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CHAPTER II

CONCEPTUAL FRAMEWORK

This study presents the review of related literature and studies, conceptual

framework, and definition of terms used in the study.

Review of Related Literature

As gadget is a new, often expensive, and relatively unknown hardware device or

accessory that makes your life easier or more enjoyable. Based on Tech Crates (2012), a

gadget becomes widely used, it is no longer referred to as a gadget. For example, when

cell phones were first introduced, they were considered gadgets. As they became more

mainstream, they were no longer considered a gadget. In today’s life, tasks are

maximized with the use of modern gadgets. It is easier to accomplish daily tasks and

people are also able to do work with efficiency. One cannot even dare to imagine life

without smart phones, cell phones, laptops, tablets, and iPods and so on.

Furthermore, Shy (2010) says that no one can deny the fact that gadgets have not

only simplified the lives of people but also made them more comfortable and luxurious.

Indeed, these gadgets really made a huge impact in people’s lives and became part of it.

Hence, Gross (2009) described in his article that people are very frequent in use

of media and modern technologies in communication at home or at work and feel hard to

survive in the absence of modern means of communications. With the advent rapid new

technologies; digital societies are shaping all across and people are relying mainly on

these resources from information, education and entertainment to social interaction.


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The same are shaping social attitude in dealing with each other. There formed

digital cultures and multi resources of communications have severe effects on human

beings especially on children; who have the immediate capacity of learning.

The mentioned articles above found helpful to the researchers since the articles

above that came in the internet and books talked about the technology, the use of

technologies, and the effects of electronic gadgets.

Related Studies

New media technologies and a number of important studies were conducted in the

2000’s on the impact of children’s intellectual development, and various aspects of using

such technologies. New media is a taken-for-granted concept we frequently use, both in

the academic field and our daily lives.

Many researchers aimed to organize understanding the change that took place by

using these technologies, and to explore the conversion in children’s behaviour and

focused to discover-what extent children feel aggression, and how they react by using

these modern technologies e.g. video games, mobile phones with various application

embedded using via Internet Wi-Fi connections video games consoles and internet.

Moreover, Zucker & Light (2009) says that providing computers to schools

increases the technology skills of teachers and students in both developed and the

developing world. Laptop programs increase students’ writing i.e., research in many

nations suggests that laptop programs will be most successful as part of comprehensive

initiatives that also address changes in education goals, curricula, teacher training, and

assessment.
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In addition, Darling-Hammond et al., (2014) have an analysis of effective

technology use for at-risk students found that simply replacing teachers with computer-

based instruction typically yields no learning benefits. Rather, blending leads to higher

engagement and learning gains.

Based on the study of Coffey (2012), found that integrating technology and peer-

led discussions of literature can produce increased student engagement and motivation.

Technology used in these small group discussions of literature includes wikis, online

literature circles, and online books clubs. With these technologies students able to

connect with readers from other schools, states, and even other countries. This type of

technology is an assessable and motivational way to expose students to other ideas and

cultures. These online literature discussions have the ability to create a sense of

community and foster positive social interaction.

The use of technology in education has significantly aided students in performing

their school-related tasks. Clegg and Bailey (2008) assert that with the utilization of

mobile devices such as laptops and tablet computers, the learning process for the students

become more fun and conductive due to the user-interactivity and appealing visuals

present in these learning tools.

Additionally, a vast collection of learning games and applications exist for these

mobile devices, and as a matter of fact, there are about 96,000 educational applications

available (App Store Metrics, 2013). The data collected by Apps in Education (2012)

confirmed that the subject areas covered by these applications include Mathematics,

Sciences, Grammar and Spelling and Arts and Humanities.


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The foreign studies gathered are found useful to the researchers. The findings of

the following studies enlightened the researcher’s idea toward the effects of electronic

gadgets to people.

Related Literature

Nowadays, many Filipino children are being hooked by using electronic gadgets.

Some children can’t focus on their studies. They tend to spend their time in using

electronic gadgets than studying.

According to the site, The Journal it says that children play with electronic

gadgets, their minds process information differently because their brains are working

harder to absorb the barrage of information and sensations. That increased brain activity

makes it harder to focus on one task and control impulses -- hallmark signs of

hyperactivity.

However, the book of The Analysis, Design and Implementation of Information

Systems that authorized by Lucas Jr., H. says that computing activities increasingly

involve communications: online systems span the continent and the world. More

networks of computers and special services are offered every day.

The following literatures are helpful to the researcher’s study and gave them

insights about the effects of the gadgets towards children.

Related Studies

Many schools in the Philippines aims to provide laptop computer per child

believing that with the presence of gadgets will increase their knowledge.
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In this case a study was conducted by Oquias (2011) says that President Benigno

Aquino announced during the launch of the country’s K-12 curriculum that the

government eyes the use of tablet computers in public schools in lieu of traditional

textbooks (Enterprise Innovation, 2012). Furthermore, there exist various programs by

the government, non-government organizations and private corporations in the

Philippines that aim to provide one laptop computer per child. With the presence of

laptops in the classrooms, students become more engaged and involved in school-related

activities.

Over the last 10 decades, mobile phones emerge in the Philippines. Filipinos have

been using phones for the last 29 years, and it is safe to say that most of the living

generation in the Philippines grew up using mobile phones, and every day the use of

mobile phones differ from person to person.

On the other hand, Xinhua (2014), said that Filipinos are using their mobile

phone not only to communicate but also as mobile computers as well, according to a

recent market study issued. TNC, a global customized research company, said in its

report that Filipino costumers are not just using cell phones to call and texting messages

and photos, but also as a means to have “internet-on-the-go,” allowing users to be always

online. Of the 38,000 respondents in Metro Manila, 75 percent of the respondents

surveyed used mobile phones to take photos videos; and 37 percent to browse the

internet; and 37 percent to check their emails. The study was conducted from November

2012 to January 2013. “Based on the findings of the study, the increase in various mobile

activities explains the growing trend of Wi-Fi accessibility in public areas,” said TNS

Philippines Managing Director Gary Ocampo.


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These studies are found relevant to the researcher’s study about the effects of

electronic gadgets in public and private school.

Conceptual Framework of the Study

This part of the study shows how the researcher will conduct the research and
how they will find answers and information.

INPUT PROCESS OUTPUT

 Significance
 Surveys  Analysis
differences
and
 Junior High in the effects
Interpreta-
School of electronic
tion of
Learners devices in
Data
from Public the
and Private  Statistical
behaviour of
School Treatment
the high
of Data
school
learners
respondents.

Figure1. Conceptual Framework for the Effects of Electronic Gadgets in the


Behaviour of Selected Junior High School Learners from Both Public and Private

The input is made of the researcher made questionnaire, and random respondents

from public and private school who will serve as evaluators. Next, the process is made up

of analysis and interpretation of data, and statistical treatment of data. Lastly, the output

consist of the significance differences in the effects of electronic devices in the behaviour

of the high school learners respondents.

Definition of Terms

1. Globalization – is the process of interaction and integration between people,

companies, and government worldwide.


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2. Socialization – is the process of internalizing the norms and ideologies of society.

3. Phenomenon – a fact or situation that is observed to exist or happen, especially one

who cause or explanation is in question.

4. New media – it means mass communication using digital technologies such as

internet.

5. Encompasses – it means surround and have or hold with.

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