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This study investigates the effects of gadget usage on the mood of Grade 12 students at Baungon National High School, highlighting the importance of understanding how technology influences emotional well-being. It aims to explore the frequency of gadget use, its impact on mood, and the relationship between the two. The research employs a quantitative design, utilizing questionnaires to gather data from a sample of students.

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0% found this document useful (0 votes)
36 views14 pages

Practical Kupal Word

This study investigates the effects of gadget usage on the mood of Grade 12 students at Baungon National High School, highlighting the importance of understanding how technology influences emotional well-being. It aims to explore the frequency of gadget use, its impact on mood, and the relationship between the two. The research employs a quantitative design, utilizing questionnaires to gather data from a sample of students.

Uploaded by

Ello Genel Rey
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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THE EFFECTS OF USING GADGETS TOWARDS THE MOOD OF GRADE

12 STUDENTS AT BAUNGON NATIONAL HIGH SCHOOL

ALUBA, ALLEN MAE P.


ELLO, GENEL REY G.
ESPINOSA, ERICA JANE P.
GELAY, ALONNAH V.
INDA, MARIELET I.
NAPONE, HANZ KYLE R.

BAUNGON NATIONAL HIGH SCHOOL


P-3 IMBATUG BAUNGON, BUKIDNON
JANUARY 2025
TABLE OF CONTENTS

TITLE PAGE--------------------------------------------------------------------------------------i
TABLE OF CONTENTS-----------------------------------------------------------------------ii

CHAPTER 1- THE PROBLEM AND IT’S BACKGROUND

RATIONALE OF THE STUDY----------------------------------------------------------------


1
STATEMENT OF THE PROBLEM-----------------------------------------------------------2
OBJECTIVE OF THE STUDY----------------------------------------------------------------3
NULL HYPOTHESIS---------------------------------------------------------------------------3
CONCEPTUAL FRAMEWORK--------------------------------------------------------------3
SIGNIFICANCE OF THE STUDY------------------------------------------------------------
3
SCOPE AND LIMITATION-------------------------------------------------------------------4
DEFINITION OF TERMS----------------------------------------------------------------------4

CHAPTER 2- REVIEW OF RELATED LITERATURE

FOREIGN LITERATURE----------------------------------------------------------------------5
LOCAL LITERATURE-------------------------------------------------------------------------7

CHAPTER 3- METHODOLOGY

RESEARCH DESIGN-------------------------------------------------------------------------9
RESEARCH ENVIRONMENT--------------------------------------------------------------9
RESEARCH RESPONDENTS---------------------------------------------------------------10
RESEARCH INSTRUMENTS---------------------------------------------------------------11
RESEARCH PROCEDURE------------------------------------------------------------------11

LIST OF TABLES
TABLE 1: Distribution of Respondent------------------------------------------------------10
LIST OF FIGURES
FIGURE 1: Schematic diagram----------------------------------------------------------------3
FIGURE 2: Map of Police Security Protection Group (PSPG) in
RPSPU10 Office, Cagayan De Oro City----------------------------------------------------10
CHAPTER 1

THE PROBLEM AND ITS BACKGROUND

Rationale of the Study

This study investigates the effects of using gadgets in the mood of grade 12

students at Baungon National High School. This aims to know the importance of

studying gadget usage and mood of the Grade 12 Students. It’s observed that using

gadgets can significantly affect a student’s moods because gadgets can influence

social behavior and emotional development in the way they interact with other people.

In today’s generation, technology has evolved and has become high in technology.

The rise of modern electronic gadgets has captured the attention of the global

population by using gadgets as a crucial device and has become a necessity for human

beings around the world we live in. Gadgets are the electronic devices that are

designed for a specific purpose, we can use them to contact the person which means

that the mobile phones were often described as a major distraction for students

because of text messaging. Some students often spend more time using gadgets than

studying or engaging in physical and spiritual activities.

This research indicates that excessive screen time can lead to mood disorder,

anxiety, and aggression, particularly among adolescents who often prioritize

entertainment over academic responsibilities. While gadget

Facilities communication and learning, they can get distract from physical health

and emotional well-being due too overuse, leading to issues like sleep deprivation and

social interactions.

They mainly use gadgets for media and social interactions, especially on platforms

like Facebook, Twitter, and other social networks. However, it could be helpful to

those students who use it for school purposes. Students use electronic devices for

1
various purposes, including researching, playing games, watching videos, listening to

music, chatting with friends, and browsing the internet. However, they often spend

excessive time on these activities, neglecting important factors that can negatively

impact their eyesight, and overall health including their moods.

Statement of the Problem

This study aims to investigate the effects of using gadgets towards the mood of

grade 12 students at Baungon National High School for the school year 2024-2025.

Specifically, it seeks to address the following questions:

How often do Grade 12 Students use the following gadgets for their schoolwork?

•cellphones

•computers

• Tablets

2. To what level does using Gadgets affect the mood of Grade 12 students?

3. Is there a significant relationship between how often students use gadgets towards

their mood?

By addressing these questions, this study help students analyze the effects of using

gadgets towards the mood of grade 12 students at Baungon National High School.

Objectives of the study

•To investigate how often Grade 12 students use gadgets.

•To identify the specific factors that influence the mood of Grade 12 students when

using gadgets.

•To understand why the use of gadgets affects the mood of Grade 12 students.

Null Hypothesis

2
: There is no significant effect of gadget usage towards the mood of Grade 12 Stem

students

Conceptual framework

Independent Dependent
variable variable

Gadget Mood

Figure 1. Schematic diagram


The independent variable in the study is using gadgets while the dependent

variable is mood of grade 12 students. The purpose of these study is to investigate

what is the effect of using gadgets towards their moods.

Significance of the Study

Students. It will help them understand how gadget use affects their mood,

encouraging them to set limits on their usage.

Parents. The findings will guide parents in managing and controlling their children’s

gadget use at home.

Teachers. Educators can utilize the results to develop strategies that include

technology in a balanced way, enhancing learning while minimizing negative impacts

on students’ moods.

Future researcher. This study could be a guide for future researchers that gives them

Ideas. They can also get information about this research. Future researchers can read

this so that they can learn and get more acknowledgement to write or do their own

research.

3
Scope and Limitation

This study will determine the effect of using gadgets towards the mood of

students. The study focuses on the effect of using gadgets towards the mood at

Baungon National High School in Bukidnon, specifically targeting the grade12

students enrolled for the first semester of the school year 2024 – 2025. The total

population in this grade is 282. This study will use questionnaires and ordinal scale to

collect data among grade 12 students.

Definition of term

Gadgets – usually means a small mechanical or electronic device that is useful but

often seen as a fun Item. In this study, gadgets refer to cell phones, tablets, and laptops

that people use for learning.

Mood – is defined as a pervasive and sustained feeling or tone that is endured

internally (Sekhon, 2021). In this study, this term is used as one of the important

variables in identifying and measuring the effect of video games on students.

Effects – it can affect the way students who interact with other people including their

moods.

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CHAPTER 2

REVIEW OF RELATED LITERATURE

Foreign Literature

Putri (2021) defines gadgets as tools born from advancements in information and

communication technology. They offer numerous benefits, such as assisting with

tasks, enhancing relationships, providing entertainment, and filling leisure time.

However, for young children—defined as those aged 0-6 years—unmonitored gadget

use can have both positive and negative consequences, particularly affecting their

social development during this critical growth phase.

Sari (2019) emphasizes that an overreliance on gadgets for entertainment and

learning can lead to missed opportunities for essential peer interactions. This lack of

social engagement may hinder children’s vocabulary development and overall

language skills, as they miss out on practicing speaking with others.

Che Had and Ab Rashid (2019) describe today’s youth as “digital natives,”

individuals who have grown up surrounded by technology, especially the internet and

digital devices. This generation, including Malaysian students, displays a natural

proficiency with digital tools that significantly shapes their learning and

communication styles.

Kurt et al. (2022) notes that K12 students—ranging from kindergarten to Grade 12

—often struggle with self-control, making them particularly susceptible to the allure

of mobile gaming. Prolonged engagement with these games can subtly alter their

behavior and psychological state. Recent studies highlight growing concerns about the

impact of gadget use on mental health. Zen, Wibowo, and Lesmana (2024) report that

98.3% of Indonesian teenagers use mobile phones, raising alarms about issues like

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anxiety, depression, sleep disorders, social isolation, poor academic performance, and

problematic behavior.

Hossain & Uddin (2023) found that gadget addiction among school-aged children

is linked to cognitive impairments and emotional challenges such as anxiety and

depression. Their research indicates that excessive screen time can negatively affect

children’s mood and cognitive function, raising concerns about long-term mental

health effects.

Ranjan et al. (2019) characterize gadget dependency as an unregulated behavioral

issue marked by an inability to moderate usage. They argue that extensive gadget use

can lead to a stunted daily life and emotional disturbances, contributing to heightened

anxiety and stress levels.

Mardiana & Rahman (2021) conclude that while gadgets can enhance learning

experiences, their overuse significantly impacts students’ psychological well-being,

leading to increased feelings of anxiety and social isolation. They highlight a

troubling trend where students compulsively turn to gadgets for emotional support,

which is linked toHigher rates of gadget addiction.

Surat et al. (2021) further emphasizes that high levels of gadget addiction

correlate with mental health problems among college students. Their findings suggest

a direct relationship between excessive gadget use and disturbances in sleep quality

and overall well-being.

Vanden Abeele and Nguyen (2022) underscore the importance of academic

research focused on digital well-being. They advocate for exploring how individuals

can cultivate a healthy relationship with technology, emphasizing the subjective

experiences of users regarding their digital connectivity in everyday life.

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Local literature

Cruz and Santos (2022) shed light on a concerning issue: the link between

excessive gadget use and rising levels of anxiety and depression among high school

students. Their research shows that gadget addiction can disrupt students’ moods and

social interactions, highlighting the critical need for managing screen time to support

emotional health.

Similarly, Lim and Lee (2023) found that increased screen time among

adolescents, particularly Grade 12 students, correlates with heightened depressive

symptoms and anxiety. They stress the importance of regulating screen time to foster

healthier emotional states and prevent mood disorders.

Rahman and Ismail (2021) emphasize that excessive gadget use contributes to

elevated academic stress and anxiety among Grade 12 students in Malaysia. Their

findings Indicate that this stress can significantly impact students’ mood and overall

mental health, especially during crucial exam periods.

Garcia and Torres (2022) explore how frequent social media use through gadgets

can lead to feelings of inadequacy and anxiety in adolescents. Their study reveals the

detrimental effects of social media on mood and self-esteem, particularly for Grade 12

students facing various social pressures.

Generally, Mohd Mothar et al. (2019) note that when choosing gadgets, users

often evaluate their pros and cons. They discuss how gadgets function in daily life,

their effectiveness in searching for, delivering, and sharing information, and how

users can manage their usage. For Generation Z, gadgets are not just tools; they are

essential for becoming tech-savvy in today’s digital world.

The literature review highlights significant drawbacks of gadget use among Gen Z

users. Elhai et al. (2021) report that these users spend an average of 16 hours a day on

7
their devices. This statistic suggests a profound dependence on technology, as many

feel anxious when separated from their gadgets. Clearly, there is a pressing need for

improvement to achieve a more balanced approach to gadget use.

Thupayagale-Tshweneagae et al. (2018) argue that individuals who frequently

seek emotional support from gadgets are more susceptible to developing gadget

addiction. Ranjan et al. (2021) describe this dependency as an unregulated behavioral

issue characterized by difficulty moderating usage. Such excessive reliance can hinder

daily functioning, while Mat Sharif & Omar (2020) note that gadget addiction often

drives compulsive behavior, distracting individuals from leading normal lives.

According to VandenBos & the American Psychological Association (2020),

mental health encompasses emotional disturbances that affect daily functioning.

Gupta et al. (2019) identify common symptoms of gadget use, such as an inability to

control usage or conceal device engagement, leading to prolonged use without

considering its consequences. Mobile phone dependency has emerged as a public

health concern due to its negative effects on younger generations. However, when

used wisely, mobile phones can also offer benefits; therefore, adolescents need

guidance for healthier usage (Dilip & Javalkar, 2023).

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CHAPTER 3

RESEARCH METHODOLOGY

This chapter explains how the research is conducted. It covers the research design,

where the data came from, the location of the study, the population and sampling

methods, and how data was collected and measured

Research Design

This study used a quantitative research design to gather information about how

using gadgets affects students’ moods. It included both descriptive and correlational

designs. The descriptive part looks at how students currently use gadgets, while the

correlational part examines the relationship between gadget use and mood. This

research focuses on the effects of gadgets on students’ moods at Baungon National

High School. The study will find out how often students use gadgets and explore the

link between gadget use and mood. Data was collected using questionnaires with

closed-ended questions, using an ordinal scale to measure students’ moods related to

their gadget usage.

Research Environment

This study is conducted at Baungon National High School, a public institution

located in the municipalities of Imbatug, Baungon, and Bukidnon, in the northern

rural region of Mindanao. The school is medium-Sized and has limited facilities. The

research was carried out on the main campus of the school.

9
Figure 2. Map of Police Security Protection Group (PSPG) in RPSPU10 Office,
Cagayan De Oro City.
Research Respondents

The total population of this study is 282 students, while the sample size of this

study to be surveyed is 165 students in grade 12 at Baungon National High School.

Only 50 respondents will be selected to examine the effects of gadget usage on their

mood. A random sampling method was used to choose participants for this study. The

sampling method that I used in this study is the simple random sampling technique,

where the Grade 12 students will be selected based on their equal chance of being

selected.

SECTION POPULATION SAMPLE SIZE PERCENTAGE


STEM 40 23 14.19
GAS A 57 33 20.19
GAS B 30 17 10.64
H.E 20 12 7.09
AFA A 28 22 13.47
AFA B 36 21 12.77
AUTO 61 37 21.63
TOTAL 282 165 100.00

Table 1. Distribution of Respondent

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Research Instruments

The researcher utilized both research-made instruments and published

questionnaires related to the topic “The Effect of Using Gadgets on the Mood of

Grade 12 Students at Baungon National High School.” A survey questionnaire is

employed to gather data. The primary instrument, Instrument A, was designed to

assess how frequently Grade 12 students use gadgets and to explore the relationship

between gadget usage and their mood. This study used questionnaires with an ordinal

scale to measure students’ moods in relation to their gadget usage.

Research Procedure

The study will involve Grade 12 students at Baungon National High School. Data

will be collected by providing a survey questionnaire which has already been

published by the other researchers that includes an Ordinal scale to assess students’

levels of agreement regarding gadget usage and its effects on their mood. The

gathered data will Then be analyzed using descriptive statistics.

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