Impact of Entertainment Applications To The Academic Performance of Senior High School Students
Impact of Entertainment Applications To The Academic Performance of Senior High School Students
Impact of Entertainment Applications To The Academic Performance of Senior High School Students
Aira S. Tansiangco
Approval Sheet
Performance of Senior High School Students prepared and submitted by Aira Tansiangco as
Subject Teacher
Acknowledgement
The researcher would like to express her gratefulness to those people who contributed
First, the researcher would like to thank God for always giving them the opportunity to
learn, the strength to finish her study and the motivation they need
To their family, friends and loved ones for simply being there for them and who also
Dedication
The researcher would like to dedicate this research study to all the parents who have
unconditional love for their children, to all the students who continuously dream for their
future successes, to the teachers who always teach their students, for loving them and for
always being patient and understanding, to their family that gives her strength in her everyday
life and most especially to the Almighty God for everything that she had, has and will have in
Table of Contents ii
Preliminaries
Approval Sheet…………………………………………………………………………i
Acknowledgement……………………………………………………………………..i
Dedication……………………………………………………………………………..i
Table of Contents……………………………………………………………………...ii
Abstract………………………………………………………………………………...1
Introduction…………………………………………………………………………….1
Synthesis………………………………………………………………………….…...7
Conceptual Framework……………………………………………………………… 10
Methodology
Research Design………………………………………………………………………12
Research Instrument…………………………………………......................................13
Ethical Consideration…………………………………………………………………14
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
Statistical Treatment…………………………………………………………………..14
Results…………………………………………………………………………………….......15
Discussions…………………………………………………………………………………....18
Conclusions…………………………………………………………………………………...19
Recommendations………………………………………………………................................20
References………………………………………………………………………………….....21
Appendix…………………………………………………………………………………..24
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
Abstract
This research endeavored to analyze the impact of pandemic on senior high school students at
Porac National High School. As argued by Vora (2019), mobile applications have impact in our lives.
It can affect our learning aspect. By using these applications, we can learn easily. We can get
information on what interests us. The quantitative research employed correlation method. The
researcher personally administered and retrieved the survey-questionnaire. Moreover, the researcher
utilized appropriate statistical tools such as the frequency distribution, mean, percentage, Likert scale
and the Pearson’s r Test. Moreover, the researcher utilized appropriate statistical tools such as the
frequency distribution, mean, percentage, Likert scale and the Pearson’s r Test. From the general
average of the study, findings revealed the reasons why learners make use of entertainment
applications. The study was conducted with the help of 30 students who completed a survey
questionnaire and three of them participated and answered the interview questions.
Introduction
The bulk of people want amusement in their daily life. It's a method of releasing
unpleasant emotions like anxiety and tension. It enables people to take a 'holiday' from their
mundane and exhausting daily routine. There are numerous forms of entertainment available.
It could be as simple as watching your favorite shows, listening to your favorite music,
dancing to the beat of life, playing games, engaging in sports, or simply devoting time to your
hobbies.
Entertainment apps cover a wide range of entertaining activities, from pure entertainment apps
like music and games to communication apps like social media, streaming media, and instant
messaging. Furthermore, entertainment applications are used to keep mobile users entertained.
There are lots of mobile applications that can be found in Google Play Store and
Apple Store. Statista said that some 3.2 million apps are in Google Play Store and 2.2
As argued by Vora (2019), mobile applications have impact in our lives. It can
affect our learning aspect. By using these applications, we can learn easily. We can get
particularly our loved ones. We can keep up with current events by reading posts about
them. Mobile applications can entertain us. We can easily access our most loved sounds,
the highways, we can be guided along the path. We can be updated about traffic flow and
The greater the risk, though, the more advanced the technology is. However,
prevent spyware from intruding. Phones can be secured remotely using a camera or
audio.
These networking sites used by most people to interact with old and new friends
(Asemah & Edegoh, 2012).The world has changed rapidly with the development of
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
technology; this has led to use the technology as the best way to explore the vast area of
knowledge.
in many ways. They help in the learning progress of people. People can read and
pronounce properly the verses in Holy Quran with the help of mobile applications. Holy
Quran can be translated into different languages thus making it easier to users to
As cited by Holl and Elberzhager (2019), mobile applications play a big role in
our lives for the past few years. They are being used in different aspects of life. Their
functions are important. If these fail, serious consequences are to be faced. It may lead to
computers to run the program, applications will not be realized. A mobile application is
any application that runs on or is accessed from a device designed to be portable. There
are three broad categories of mobile devices: laptop computers, tablets and smart phones,
and embedded devices. Mobile applications must be manageable meaning they must be
& Nizam, 2016) based on an objective analysis of the use of social media by college
students and study the positive and negative effects on students’ academic performance
and
behavior. The most important findings of the study are that there is a positive and
negative impact on the social networking sites on the academic performance and the
behavior of the student, in that the university student is attracted to social networking
sites for many reasons, including the search for information that can be accessed easily
According to (Oche & Aminu, 2010), it is noted that students are very divided in
social media and spend about 24 hours online. Even in the classroom and lecture theaters,
it has been observed that some students are always busy in chatting and communicating,
during lectures and which should guide these times toward learning, scientific research
and innovation along the lines of students’ attitudes to meeting new online friends and
discussing issues of most importance. Most students suffer from setbacks as a result of
As per the study of (Obi, Bulus, Adamu, & Sala’at, 2012), it was observed that the use
of these sites also affects students’ use of English and grammar. Students use short forms of
writing words in their chat rooms; they use the same thing in the classroom.
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
On the other hand, social networking sites can assist students in developing
themselves, enhancing their knowledge and creativity, leveraging their knowledge exchange,
and increasing their technical skills. Through the optimal use of social networking sites,
students can access as much knowledge and information as possible that enhance their
Bahrain 14 The Relationship between Social Media and Academic Performance: Facebook
Perspective (2016) (Harrath & Alobaidy, 2016) on the students of the Arabian Gulf that there
is a positive impact of this technology at their academic level through the useful and optimal
use of social networking sites. Analysis of the study showed that students are aware of and
have a good level of awareness of using social networks for academic purposes. A large
proportion of students expressed satisfaction with its use as a useful means of collecting data
and searching for useful information. In addition, social networks have helped students to join
phenomenon in the past several years. What started out as a hobby for some computer literate
people has become a social norm and way of life for people from all over the world (Boyd,
2007). Teenagers and young adults have especially embraced these sites as a way to connect
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
with their peers, share information, reinvent their personalities, and showcase their social lives
(Boyd, 2007).
lives. Applications continue to grow so do developers. Mobile apps are put into more
uses. They
help in terms of banking; customers can check account balance, pay utility bills, transfer
money and even confirm third party deposits through banking apps. Forex Brokers and
manufacturers of equipment and home appliances are also enjoying the ease that mobile
everyday life of people. They can help in maintaining health. We can track daily physical
activities by using these apps. Additionally, these can educate us, we can do degree and
certification courses. These apps can expand business and promote commerce too; these
Foreign Language (EFL) learning. They just do not let students learn individually and
As analyzed by Kaur and Kaur (2018), smart phones or mobile devices are
rampant in human life thus leading to an extreme demand of developing software that
runs on mobile devices. Developers must meet the expectations of mobile devices with
As revealed by Grant et al. (2015), teachers and students use mobile devices such
as cell phones, smart phones and tablets to improve teaching and learning.
Many people actively participate in content generation and value creation, and several
researchers (e.g., Young et al., 2009; Vasalou et al., 2010) have examined their profiles to
determine why and to what extent they are keen on posting their entire identity, sharing
pictures and videos, and indicating their religious affiliations, marital status, and political
orientations on the internet. These users interact with others, exchange information about their
interests, raise discussions about new topics, follows news about specific topics on different
on its annual conference in San Diego, California (2009) that SNSs users study less and
found a continuing drop of grades among student users of social networking sites. However,
many researchers also found a positive association between use of internet and SNS and
academic performance of the student users. Students, using internet frequently, scored higher
on reading skills test and had higher grades as well (Linda et al., 2006)
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
Synthesis
The review of related literature and studies focused on the effect of entertainment
This study could benefit from the previously mentioned literature and studies. They
assisted in the addition of pertinent information that was required to toughen the notions in
this investigation.
In the studies of Kaurand Kaur(2018), Grant et al. (2015), Berry and Westfall
(2015), Chen and Yan (2015), Crompton and Burke (2018), Kates et al. (2018), Barnwell
(2016), De Jesus (2017) and Murai (2015) supported the impact of mobile devices in
Klimova (2017) and Lamarra, Chauhan and Litts (2019) coincided with technology.
How does technology play a big role in society and its importance were tackled.
Samad et al. (2019), Poonsri(2019), Kizgin et al. (2019) and Asterhan, and Bouton
(2017) contested about social networking sites. The most frequently used sites were
revealed.
Casal (2019), Hashim, Al-Sharqi and Kutbi (2019), Abbas et al. (2019), Khan et al.
(2019) and Al-Rahmi, Othman, and Yusuf (2015) analyzed the different social media,
Reasons why people are fond of it and how does it help users in terms of different
Gamlo and Nada (2019), Featherstone and Habgood (2019) and Andone et al
(2017) mentioned about mobile games. These serve as stress relievers and diversion of
The previous research, as well as this one, focus on mobile applications and their
impact on people's lives. Some of the retrieved papers, however, used descriptive
quantitative research methodology. The time frames of the first and second research were
different.
The retrieved literatures and studies were able to expand the researcher's
This research study aims to find out the answers on the impact of entertainment applications
1.1 Gender
3. What is the most used entertainment application used by senior high school
students?
Conceptual Framework
the concepts of the Input–Process–Output (IPO) Model is properly concretized through the
symbolic presentation of three rounded rectangles connected to one another. The first rounded
rectangle which is the INPUT specifying the approaches to meet the aimed data was
established. Connected to the first rounded rectangle is the second rounded rectangle, the
PROCESS assessing on the procedures to obtain data. The last rounded rectangle which is the
The research paradigm shown on Figure 1, the pandemic has presented many
challenges to students. Children already coping with mental health condition have been
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
especially vulnerable to changes, and now we are learning the broad impact on students as a
result of school being closed, physically distancing guidelines and isolation, and other
For children, students, and adoloscents with mental health needs, such closures means
a lot of access to the resources they usually have through schools. School routines are
important coping mechanisms for young people with mental health issues.
The students study from home or any other place, that is the most convenient for them.
They can acquire learning material online the study materials in online education could be
texts,
10
audio, notes, videos, and images. However, the method of study has its benefits and
various drawbacks too. Every discipline is registering a surge in the volume of distance
This study aimed to determine on how does the pandemic affect the mental health of
Demographic profile
of respondents
Frequency of usage of
entertainment
applications
Distribution of survey Impact of
and questinnaires to entertainment
Reasons why learners the grade 12 students applications to the
use entertainment
Academic
application
interpretation of data Performance of
an proposal of Senior High School
entertainment
application
Impact of Entertainment Applications to the Academic Performance of
Impact of Senior High School Students
entertainment
applications
11
The purpose of this study is to gather critical knowledge and information about the
chosen issue from each other. It's quite difficult for me as a researcher to perform this as a
researcher. As a result, this research will be a tool that will assist them in locating credible,
trustworthy, and important factors that they consider to be essential data for better
understanding the topic. Indeed, this research will be a source of information that they will
Methodology
This chapter presents the research design, respondents, research instrument, data
Research Design
collecting and analyzing data obtained from different sources. It involves the use of
computational, statistical, and mathematical tools to derive results. It is also conclusive in its
purpose as it tries to quantify the problem and understand how prevalent it is by looking for
measuring two variables and assessing the relationship between them, with no manipulation of
an independent variable.
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
This study employed the correlation-quantitative method of research. This was used to
get authentic data that will be used for conclusions and recommendations.
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Respondents
This study's respondents were grade twelve students in Senior High School at Porac
National High School for the school year 2021-2022. A total of 30 students from six grade
Research Instruments
Survey-questionnaires were used for the collection of data in this study. The researcher
The survey-questionnaire was utilized to determine the answers in the statement of the
problem.
The researcher obtained permission from the teacher, ma'am Pilar and respondents to
conduct a survey in Senior High School Students of Porac National High School. In order to
do
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a research, the researcher created a link using a google form. The researchers would
send the google form link and background information about the study using the messenger
app to be able to survey the students even if not in face to face and was followed by the
study's aim.
Ethical Considerations
Writing of name in the survey-questionnaire was optional. The information that was
acquired as the survey took place and was treated with respect, the data was not used for any
illegal purposes and identities were kept assuringly. Privacy and confidentiality were highly
ensured.
Statistical Treatment
The following statistical tools were utilized in the analysis and interpretation of the data:
1. Frequency Tally and Percentage. This statistical tool was employed to determine how
does the pandemic affects the mental health of students in Porac National High
School.
Formula: P = (f/n) 30
Where: P = percentage
f = frequency
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
2. Mean is the appropriate statistical tool because there is only one descriptive
to the academic performance of male and female learners in Porac National High
School.
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M = ∑fx/n
Where:
M = mean
∑ = (sigma) summation
summative
75 below 0 0%
75-80 0 0%
81-85 0 0%
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
86-90 8 27%
91-95 20 67%
96-100 2
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The table depicts the academic scale and frequency of learners. Academic
scale of 96-100 has frequency of 2 ; 91-95 has frequency of 20; 86-90 has a
frequency of 8 and and no one has an average found in the range of 75 below.
PART 2 Weighted Mean and Descriptive Rating of the Students Frequency of Usage of
Entertainment Applications
The table depicts the highest and lowest weighted mean. Item Number 1 which
has a weighted mean of 3.06 with a descriptive interpretation of “Always” got the highest
weighted mean while Item Number 6 got the lowest weighted mean which has a 1.04
with a descriptive interpretation of “Sometimes”.
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The table depicts the highest and lowest weighted mean. Item Number 5 which has a
weighted mean of 3.56 with a descriptive interpretation of “Strongly Agree” got the highest
weighted mean while Item Number 4 got the lowest weighted mean which has a 3.26 with a
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Discussions
The were 30 students at Porac National High School randomly selected. There are 30
students from the combined strands of Accountancy, Business and Management, Technical
Vocational Livelihood and General Academic Strand of Porac National High School.
The data showing the frequency of the Impact of Entertainment Applications to the
Academic Performance of Senior High School Students. The table depicts that the highest
weighted mean for students is that entertainment application is one of the best treatments if
you get stress. Entertainment application is one of the best treatments when you get stress has
a weighted mean of 3.56 with a descriptive interpretation of Strongly Agree. While the lowest
weighted mean is that entertainment applications provide a go-to resource that can be watched
from anywhere with an internet connection which has a weighted mean of 3.26 with a
can assist them in learning. Based on the table, entertainment applications have an impact on
senior high school students’ academic performance. Entertainment boosts the level of
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
activeness to students. It motivates them to work hard and dedicate themselves to the
learning process. Entertainment provides the students with a fresh mind to accommodate
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Conclusions
With the aforementioned findings of the study, the following conclusions were drawn:
First part deals with the number of respondents and academic scale for grades. The total
number of respondents is 30. For the academic performance, it was found that most of the
respondents are average students since the average that ranges from 91-95 got the highest
frequency.
highest weighted mean for Facebook as the most commonly used application. They rated it as
“Always”. While for the least commonly used application, rated “Sometimes” for PUBG.
This shows that, respondents got the same interest for mobile applications. They prefer using
Facebook than any other else. They see to it that they have time to check on their respective
accounts and scroll on their feeds. They both like social media the most. They always use this
It proves that, humans are really social beings. As for the PUBG this was once popular
and was played by many but as time passed by, most learners lost their interest in the said
mobile game since many other newly created games are being known and established. In the
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
next part which is the reasons why learners use entertainment applications, most of the
students respondents rated “Strongly Agree” for the reason that if you get stress entertainment
applications serve as one of the best treatment is to get a worthy distraction. It also means that
that entertainment applications has a big contribution to the life of every student.
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Recommendations
As can be seen from the discussion, results, and conclusions, the majority of students
respondents devote a significant amount of time to Facebook. They use it on a frequent basis,
based on their rating. They really enjoy using Facebook. Even if this helps to engage students,
the researcher advises that they learn to set limits on how much time they spend on Facebook.
They must be disciplined in their use of this application, as it is used by a large number of
people. Others' life may be affected by posts, shares, comments, and so on. They should not
be a part of the social media environment. This may aid communication, but having face-to-
face interactions is still the best; nothing beats it. There's nothing wrong with devoting time to
your passions.
The majority of grade twelve respondents strongly agreed that they utilize
entertainment applications for positive reasons. Apart from assisting in the connection of
individuals, they also serve as distractions from difficulties and stress. Learners should be
aware of what they see in these mobile applications, according to the researchers. Learners
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
may be looking for entertainment, but they may also come across negative energy.
will also use it in their studies to get additional information and simplify their work. They
must make use of this instrument to have access to whatever they need to better their
academic performance. Parents must also teach their children to limit their phone use in order
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REFERENCES
Asemah, E.S and Edegoh, L.O.N. (2012). Social media and insecurity in Nigeria: a critical
appraisal. Being a paper presented at the 15th National Conference of African Council for
Communication Education, which took place at the conference hall of Federal University of
(Boyd N et al, 2007) “Social network sites: Definition, history, and scholarship,
Harrath, Y., & Alobaidy, H. (2016). Impact of Social Networking Sites on Student
Kaplan, A. M., & Haenlein, M. (2010). Users of the world, unite! The challenges and
21
Kaur, A. & Kaur. K. (2018). Systematic literature review of mobile application development
https://www.sciencedirect.com/science/article/pii/S1319157818306074 38
Mensah, S. O., & Nizam, I. (2016). The impact of social media on students’ academic
Php/Journals/Ijelt,
Oche, M., & Aminu, A. (2010). Nigeria: Social Networking and the Future of Students
Obi, N. C., Bulus, L. D., Adamu, G. M., & Sala’at, A. B. (2012). The need for safety
Science and Management (JASM), 14(1). Oche, M., & Aminu, A. (2010).
Nigeria: Social Networking and the Future of Students 3RD October 2010.
Oza, H. (2017). The ever increasing impacts of mobile applications in today’s world.
Retrieved on December 15, 2019 from
https://www.hyperlinkinfosystem.com/blog/the-ever-increasing-impacts-of-
mobile-
applications-in-todays-world
22
Mayank (2016). The impact of mobile application in the world. Retrieved on December
Grant, M., Tamim, S., Brown, D., Sweeny, J., Ferguson, F., & Jones, L. (2015). Teaching and
https://link.springer.com/article/10.1007%2Fs11528-015-0869-3
https://www.sciencedirect.com/book/9780128040188/applicationperformance-
management-apm-in-the-digital-enterprise#book-description
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
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APPENDIX
QUESTIONNAIRES
Part 1
Instructions: Please provide answers on the blank.
Name: (optional) ______
1.1 Gender______
1.2 Grade last quarter_____
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
PART 2 Weighted Mean and Descriptive Rating of the Students Frequency of Usage of
Entertainment Applications
Directions: Read the following statements and put a check mark (✓) in the box that
corresponds to your answer.
4-Always 3-Most of the time
2-Sometimes 1-NeveR
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I. Frequency of usage of Always Most of the Sometimes Never
entertainment applications time
(4) (2) (1)
(3)
1. Facebook
2. Twitter
3. Instagram
4. Youtube
5. Netflix
6. Spotify
7. TikTok
8. Snapchat
9. Clash of Clans
25
PART 3
1.1Entertainment
boosts the level of
activeness to
students.
1.2 It motivates
them to work
hard and dedicate
themselves to the
learning process.
1.3 Entertainment
provides the
students with a
fresh mind to
accommodate
new ideas
through the
learning process
1.4 They provide
a go-to resource
that can be
watched from
anywhere with an
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
internet
connection
1.5 If you get
stress, one of the
best treatments is
to get a worthy
distraction.
Entertainment is
one of the best
distractions you
can get.
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