the time children spend using digital technology impact their physical activity?

The evidence reviewed here is mixed as regards the impact on children’s physical activity and

does not provide much clarity. While some studies found that screen time was associated with a

reduction in physical activity, other studies suggested that this relationship is not direct and that

reducing screen time will not necessarily motivate children to spend more time on physical

activity. It has been suggested that already inactive children may spend more time using digital

technology, which would explain why some studies have found a negative association between

screen time and physical activity. While better measures of screen time and time use, in general,

are needed to improve research in this area, it might be helpful in the future to focus on whether

reductions in screen time lead to increases in physical activity. If this is not the case, as some
research suggests, it might be worthwhile asking how we can motivate children to spend more

time on physical activity, irrespective of the time they spend on digital technology. (Medical

News Bulletin,2017)

There can be many ways to prevent children from too much tapping on their game app or

watching their favorite channel on youtube. A health article advises parents to discipline their

children by limiting the time of their gadget use. It is also recommended that they spend more

time with their offspring and let them understand the matter. One of the best ways is to involve

them in an outdoor hobby. Keeping them active in sports or other physical activity will distract

them and would even improve their physical wellness. One school in Antique takes this seriously

and involves their students with ball games and gardening. Every morning during school days,

children would gather in a school garden complete with gardening tools and tend to their fruit

and vegetable crops. While others grab a ball and play in the open field. (Jimenez,2019)

Theoretical Framework

This study was anchored on selected theories that support the study. The Main theory is

Watson’s Behavioral Learning Theory, supported by Piaget’s Cognitive Development Theory,

and

Behavioral learning theory from Watson, Cognitive development theory from Piaget. . Figure 1

shows the Theoretical Framework of the study.


   

BEHAVIORAL LEARNING
THEORY

GADGET USE &


PHYSICAL
ACTIVITIES OF
HIGHSCHOOL
STUDENT

EXERCISE THEORY COGNITIVE


DEVELOPMENT THEORY

Figure 1. Theoretical Framework Paradigm

These theoretical frameworks for understanding the effects of media on children’s

development especially by using the gadget for a long period. Here are the theories that have

relativity to our study.

Behavioral Learning Theory - Behavioral learning theory is a much-talked-of learning theory

that is utilized in many Maldivian classrooms as well. Behaviourism, founded by John


B.Watson, mainly focuses on the aspects of human behavior which can be observed and

measured. Also, it explains our behavior as being shaped by our responses to environmental

stimuli(Cherry2014). Behaviorism is a popular concept that focuses on how students learn.

Behaviorism focuses on the idea that all behaviors are learned through interaction with the

environment. This learning theory states that behaviors are learned from the environment, and

says that innate or inherited factors have very little influence on behavior. Theorist: Watson

Cognitive Development Theory - Cognition is a general term encompassing mental processes

such as attention, perception, comprehension, memory, and problem-solving. Cognitive

development refers to changes in cognition over time. All cognitive theories, to various degrees

and in differing ways, assume that mental processes are influenced by neurological maturation

and environmental experience. From a cognitive-developmental orientation, media is an

environmental experience, a cultural tool, and a set of stimuli that registers certain patterns of

neurological activity. , for example, is a prerequisite to analysis of the effects of media on

children’s cognitive development media is categorized in terms of varying cognitive demands

which translate into cognitively distinct influences. The Internet is interactive, requiring the

processing of visual input (i.e., text and images on a computer screen) that leads to manual

manipulation of peripheral devices (e.g., keyboard, mouse, response pad, the controller including

other gadgets. Theories: Piaget

Exercise Theory - Fitness is movement when one engages in physical activity it must bring a

sense of harmony, not stress to one’s life. Incorporating an exercise program into one’s lifestyle

is something that we do for ourselves it doesn’t have to be done in a gym, involves wearing a

leotard, and the goal does not have to be a perfect six-pack.  These stereotypes have been more

intimidating than motivating. Moderate exercise is said to protect the body against a slew of
diseases. Sanoviv offers at least two movement classes every day, with individual training

sessions included in each medical program.

Many studies prove the association between regular physical activity and reduced rates of

coronary heart disease, hypertension, type 2 dependent diabetes, osteoporosis, colon cancer,

anxiety, depression, obesity, stroke, back pain, and exercise releases endorphins feel-good

hormones in our brain, so it is often prescribed as an antidote for depression. Exercise aids

digestion and helps the lungs to function better, increasing the amount of oxygen flowing

through the bloodstream, so physical and mental stamina is increased. Exercise helps people

undergoing harsh cancer treatment. Exercise can improve your immune function

Physical exercise is defined by the great Ayurvedic physician Chakara (not

Chopra) as “that activity of the body that is desirable and capable of bringing about stability and

strength.”  Exercise, Chakara believed, should be practiced regularly and in the right measure. 

Today, fitness experts from personal trainers to medical doctors and government health officials

agree with this premise.

Exercise has long been considered an essential component for maintaining a healthy

lifestyle. It is also one of the simplest and most effective means for stress reduction and

rejuvenation. Through exercise, the body returns to its normal equilibrium by releasing natural

chemicals that build up during the stress response.  Medical research has shown that a great deal

of ill health is directly related to the lack of physical activity.  Research also shows that active

people have more stamina, resist illness, and stay trim.  They have more self-confidence, are less

depressed and even late in life, and are still working energetically on new projects. Our bodies

are designed for motion, and it is valuable for us to establish a proper balance between rest and

activity.(Sanoviv Medical Institute 2011)


Conceptual Framework

Figure 2 shows the conceptual paradigm of the study. It is based on the system approach

which shows the interplay of the three important elements input, throughput, and output.

In input, it includes the respondents, theories, and related studies of gadget use and

physical activities of high school students. Throughput consists of survey and statistical analysis

and the output is based on our input and throughput is gadget use and physical activity of the

high school students.

INPUT
- Gadget use and
Physical Activities THROUHPUT
of Highschool OUTPUT
Students
Gadget Use and
-Positive and -Survey Physical Activity
Negative effect -Questionnaires in Grade 10 High
- Behavioral School Student Figure
-Data Gathering
Learning Theory and procedures
2.
- Cognitive -Statistical analysis
development
Theory
- Exercise Theory

Conceptual Framework

CHAPTER III

Research Methodology
This chapter discusses all research design respondents, data gathering procedure, data

gathering and statistical treatment to be used in conducting the study.

Research Design

This research will use the descriptive method. It will be used in this study focusing on

the relationship of the extent of gadget use and the extent of physical activities.

The researchers consider the descriptive method suitable for the study. According to
Goods and Scales. “This approach is appropriate whenever the object of any class varies among
themselves and one is interested in knowing the extent to which the different condition exists
among these subject/persons.”

Since the study is geared towards the relationship of the extent of gadget use and the
extent of physical activities skills, therefore in this study, a complete analysis and report of the
status of an individual subject concerning specific phases of his personality. A gadget survey was
given before the research to see what students knew about gadgets inside and outside the
classroom. The focus is to get students' opinions about different application forms of gadgets and
what they think would enhance and affect those students. These surveys also provided valuable
feedback. Tests were also important in this study to determine if students are using applications.

Research Respondent

The researchers considered the 50 students of grade 10 high school students of Felix O.

Alfelor Sr. Foundation College ( High School) They were chosen as the respondents because

they are appropriate for the study of the researchers.

Research Instrument
The researchers made use of the survey questionnaire to assess the extent of the students’

use of gadget and its applications, and the extent of the respondents physical activities. The main

data gathering tool used in the study was the researcher's questionnaire. It was composed of

indicators for each of the variables.

Data gathering procedure

The researchers coordinated with the teacher to seek permission for the survey to be

conducted and disseminated the 10 survey questions. Before the actual conduct of the study, the

researchers provided a set of formulated questionnaires to the 50 students of 1 st-year high school

of tFelix O. Alfelor Sr. Foundation College that the respondents to be able to give reliable and

valid questions. After checking the 10 survey questions the researchers were permitted to survey

the school. The researchers proceed to the survey for the 50 students to gather information about

the extent of gadget use and physical activity.

In conducting this study the researchers were guided by the following procedure (1) the

researchers ask permission from the principal, as Head of School to conduct the study (2) Inform

the respondents about the study (3) Conduct a research survey by class (4) data gathering (5)

analysis and interpretation of the data gathered.

Conduct a
research survey
permission from by class
Inform the
the principal
respondent

Data gathering
Analysis and
interpretation of
the data
gathered.

Statistical Treatment of Data

After selecting all data needed, the researchers tabulated and analyzed the gathered data

to determine gadget use and physical activity in 4thyear high school. Researchers will use the

following formula below.

These statistical tools will be used in analyzing the activities of the student and the extent

of gadget use and physical activity of the students.

Weighted Mean - this will be the statistical tool used in analyzing the extent of gadget

use and physical activity of the students.

∑wx
Weighted mean -
N

Where W=weight

X=number of scores

N= number of respondent

Scale - for analyzing the extent of gadget use and physical activity of the students. used a

4 – point scale with the following numerical and adjectival ratings.


Scale Interval Verbal Interpretations

4 3.51 – 4.00 Often

3 2.51 – 3.50 Sometimes

2 1.51 – 2.50 Rarely

1 1.0 – 1.5 Never

Pearson Product-Moment Correlation Coefficient - this tool analyzing the relationship


between gadget use and physical activity.

Where:

N = number of pairs of scores




xy = sum of the products paired of scores

∑ x = sum of x scores

∑ y = sum of y scores

∑ x2 = sum of squared x scores

∑ y2 = sum of squared y scores

CHAPTER 1V
Analysis and Interpretation

This chapter includes the presentation, analysis, and interpretation of data that had

been gathered from the research conducted. This chapter also contains the presentation in tabular

form along with interpretations. This study aimed to determine the relationship between the

extent of gadget use and the extent of physical activities and its significance between these two

variables. Respondents were selected from 50 Grade 10 students randomly chosen from among

the Grade 10 students. The gathering of data was through a questionnaire/survey form to find

out the thoughts and ideas of the respondents regarding the topic. The descriptive method is to be

used in this study.

A. EXTENT OF GADGET USE

Table 1 shows the 12 behavioral indicators that determine the ideas and practices of

the respondents with regards to the extent the respondents use gadgets with corresponding

descriptions from 4 which is the highest and corresponds to OFTEN, 3 for SOMETIMES, 2 for

RARELY, and 1 for NEVER. The following findings were noted that out of 50 respondents 3.18

(weighted mean) or more half of the respondents sometimes used their phones for

SMS/messenger for communication; 3.06 (weighted mean) similarly, half of the respondents

had used gadgets both for doing their homework and causing them to sleep late at night; Other

indicators, that were marked sometimes were using gadgets inside the classroom with 2.72 mean;

and that they were addicted to cellphones, this was with a mean of 2.62 or more than half of the

respondents. However, it was also observed that half of the respondents rarely switched their

phones, 2.36; rarely brought their phones to comfortable rooms and that had 2.16 mean; they

also rarely(2.04)encountered enemies in their social media account; respondents also rarely or

2.34 in mean prefer online games instead of playing outside with friends; 2.34 prefers to
socialize in social media than in person; 2.04 almost half were lazy to do homework because of

their cellphones; lastly, a 2.02 mean out of 50 posted/updated their Fb account.

Table 1. The extent of gadget use

Statements Weighted mean Description

I Never Switch Off my phone 2.36 Rarely

I use SMS/instant Messenger 3.18 Sometimes

I bring my mobile phone when I go to 2.16 Rarely

C.R.

I am addicted to my mobile phones 2.32 Sometimes

While doing homework I Am using a 3.06 Sometimes

mobile phone

I sleep late because of using mobile 3.06 Sometimes

phone

I encounter an enemy in social media 2.04 Rarely

I post/updated my Facebook account 2.02 Rarely

daily

I am lazy to do my homework because of 2.4 Rarely

gadget
I prefer to socialize on social media than 2.34 Rarely

in person

I prefer online games instead of playing 2.2 Rarely

outside with friends

I use my Gadget inside the classroom 2.72 Sometimes

Legend : 3.51 – 4.00 often 2.51 – 3.50 sometimes 1.51 – 2.50 rarely 1.0 – 1.5 never

The majority of the respondents used their gadgets in communication, school works,

and as its effects, they slept late at night maybe this is due to the challenges imposed by our time

which is brought by technology and in which communication is faster and easy with just a click

of a button you can already express your ideas with others going beyond time and distance and

now it is also embedded in our educational system also thus students are now forced to rely on

these gadgets nowadays. On a good note, data revealed that respondents rarely used their gadgets

most of the time. Yet, we could infer some behaviors that may give negative effects such as not

turning off their cellphones though the study did not mention if it is kept near the user's head

during night’s sleep that is, according to the study, it brings negative effects on the brain due to

radiation.

The National Cancer Institute identified effects of cellphone usage could cause

headaches, sleep disorders, depression, cancer due to radio waves. Thus, parents are advised to

monitor or regulate their children’s usage of the phone.


A study by Asoka Nath (International Journal of Innovative Research in Computer

Communication, 2018) mentioned that users have a 24 hour -attachment to their cellphones

which was so unlike our respondents.

Figure 3. below show the kind of social media or applications the respondents use or

frequent use. Out of 50 Facebook ranked first with 100 percent users; this was followed by both

Google and YouTube with an equal 43 respondents which ranked 2 nd and with 86%; Messenger

with 39 users and ranked 4thand attaining 78%; Instagram was with 18, which ranked 5 thor 36%;

Twitter ranked 6th with 13 respondent-users and achieving 26%. Other apps had only 10, which

was the least used by the respondents and with only a percentage of 20% usage. This means that

the respondents are only aware of Facebook, Google, and YouTube which are more popular

compared to other apps such as Instagram, Twitter, and others. The Messenger comes in handy

too because it is somehow connected or attached to Facebook and students merit so much from

these social media services. After all, they will not spend too much compared to cellphone load

for texting, which is more expensive than messenger and Facebook. They resort to google for

research and information gathering, YouTube, for entertainment, messenger, and Facebook to

express their ideas and feelings.

In the article, Is Social Media bad For You? The evidence and the unknowns

(bbc.com/future/article/20) mentioned the impacts these social media give to users such as

serving as a “coping mechanism” for stress (lowering levels of stress). However, there is another

side of the coin, which instead of decreasing stress could create the otherwise. The existence of
cyberbullying, pornography, and identity thief is just but a few. Restrictions of the usage are

needed to be adapted.

Social Media
Others 20%

Messenger 78%

Youtube 86%

Google 86%

Instagram 36%

Twitter 26%

Facebook 100%

0% 20% 40% 60% 80% 100% 120%

Figure 3. Extent Use of Applications

Online games proliferated on the internet. Another realm of sports. Cellphone users if

not disciplined enough could get hooked to these games and could ruin one’s life. The survey

results on a positive note in favor of the respondents. Among the popular games, it was Mobile

Legends (ML) with 34 or 68% out of 50 respondents who liked and played this game. This

ranked first. Mobile of Legends (MOL) comes next, with 10 or 20% out of 50; Call of Duty

(COD) 18 or% or 9 respondents. Other games such as Candy crash or those not mentioned in
the survey ranked 12 with 6 or 12% respondents. Player Unknown Battleground (PUBG), 5

responded or 10% only, this was the least popular game for the respondents. Another idea that

we can infer from the results is that the respondents are not that addicted to online games. This

could be because they do not have access to the internet at home and would just play in the

internet café or shops that are available in the community.

Diff erent games played in the net by the


respondents
Others 12%

Dota 4%

League of legends 20%

Call of Duty 14%

Mobile Legends 68%

Rules of Survival 18%

PUBG 10%

0% 10% 20% 30% 40% 50% 60% 70% 80%

Figure 4. Game Played

Addiction or dependency is not shown in the results gathered in the survey. The table

above shows the number of hours the respondents spent using gadgets or cellphones,1-2 hours

being the least and 8 hours and above is the highest. It turned out that 17 or 34 % out of 50

respondents only spent 3-4 hours a day. Although the study did not include what time of the

day, they usually used their gadgets. We can infer that it may be after classes or in between

breaks of their classes. This was followed by both 1-2 and 5-6 hours with only 9 respondents or
18 %; Though we have a very minimal number of respondents who spend 7 to more than 8

hours a day still this could pose a health threat on the part of those respondents that need an

immediate solution before it gets worse. Many studies were conducted that tell of the negative

impacts of the long hours of using the gadgets both in the physical( eyes), psychomotor ( fingers

and wrist), psychological ( depression, etc.,) social ( limited or no friends at all), and even

behavioral ( stealing from others to be able to buy the load or play games much worse to buy

cellphones).

No. of Hours Spent in using Gadget


more than 8
10%
hours

7 - 8 hours 8%

5 - 6 hours 18%
Figure

5.
3 - 4 hours 34%

Hours
1 - 2 hours 18%
Spent
0% 5% 10% 15% 20% 25% 30% 35% 40%
in

Using Gadget

B. EXTENT OF PHYSICAL ACTIVITIES

Table 2 shows specific behavioral indicators or ideas concerned with the physical

activities the respondents performed and their corresponding weighted mean and the descriptive

words. As noted, the top 2 highest indicators on the table and that they Often perform were the
belief that performing physical activities help in your daily life and this is with a weighted mean

of 3.42; Next, was they often participated in school physical activities though the study did not

specify these physical activities these could also mean school intramurals, sports fest, fun run,

hiking, team building activity, etc. This 2nd indicator was also often done by the students and with

a 3.38 mean. Followed by a 3. 34 or more than half of 50 students sometimes enjoyed doing

physical activities. Likewise, respondents sometimes enjoy cleaning the house or doing the

household chores, (3.28). Also, good to know that more than half of the respondents sometimes

do exercise,(2.54); dance during free time (2.76); sing to exercise vocal cords,( 2.82); engage

in physical activities with classmates/friends/family, (2.92); and experience pain instead of

enjoying when performing a physical activity,( 2.82); However, there were indicators/activities

that the respondents rarely perform. These are walking or riding a bike going to school, (2.24),

joining barangay activities such as sports fest, dance contests, etc., (1.96) or not even half of the

respondents participate in the barangay or community activities. They are also not fond of going

to malls for they rarely do this type of physical activity, (2.1). Respondents also rarely believe

that physical activities affect their studies, (1.52).

The American Heart Association recommends at least 150 minutes of moderate-

intensity aerobic activity each week or 30 minutes a day for 5 days a week. Walking, moving

around is a simple activity that will give long-term health benefits.

Specifically, respondents still have the notion that participation in physical activities or

performing activities that involve physical efforts are important. That more than half of the 50

respondents would be willing to do any physical tasks if encouraged or inspired. The results also
were affected by their location, where there are no nearby malls or theme parks where they can

walk or stroll on.

However, the indicators described as rarely performed should also be noted and should be

reaffirmed such as, they rarely believe that physical activities affect studies. This deviates from

the fact “with a sound body is of a sound mind”. Yet, the facts remain that half or more than half

believe the importance of having physical activities and that they perform physical activities in

school and community though not regularly.

Some benefits of physical activity include improved thinking or cognition, the reduced

short-term feeling of anxiety makes one’s mind sharp and can reduce risk of depression and help

sleep better (cdc.gov/physicalactivity/basics/pa.health/index).

Compared to those students who are in the city who are at risk of being couch- potatoes

and at risk of having health problems at their young age due to stationary way of life.

tent of Physical Activities

Table 2. The extent of Physical Activities

Statements Weighted Mean Description

Do you Exercise Regularly? 2.54 Sometimes

Do you dance during your free time? 2.76 Sometimes

Do you sing to exercise your vocal cords? 2.82 Sometimes

Did you participate in the physical activities in 3.38 Sometimes

your school?
Do you walk or ride a bicycle going to your 2.24 Rarely

school?

Do you engage in physical activities with your 2.92 Sometimes

classmate/friends/ or family?

Do you clean your house? 3.28 Sometimes

Do Physical Activities help in your daily life? 3.42 Sometimes

Do you Experience pain instead of enjoying it 2.82 Sometimes

when doing physical activities?

Do you join in Barangay activities such as 1.96 Rarely

sports fest dance activity, etc.?

Do you prefer going to malls instead of staying 2.1 Rarely

at home?

Are you enjoying doing Physical Activities? 3.34 Sometimes

Did The Physical activities affect your study? 1.52 Rarely

Legends : 3.51 – 4.00 often 2.51 – 3.50 sometimes 1.51 – 2.50 rarely 1.0 – 1.5 never

Figure 6. displays the physical sport -activities preferred or played/performed by the

respondents. There were 6 indicators and the following findings were noted: Dancing got the

highest percentage of 64% or 32 out of 50 respondents were involved. Others, 24 out of 50,

almost half were involved or preferred sports games, garnering 48%; however, the study did not

mention what type of sports games they were. Laro ng Lahi and Parlor Games ranked third and
both were with 10% respondents. Somehow, the results speak the truth today. Teenagers are in

love with dancing, especially hip hop, which may be because of the social media influence and

television. On a sad note, only 5 out of 50 would prefer Laro ng Lahi and parlor games. Laro ng

Lahi is a cultural component that the youth of today and our local government, as well as Deped,

should support to be promoted. Parlor Games, likewise, are good tools in developing

relationships, and camaraderie.

Physical Acti viti es

dance/singing 64%

Parlor games 10%

Laro ng Lahi 10%

Sports game 48%

0% 10% 20% 30% 40% 50% 60% 70%

Figure 6. Physical Activities

The above figures take us to the sad reality in life that people are idle enough

not to spend time on meaningful or beneficial activities such as exercising, dancing, or any

physical activity. Society embraces a static way of life. With the advent of technology, people do

manual labor less. Less movement. Thus, people get sick at a young age; more people nowadays

need health supplements to live; people need new things for an easy life, but they are not happy
at all. Experts said, “we need to go back to basics”. Covid19, this pandemic. has given us a taste

of what was then- no transportation so people walk, no malls or food shops to go to so gardening

was given attention, people move; people have the time to exercise and pay attention to their

well-being. What were the numbers telling us? 31 out of 50 or 62 % only spent 1 or 2 hours

performing physical activity. The numbers are decreasing, take for example the next row, 16 or

32% only spent 3-4 hours of physical work or activity; only 1 respondent ( 2%)out of 50 again,

spent 5-6 hours of physical activity and 2 persons only will perform physical activity every day.

Possible causes could be respondents are young and carefree to mind the most essential

things in life. They are occupied with working to help the family or they are already chained into

the kind of lifestyle where physical activity does not matter at all.

Generally, the overall results were not quite alarming. The respondents were not yet hooked on

their gadgets. And they also at least performed physical exercises at least twice a week. They

can still see simple things around them, smile with a friend, or play with others. They could

participate in whatever physical activity if given the opportunity and guided by adults. Factors

such as the geographical location of Milaor, Camarines Sur (though near Naga City), not all can

go and see or enjoy the urban life of Naga, so they are still reserved and used to the quiet life of

their place.

In a review written by Heidi Bates, MSc. RD, entitled Daily Physical Activity for

Children and Youth ( 2006), lists that children and youth should accumulate at least 60 minutes

of physical activity daily. They should engage in a variety of different types and intensities of

physical activities. Both children and youth should be actively encouraged to reduce the amount

of time spent in sedentary life like using gadgets, watching tv, etc., and not be at risk from health

issues.
The abstract of the research paper entitled, “ The relationship between cell phone use,

physical activity, and cardiorespiratory fitness in a sample of U.S. college students'', discusses

that today’s cell phones increase opportunities for activities traditionally defined as sedentary

behaviors (e.g., surfing the net, playing video games). People who participate in large amounts of

sedentary behaviors, relative to those who do not, tend to be less physically active, less

physically fit, and at greater risk for health problems. However, cellphones or gadget use does

not have to be a sedentary behavior as these devices are portable. One can use a gadget while

standing or slowly walking or during a mild-to-moderate intensity physical activity.


Times Per week spent in doing physical ac-
ti vity

Everyday 4%

5 - 6 week 2%

3 - 4 week 32%

1 - 2 week 62%

0% 10% 20% 30% 40% 50% 60% 70%

Figure 7. Physical Activity in a Week

C . Relationship Between Gadget Use And Physical Activity

Table 3. Relationship Between Gadget Use And Physical Activity

Student Gadget Use Physical Activity

1. 2.66 3.67

2. 2.58 2.69

3. 2.42 2.50

4. 2.42 2.62
5. 2.42 2.75

6. 2.08 2.85

7. 2.33 2.67

8. 2.42 2.69

9. 2.33 3.42

10. 3.08 2.85

11. 2.33 1.92

12. 2.17 3.38

13. 2.83 2.75

14. 2.67 3.00

15. 2.42 2.33

16. 2.67 2.46

17. 2.33 2.69

18. 2.67 2.75

19. 2.25 3.00

20. 2.50 2.77

21. 2.50 2.61

25. 2.50 2.42


26. 2.58 3.08

27. 2.41 3.08

28. 2.33 2.84

29. 2.31 2.83

30. 2.50 2.46

31. 2.33 2.54

32. 2.83 2.85

33. 2.66 1.15

34. 2.41 2.77

35. 3.00 2.92

36. 2.83 2.46

37. 2.50 3.69

38. 2.42 3.15

39. 2.50 2.77

40. 2.83 3.08

41. 2.83 1.66

42. 2.16 2.46


43. 2.08 2.85

44. 2.33 2.92

45. 2.25 2.17

46. 4.08 2.54

47. 2.33 2.38

48. 2.75 3.0

49. 2.5 2.62

50. 1.92 3.15

Table 3. Correlation of Gadget use and physical activity

(Paki table n lang tabi ni)

Group mean N Computed r P-Value Significance at p<.05

Gadget use 2.51 50 0.059 0.689 Not significant

Physical 2,77

Activity

______________________________________________________________________________
Computed correlation is -0.059, which is considered a weak correlation. Moreover, the

computed p-value is 0.689, which is not significant at 0.05 significance level. This means that

the hypothesis cannot be rejected. Meaning,there is no significant relationship between the extent

of gadget use and the extent of physical activity of the respondents.

A study (Alotaibi,et al,2020) also showed that children who spend ≤5 h on their technology

devices had a higher level of physical activity, and those who spend ≥6 h tend to have a lower level of

physical activity. In the same study, it was found out that spending more than 2 h daily on screen-time

had no association with lower level of physical activity. However, this current study had a parallel

result of the findings of Alotaibi’s,et al, findings and this was the, Pearson’s correlation analysis showed

a negative relationship between a high level of activity and technology use (r = −0.138, p = 0.047).

Ownership of a device was significantly associated with higher technology time consumption.

In this current study, gadget use has shown that gadget use has no significant correlation with

physical activity.
Chapter V

Summary, Conclusions, And Recommendations

Presented in this chapter is the research objective, a summary of findings, conclusions,

and recommendations about the description of the Extent of Use of gadget and Physical

Activities of the High school Students.

This study has been conducted to know the extent of the use of gadgets and the extent in

physical activities of high school students. The survey method was used in this study where the

respondent will answer the questionnaire. There were two sets of questionnaires answered: the

first was about the extent of gadget use and the second was the extent of their physical activities.

Descriptive method was used to determine the relationship between the two variables.

Percentage Technique and Weighted Mean were used to analyze the data gathered shows

that high school students. This study shows that 100 % of the respondents are using Facebook

applications and only 20 % are using other applications. 68% of the respondents are playing

Mobile Legends. This study shows that 34 % of the respondents use the gadget 3-4 hours and

only 8% of the respondents are using their gadget 7-8 hours.

This study shows what physical activities they are doing in their free time and it shows

that 64% of the respondents are doing dancing for their physical activities. This study shows how
many times they are doing physical activities and it shows that they engage in physical activities

1-2 times a week while only 2% are doing physical activities 5-6 times a week.

Findings. Out of the 50 (3.18 weighted mean) respondents sometimes used their

cellphones (gadgets) for communication and doing their homework and causing them to sleep

late at night; 2.27 mean of those who used cellphones in the classroom; What is alarming was 2.

36 rarely switched off their phones; 2.34 preferred to play online games than with friends and

preferred to socialize in social media than in person; 2. 04 were too lazy to do their homework.

All or 100 percent of the respondents used Facebook more than any other social media platform.

Messenger only ranked 2. They were only aware of Facebook, Google, and YouTube. Almost

half of the class played online games and Mobile Legends was the most popular for them.

Moreover, respondents spent 3-4 hours a day using these gadgets.

Respondents gave a mean of 3.42 as the highest that they believe in the importance of

performing physical activities in their daily lives; 3.38 went for often they participate in school

physical activities. And 3.34 or more than half of the students sometimes enjoyed doing physical

activities either in their homes or in school. In addition, also half sometimes do exercise in a

form of dancing either with their families or friends. However, respondents rarely perform

walking, riding a bike, or joining in their community activities. Finally, they rarely believed that

physical activities affect their studies. It was also good to note that among the physical activities

it was dancing/singing garnered 64% over other activities and this was followed by sports games

with 48%. And 64 % of the respondents only spent 1-2 hours of physical exercise.
Based on the data gathered from respondents, after computing the total weighted mean of

gadgets use’ which resulted to 2.58 only mean that respondents sometimes use gadgets and with

a weighted mean of 2.78 for performing physical activities which also with a descriptive scale of

sometimes of which we can infer as almost half of the respondents were not yet that negatively

affected when it comes to their gadget use and physical activity performance. Most understood

the importance of physical activity and the negative effects of using too many gadgets. They still

have control over the use of these gadgets and they benefit only from the basic functions of these

gadgets.

The majority of the respondents were using cellphones both for communication,

relaxation, studies, and socialization. Students are now forced to rely on gadgets nowadays for a

lot of reasons.

Conclusions. Respondents still believe in the importance of physical activities such as

exercise in their lives. They also participated in school physical activities such as intramurals,

games mainly because these activities were required and not as a desire to have a healthy mind

or body. The number of students who prefer to do exercise is decreasing because they now prefer

limited movements and enjoy online games instead.

Schools should conduct parenting seminars on digital addiction so parents should be

aware of the extent of damage/ effects it can cause to their children, may it be in health, mental,

or psychological. Likewise, student fora for the students should also be conducted. Parents

should also instill discipline and have home rules with regards to using their kids’ cellphones.

Schools should regulate or formulate policies with regards to the use of cell phones on the

campus or inside the classroom, especially during classroom instructions. Both schools and
parents should intensify programs to prevent digital addiction, cyberbullying, and other negative

effects.

Students are not yet hooked on these gadgets. They still could control themselves and

applied limited functions of these gadgets such as texting, researching, listening to music, and

playing games for relaxation, and socialization. If students will be given the opportunities to

perform physical activities more often they would be able to spend less time using the gadgets

and be able to appreciate the significance of having to perform physical exercise even as simple

as walking. The time nowadays forces students to hold on to these gadgets because society and

the need are the ones that dictate the youth to have one and use gadget most of the time.

Numerous studies concluded that it does affect the person's physical well-being if he/she would

spent most of his/her time sitting doing games making him/her a couch potato then later become

obese, which is a serious health problem. There were indicators in the study that they seldom do

exercise and instead

Respondents still believe in the importance of physical activities such as exercise in their

lives. They also participated in school physical activities such as intramurals, games mainly

because these activities were required and not as a desire to have a healthy mind or body. The

number of students who prefer to do exercise is decreasing for they now prefer limited

movements and enjoy online games instead.

Recommendations. The researchers recommend that the respondents need to do physical

activities and limit their use of gadgets because it can affect them in the future. The respondents

need to manage their time in using the gadget and/or doing physical activities. Teachers and

parents should encourage the children to prioritize physical activities and studies rather than

using gadgets all the time. Using gadgets may become a reward for doing physical activities in
school or at home. Parents should be strict and impose rules on the use of cell phones at home

and in school. They can instead spend more time with their kids to help them with their studies

and this could be a good opportunity for parent-child bonding and emotional attachment/close-

knit family ties to be achieved or maintained. Parents should be open to the school’s policies

regarding the use of gadgets inside the classrooms. Even the community should have regulations

or resolutions regarding this. Some schools and Local government units do have policies about

this.

Schools should initiate both parenting and students’ seminars or forums to develop awareness on

digital addiction, cyberbullying, and others that will lead to physical, mental, emotional, and

psychological problems for the students.

School Sports Council or Program Committee should come up with a program or plan to

intensify physical development activity of the students. Regular exercise program before or after

a flag raising ceremony or come up with a various activity plan that could help students increase

physical activity.

Guidance programs should be intensified such as Peer Counseling, Youth Formations,

etc. The Sports School Committee should initiate activities that students will be interested in but

it should be on a regular basis not only during intramurals or Laro ng Lahi. School and Parents

could discuss and propose good projects that will promote good health or holistic development of

the students.
BIBLIOGRAPHY

Website

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development/
APPENDICES

Republic of the Philippines


UNIVERSITY OF NORTHEASTERN PHILIPPINES
City of IRIGA
College & University

Dear Students;
We would like you to answer this questionnaire regarding the extent of the use of mobile
phones among students.
Please answer the questions truthfully.
The Researchers
A.PERSONAL INFORMATION
NAME (Optional):____________________________________________________AGE :________

GENDER:FemaleMale CIVIL STATUS:Single Married

B.EXTENT OF GADGET USE


Rate the following items on a scale of 1-4 according to the following description;
4 – Strongly Agree 3 – Agree 2 – Disagree1 – Strongly Disagree
STATEMENT 4 3 2 1
1. I never switch off my phone.
2. I use SMS/instant messaging (messenger).

3. I bring my mobile phone when I go to the CR.

4. I am addicted to my mobile phones.


5. while doing homework I am using a mobile phone.
6. I sleep late because of using my mobile phone.
7. I encounter an enemy in social media.
8. I post/Update my Facebook account daily.
9. I am lazy to do my homework because of gadgets.
10. I prefer to socialize on social media than in person.
11. I prefer online games instead of playing outside with friends.
12. I Use my gadget inside the Classroom.

13. Put a check on the box in all the applications that you use.
Facebook Google
Twitter Youtube
Instagram Messenger
Others please specify:______________________________
14. Do you play online games? If yes put a check on the box for the online games that
you’re playing.
Player Unkown Battle Ground (PUBG)
Rules Of Survival (ROS)
Mobile Legends (ML)
Call Of Duty Mobile (COD)
League of Legends (LOL)
DOTA 2
Others please specify: ______________________________
15.How many hours per day are you using a gadget?
1-2 hours 5-6 hours More than 8 hours
3-4 hours 7-8 hours
C.EXTENT OF PHYSICAL ACTIVITIES
Rate the following items on a scale of 1-4 according to the following description;
4 – Often 3 – Sometimes (Three times a week ) 2 – Rarely (Once a week) 1 –Never

STATEMENT 4 3 2 1
1.Do you Exercise regularly?
2. Do you dance during your free time?
3. Do you sing to exercise your vocal chords?
4. Did you participate in the physical activities in your school?
5.Do you walk or ride a bicycle going to your school?
6. Do you engage in Physical activities with your classmate/friends/ or family?
7ssss.Do you clean your house or do a household?
8. Do physical activities help you in your daily life?
9. Do you experience pain instead of enjoying when you do a physical activities?
10. Do you join in Barangay activities such as sports fest dance activity or etc.?
11. Do you Prefer going to malls instead of staying at home?
12. Are you enjoying doing your physical activities?
13. Did the physical activities affects your study?
14. Which sports or physical activities do you involve in?
Sports Games Parlor games
Laro ng Lahi Dance/Singing
Others please specify: ___________________________________________
15.How many times per week do you exercise or do physical activity?
1-2 times a week 5-6 times a week
3-4 times a week Everyday

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