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Effects of electronic gadgets on the study habits of Teacher Education Students: A qualitative Analysis/ Ventigan, Nenia O. John Mark C. Dela Cruz [and] Vincent B. Mitra

By: Contributor(s): Material type: TextPublication details: 2015Description: x, 101 leaves: illustrations, 28 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
Subject(s):
LOC classification:
  • LG 221.R59 .V565 2015
Dissertation note: Undergraduate Study Thesis Bachelor of Secondary Education Major in Biological Science University of Rizal System 2015 Summary: This study aimed to determine the effects of electronic gadgets to the study habits of the students particularly the teacher education students of the University of Rizal System - Rodriguez. It involved (15) fifteen students of the University of Rizal System Rodriguez as respondents during school year 2015- 2016 The researchers used a qualitative method of research for this study. This includes one by one interview with the respondents. Focus group discussion was also done to ensure the reliability of student's views and opinions. From the analysis of data and results obtained, the following findings were summarized: With regard to the profile of the respondents, their age ranged from 18-19 years old. The respondents had selected equally with 5 representatives per year level. The average monthly allowance of the students ranged to Php 3,000.00 below. Students were most accessible to mobile phones, next to this were laptops, MP3s, PSPs, cameras, tablets, netbooks and Ipods. Most of the respondents used those gadgets with the duration of 1-6 hours per day to search information and for entertainment purposes. In terms of attending classes, electronic gadgets had positive effect on students because of an alarm clock application thus, pursuing them to come in their classes always on time. In reviewing lectures, the same were used as an advantage to leaming, for example, they save word documents and powerpoint presentations on their gadgets thus the latter served as a tool in reviewing. In addition, when it comes to class standing, students were able to participate more actively during class discussions by using Webster for every unfamiliar words they heard. In terms of behaving with others, although opinions were divided, it has been proven that gadgets affect students positively in socializing with others. Based on the series of interviews, the advantage of electronic gadgets was that students have an access to information in that it likewise had more practical use in typing word documents instead of renting computers for the same purpose. However, those also bear some disadvantages. The student's attention was usually shifted to other apps like games such as COC, Dota and Tetris. Unfortunately, the students claimed they found themselves involved in game addiction. The students didn't favored the exclusion of gadgets inside the classroom because according to them gadgets were really important both for educational and entertainment purposes. Based on the findings of the study, the researchers concluded that gadgets, whether the user was a male or female, were proven to be helpful as a modern tool for leaming. It had positive impact on attending classes, reviewing lectures, class standing and behaving with others. Based on the results of the study, the following recommendations were posed: Due to the benefits that it gave to the respondents, it is therefore not sensible to exclude those technologies inside the classroom. Instead, the curriculum planners as well as the teachers are highly encouraged to develop an electronic gadget associated activities since it was already verified that gadgets have positive effects on learning.
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Theses and dissertations Rodriguez College Library Undergraduate Theses LG 221.R59 .V565 2015 (Browse shelf(Opens below)) 2 Not For Loan URSROD-UGT-BSCI-0939

Undergraduate Study Thesis Bachelor of Secondary Education Major in Biological Science University of Rizal System 2015

This study aimed to determine the effects of electronic gadgets to the study habits of the students particularly the teacher education students of the University of Rizal System - Rodriguez. It involved (15) fifteen students of the University of Rizal System Rodriguez as respondents during school year 2015- 2016

The researchers used a qualitative method of research for this study. This includes one by one interview with the respondents. Focus group discussion was also done to ensure the reliability of student's views and opinions. From the analysis of data and results obtained, the following findings were summarized:

With regard to the profile of the respondents, their age ranged from 18-19 years old. The respondents had selected equally with 5 representatives per year level. The average monthly allowance of the students ranged to Php 3,000.00 below.

Students were most accessible to mobile phones, next to this were laptops, MP3s, PSPs, cameras, tablets, netbooks and Ipods. Most of the respondents used those gadgets with the duration of 1-6 hours per day to search information and for entertainment purposes.

In terms of attending classes, electronic gadgets had positive effect on students because of an alarm clock application thus, pursuing them to come in their classes always on time. In reviewing lectures, the same were used as an advantage to leaming, for example, they save word documents and powerpoint presentations on their gadgets thus the latter served as a tool in reviewing. In addition, when it comes to class standing, students were able to participate more actively during class discussions by using Webster for every unfamiliar words they heard. In terms of behaving with others, although opinions were divided, it has been proven that gadgets affect students positively in socializing with others.

Based on the series of interviews, the advantage of electronic gadgets was that students have an access to information in that it likewise had more practical use in typing word documents instead of renting computers for the same purpose. However, those also bear some disadvantages. The student's attention was usually shifted to other apps like games such as COC, Dota and Tetris. Unfortunately, the students claimed they found themselves involved in game addiction.

The students didn't favored the exclusion of gadgets inside the classroom because according to them gadgets were really important both for educational and entertainment purposes.

Based on the findings of the study, the researchers concluded that gadgets, whether the user was a male or female, were proven to be helpful as a modern tool for leaming. It had positive impact on attending classes, reviewing lectures, class standing and behaving with others.

Based on the results of the study, the following recommendations were posed: Due to the benefits that it gave to the respondents, it is therefore not sensible to exclude those technologies inside the classroom. Instead, the curriculum planners as well as the teachers are highly encouraged to develop an electronic gadget associated activities since it was already verified that gadgets have positive effects on learning.

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