Research Chapter 1 V Final Autosaved 2 1
Research Chapter 1 V Final Autosaved 2 1
An Undergraduate Thesis
Presented to the Faculty of the
University of Northeastern Philippines
Graduate School
Iriga City
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
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.
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:
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.
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
The Researchers
ABSTRACT
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
Certification iv
Acknowledgment v
Abstract vii
Table of Contents
Background/Rationale 3
Definition of Terms 4
Theoretical Framework
Conceptual Framework 9
12
Research Respondents 15
Research Instrument 15
Statistical Treatment 16
BIBLIOGRAPHY 54
APPENDICES
CURRICULUM VITAE
LIST OF TABLES
LIST OF FIGURES
Figure No. Title Page
1 Theoretical Paradigm
2 Conceptual Paradigm
4 Game Played
6 Physical Activities
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
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.
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
Students – The study will be significant to students that excessively use their gadgets to
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
1. What is the extent of gadget use among the high school students of Felix O. Alfelor
2. What is the extent of physical activities of the high school student of Felix O. Alfelor
of the respondents?
Hypothesis
There is no significant relationship between the extent of gadget use and the extent
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
Definition of terms
Application - this is a part of the device wherein is installed into a gadget and social
Gadgets - small technological objects such as a device that has particular functions
etc.
CHAPTER II
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
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
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
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
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)
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
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
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
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.
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
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
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
and
Behavioral learning theory from Watson, Cognitive development theory from Piaget. . Figure 1
BEHAVIORAL LEARNING
THEORY
development especially by using the gadget for a long period. Here are the theories that have
measured. Also, it explains our behavior as being shaped by our responses to environmental
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
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
environmental experience, a cultural tool, and a set of stimuli that registers certain patterns of
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
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
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
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
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
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
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
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
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
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
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)
Conduct a
research survey
permission from by class
Inform the
the principal
respondent
Data gathering
Analysis and
interpretation of
the data
gathered.
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
These statistical tools will be used in analyzing the activities of the student and the extent
Weighted Mean - this will be the statistical tool used in analyzing the extent of gadget
∑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
Where:
❑
∑
❑
xy = sum of the products paired of scores
∑ x = sum of x scores
∑ y = sum of 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
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
C.R.
mobile phone
phone
daily
gadget
I prefer to socialize on social media than 2.34 Rarely
in person
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
Communication, 2018) mentioned that users have a 24 hour -attachment to their cellphones
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
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%
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
Dota 4%
PUBG 10%
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).
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
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
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
intensity aerobic activity each week or 30 minutes a day for 5 days a week. Walking, moving
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
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
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
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.
your school?
Do you walk or ride a bicycle going to your 2.24 Rarely
school?
classmate/friends/ or family?
at home?
Legends : 3.51 – 4.00 often 2.51 – 3.50 sometimes 1.51 – 2.50 rarely 1.0 – 1.5 never
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
dance/singing 64%
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
Everyday 4%
5 - 6 week 2%
3 - 4 week 32%
1 - 2 week 62%
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
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
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
and recommendations about the description of the Extent of Use of gadget and Physical
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
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.
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.
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
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
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
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
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.
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
https://kidskare.in/electronic-gadgets-in-children/
addiction/
Modern Gadget(June 2, 2021) Positive and Negative Effect of Modern Gadget Use. Retrieved
from https://modern-gadget.com/positive-and-negative-effect-of-modern-gadget-use/
Medical News Bulletin(November 24, 2017) How does technology impact physical activity
activity-levels-students/
Mong Jimenez, Field Emergency Communication (March 9, 2019) Keeping children away from
the bad effects of gadget overuse. Retrieved from.
https://www.worldvision.org.ph/stories/keeping-children-away-bad-effects-gadget-overuse/
Unicef (December 2017) How does the time children spend using digital technology impact their
https://www.unicef-irc.org/publications/pdf/Children-digital-technology-wellbeing.pdf
Perfect Writers(N, D) Advantages and Disadvantages Of Gadgets For Student. Retrieved from
https://www.perfectwriters.co.uk/blog/advantages-and-disadvantages-of-gadgets-for-students/
Active Health(N, D) How too much screen time is affecting you and your child's mental and
screen-time-is-affecting-you-and-your-childs-mental-and-physical-health
Knowledge Base(April 22, 2018) Gadgets And Their Importance In Their Lives. Retrieved from
https://bkwebdesigns.com/gadgets-importance-life/
https://www.sanoviv.com/exercise-theory/
http://www.pbs.org/wgbh/aso/databank/entries/bhwats.htm
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 :________
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