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GADGETS: ITS EFFECT ON THE ACADEMIC PERFORMANCE OF MARINE ENGINEERING STUDENTS

By

Bautistalla, Peter Glen


Battulayan, Gio Louis
Fagaragan, Aaron Jay
Gracia, Paolo
Lontok, John Ariel
Parcasio, John Emmanuel

BACKGROUND OF THE STUDY

In the year where electronic gadgets are not yet


invented like computers, students are not yet
engage in activities using technologies.
According to Richardson 2011, gadgets like
phone, ipod, mp3 players, and game consoles
have effects on the learning experience of the
students.

INTRODUCTION
The study is entitled Gadgets: It Effect on the Academic Performance
of Marine Engineering Students. Todays modern times is circled by
technological products. Technology has experienced vast expansion in
recent years, leading people from all generations. Currently, one of the
hot issues in technology is electronic gadgets. Cell phones, laptops,
and computers belong to this group of electronic gadgets. We cannot
deny that these devices have played an important part to the students
everyday live. People have seen the impacts brought by these devices
to the academic performance of students. Up to this time people
witness the issues about the advantage and disadvantage of these
gadgets that may give learning to student.

STATEMENT OF THE PROBLEM


1. What are the profile respondents?
1.1 Gender
1.2 Age
1.3 Section
2. What kind of gadgets they are using?
2.1Home
2.2 School

SIGNIFICANCE OF THE STUDY


This study will be significant to the following;
Marine Engineering students for them to improve their
academic performance in using gadgets, in terms of
searching, communicating, and other use of gadgets.It will
also help them to be aware in their time in using gadgets. It is
merely important to the students to be understood what will be
the effect in using gadgets to their academic performance.
Parents- this will be significant to parents for them to
understand how gadgets can affect the academic performance
of their children.

SCOPE AND LIMITATIONS OF THE STUDY

This study focuses only to 39 1 st


Marine Engineering students of Asian
Institute of Maritime Studies who are
using Gadgets, Are the subject of the
investigation. Each student will be
given same set of questionnaire.

RRL

According to UNICEF, 2011 the evolution of


technology has been changed the society a lot.
According to Dehmler , 2009 children today are
growing up in an interconnected, network world.
Psychologist Dr. Kimberly Young began to study
the topic of technology addiction as long ago as
1995 and wrote about it in a book called Caught
in the Net in 1998.

METHODOLOGY

Research Design
Descriptive Research that is define to
describe the characteristic of population that
is being studied. It involves the collection of
data that will provide an account or
description of individuals or group. (Polit &
Hungler 1999)

Population and Sampling Technique


This study is about the effects of gadgets in academic
performance of the Marine Engineering students of
Asian Institute of Maritime Studies through answering
the researchers survey questionnaire. The researcher
selected a 39 first year Marine Engineering students to
answer the survey questionnaire.

GATHERING OF DATA
The actual data gathering will be conducted through these
following phases:
Phase 1: the researchers will collect data from different
resources such as books, journals, and internet that will give the
researchers a reliable information that will help their study.
Phase 2: Survey, the survey is consist a two parts; letter of
consent and a survey questionnaire. The survey has different
questions that is related to the topic. After the professor checked
the questionnaire, the researchers will distribute the survey to
MarE students of Asian Institute of Maritime Studies.

CONCLUSION
The researchers conclude that most of the respondents
using gadgets at home are satisfied in using it.
The researchers conclude that it is useful for most of the
respondents in using gadgets in their home.
The researchers conclude that most of the respondents
used gadgets in their school as their number one research
redeemer.
The researchers conclude that most of the respondents
cannot focus when using gadgets in class.

RECOMMENDATION
The respondents should be aware in using gadgets
more than using a book in researching.
The respondents should not rely in using gadgets,
they must do outdoor activities.
The respondents should not finish their day in just
using a gadgets, respondents should try more
activates that can help them more rather than in
using gadgets.

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