Académique Documents
Professionnel Documents
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By:
KAYE GONZALES
JIMWELL PARIAS
JOHN PAUL PILARDO
EDNA CAPULONG
CHAPTER 1
THE PROBLEM AND ITS SETTINGS
Introduction:
Technology is the branch of knowledge that deals with the creation and use of technical means and
their interrelation with life, society, and the environment, drawing upon such subjects as industrial arts,
engineering, applied science, and pure science. According to Hough(2011) Withdrawal symptoms
experienced by young people deprived of gadgets and technology is compared to those felt by drug addicts
or smokers going cold turkey, a study has concluded. Researchers found nearly four in five students had
significant mental and physical distress, panic, confusion and extreme isolation when forced to unplug
from technology for an entire day.
The researchers use to conduct this study because personally they had experienced this kind of
problem and believe that this problem exist among students and will become worse if not given attention.
The debilitating effects of technology addiction on students will increase overtime, if untreated.
Included in this study are added information the researcher gathered to help high school students,
teachers and parents understand technology addiction and its effect to high school students academic
performance. The researcher believed that this study could contribute to avoid technology addiction.
Definitions of terms
Addiction
Performance
CHAPTER 2
RELATED LITERATURE
In this chapter, focus is on various relevant literatures that concerns with the
effects of misuse technology to the students. The materials used are usually printed
and found in the books, internet and other publications.
Foreign Literature
According to Moyer(2010), todays teens may be reading just as much as teens
in the past, but their methods and formats of reading are so different from the older
generations now creating polls and studies that true levels of adolescent literacy
leisure activities are not being captured. One way to address these questions and
gain deeper understanding of new ways of reading is to study readers preferred
formats for reading. They prefer print books, e-books, or do they prefer to listen to
audio books. A more recent USA Today story from 2007 was headlined, One in four
read no books last year and noted that those age 50 and older reported higher
rates of book reading, as did college educated people and women. Readers who
responded to this poll most often reported reading fiction and religious works. Also in
2007, the NEA conducted a follow-up, compendium, and analysis of reading focusing
on children called To Read or Not to Read. Results indicated that children and young
adults were reading significantly less than in the past. Less than one-third of 13year-olds are daily readers, a 14 percent decline from 20 years earlier. Among 17year-olds, the percentage of non-readers doubled over a 20-year period, from
nineteen percent in 1984 to nine percent in 2004. On average, Americans ages 15 to
24 spend almost two hours a day watching TV, and only seven minutes of their daily
leisure time on reading. If nearly all Internet surfing and social networking is textbased, how can this be true? Is this true for todays teens, or this data more
reflective of teens from previous decades with less (or no) Internet access?
Griffiths(2004), pointed out People can become addicted to games. Young gamers have shown
similar symptoms to people who have drug or alcohol dependence an inability to stop playing, and
withdrawal symptoms (anxiety, agitation) if they go without access to their gaming 'fix'.Gamers also report
that they play games to escape things like family or personal problems in a similar way to people who use
drugs or alcohol to escape their problems. There have been reports of adults who play so much they neglect
their families. There are even support groups for family members of people with an addiction to one game
in particular.Some gamers seem to retreat into a cyberworld and have difficutly relating to reality. If you
feel gaming is becoming a real problem, perhaps you should have a chat with a counsellor - see below for
some contacts. Video games are not all violent, but most of them are, and many of them are pretty
gruesome. It has been estimated that up to 90% of games contain some violent content.
People are concerned that violent games might be causing young people to become violent - and there
is some evidence to support this. Studies have shown that violent games can:
reduce helping behaviour (where people become less likely to help others).
These effects seem to be stronger in young people who already tend to be aggressive. It has been
argued that more hostile or aggressive young people will be attracted to violent games, and that it is not the
games causing the problem. However, even taking into account the person's hostility, it is clear that
exposure to violent games is linked to increased aggressive behaviour (as indicated by things like the
degree to which they get into physical fights or argue with teachers). Desensitization to violence has been
suggested as part of the problem. Desensitization is when someone gradually begins to feel that violence is
normal. When games reward players for doing violent actions, it is easy to see how this could happen.
There is also some evidence that violent games can change the way people think. One study had two
groups playing games, one of them a violent game. After playing the games it was found that the group
playing the violent game was more likely to:
CHAPTER 3
METHODOLOGY
This chapter presents the method of research and procedures used in the study.
I.
Research Design
This study used the descriptive method of research which is also the nominative survey method.
This descriptive method according to Aquino is fact finding with adequate interpretation. It has purpose of
presenting facts the nature and status of anything.
The descriptive method of research is an organized attempt to analyzed, interpret and report Effects
of technology among High School Students of Wesleyan University-Philippines on academic excellence.
This study was concerned generally to see how technology affects high school students.
II.
Locale of Study
This study will be based on high school students randomly selected in each section of the High School
Department of Wesleyan University-Philippines.
III.
Respondents
The respondents of this study are 60 High School students enrolled in Wesleyan University-Phil.
Academic year 2014-2015.
IV.
Section
No. of students
Respondents
G7-Timothy
G7-Isaiah
G8-Obadiah
G9-Moses
G9-Zion
th
4 year-Joash
30
28
46
36
25
51
5
5
5
5
5
7
S
a
m
p
l
i
ng Procedure
Simple random sampling was adopted in the selection of respondents through the aid of
statician software. According to Sevilla(2007), simple random sampling procedure in which every
element in the sample is selected by chance.
V.
Research Instrument
With the use of a questionnaire as research instrument we gathered data for perspective of
student on the topic of our study which is effects of technology among high school of Wesleyan
University-Philippines on Academic Excellence in the school year 2014-2015.
VI.
Data Gathering
The questionnaire that was used in this study was composed of questions that relates to the
study such as "how many hours do they spent in using gadgets?" The questionnaire was distributed
to ten students per section to accumulate data.
CHAPTER 4
Table 1 presents the distribution of the respondents in terms of grade, section and gender.
Table 1
Profiles of the Respondents in terms of Grade, Section, and Gender
Question 1: How many hours do you spend playing Clash of Clans (COC), Defense of the Ancients
(DOTA), League of Legends (LOL) or any software games?
Grade &
Section
24 and more
hours
8 to 16 hours
1 to 4
hours
5-59 minutes
Never
G-7 Timothy
0/5
1/5
0/5
0/5
4/5
G-7
Isaiah
0/5
0/5
0/5
2/5
3/5
G-8 Obadiah
0/5
1/5
3/5
0/5
1/5
G-9
Moses
0/5
1/5
4/5
1/5
0/5
G-9
Zion
0/5
3/5
2/5
0/5
0/5
0/7
5/7
0/7
2/7
0/7
Male
0/17
8/17
5/17
1/17
3/17
Female
0/14
2/14
3/14
3/14
6/14
Gender
Table 2
Profiles of the Respondents in terms of Grade, Section, and Gender
Grade &
Section
Always
Often
Seldom
Never
G-7 Timothy
0/5
1/5
0/5
0/5
G-7
Isaiah
0/5
0/5
0/5
2/5
G-8 Obadiah
0/5
1/5
3/5
0/5
G-9
Moses
0/5
1/5
4/5
1/5
G-9
Zion
0/5
3/5
2/5
0/5
0/7
5/7
0/7
2/7
Male
0/17
8/17
5/17
1/17
Female
0/14
2/14
3/14
3/14
Gender
Question 2: How often do you use Twitter, Facebook, Gmail, Tumblr and Instagram?
Table 3
Profiles of the Respondents in terms of Grade, Section, and Gender
Grade &
Section
1 week 1 month
1 day 6 days
1 min. 23 hrs.
Never
G-7 Timothy
2/5
2/5
1/5
0/5
G-7
Isaiah
2/5
1/5
0/5
2/5
G-8 Obadiah
1/5
4/5
0/5
0/5
G-9
Moses
1/5
1/5
1/5
3/5
G-9
Zion
0/5
3/5
2/5
0/5
1/7
4/7
0/7
1/7
Male
1/17
11/17
2/17
3/17
Female
4/14
6/14
1/14
3/14
Gender
Question 3: How many days you can stand without using any form gadgets?
Table 4
Grade &
Section
Internet
Book
G-7 Timothy
5/5
0/5
G-7
Isaiah
5/5
0/5
G-8 Obadiah
5/5
0/5
G-9
Moses
5/5
0/5
G-9
Zion
5/5
0/5
7/7
0/7
Male
17/17
0/17
Female
14/14
0/14
Gender
Table 5
Profiles of the Respondents in terms of Grade, Section, and Gender
Question 5: Which do you prefer playing:
Grade &
Section
Physical Games
Computer Games
G-7 Timothy
2/5
3/5
G-7
Isaiah
3/5
2/5
G-8 Obadiah
2/5
3/5
G-9
Moses
1/5
4/5
G-9
Zion
1/5
4/5
0/7
7/7
Male
5/17
12/17
Female
5/14
9/14
Gender
Note: There were 14 or 43.4 percent of the respondents were female and 17 or 56.6 were male.
Findings:
The data showed that most of the respondents were males that are active users of technology, unlike
females. This implied that in terms of computer addiction, males are more prone to it. The data also showed
that as teenagers progress and grow older they tend to get more involved and addicted to the likes of
technology. It also shows that in terms of studying internet is more used for researching and references that
books.
CHAPTER 5
SUMMARY, CONCLUSIONS AND RECOMMENDATIONS
This chapter presents the summary of the study finding conclusions drawn and their
recommendation made leased on the finding of the study.
Summary
This study entitled Technology Addiction and Its Effects to the Academic Excellence of High
school Students during the school year 2014-2015. Specifically it attempted to answer to the following
questions.
1. What are the causes of technology addiction?
2. What are the effects of technology on the high school students of Wesleyan
University Philippines?
3. What are the possible remedial solutions that teachers, parents , and students
should work out to minimize technology addiction?
4. What is the profile of the respondents in terms of a.) gender and b.) grade and
section?
5. What are the common indicators or symptoms of technology addiction?
This study used descriptive method of research with the questionnaire checklist
in gathering data from the respondents. The respondents were 31 students from
Wesleyan University-Philippines, chosen to random sampling. The information
gathered from them for tabulated tallied according to the number gathered.
Findings
Based in the information gathered by the researchers, the following are the
findings:
I.
II.
A.
Physical
The common indicator of technology addiction in physical aspects is they
tend to become thinner, as they neglect eating for using or playing laptop,
tablet or any form of gadgets.
B. Mental
Young gamers have shown similar symptoms to people who have drug or
alcohol dependence an inability to stop playing, and withdrawal symptoms
(anxiety, agitation) if they go without access to their gaming 'fix'.Gamers also report
that they play games to escape things like family or personal problems in a similar
way to people who use drugs or alcohol to escape their problems.
III.
1. The biggest number of respondents was males and only few were females.
2. Males tend to be more addicted to technology than females.
3. Technology addiction causes people to be lazy, distracted and discouraged in
terms of studying.
4. Technology has both positive and negative effect to the academic excellence
of students. From its positive side technology helps in terms teaching and
learning to be easier and efficient
distracts and causes students to be lazy in terms studying and also it causes
students to become anti-social when it comes to reality.
5. With regards to the possible solutions to minimize technology addiction, it was
revealed that the teachers, parents and student should ccoperate.
Recommendation
1. Parent should monitor their children when using gadgets.
2. Parents should have more time and attention for their children.
3. The Students should discipline themselves when using any form of technology.
4. Teachers should be aware of the behavior of the student during classes.
5. Parents should limit the use of technology to their children.