Impact of Entertainment Applications To The Academic Performance of Senior High School Students

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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

Porac National High School


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students
i

Approval Sheet

This research paper entitled Impact of Entertainment Applications to the Academic

Performance of Senior High School Students prepared and submitted by Aira Tansiangco as

part of confirmation to the requirements in Practical Research 2

Pilar B. Limin, Ph.D.

Subject Teacher

Acknowledgement

The researcher would like to express her gratefulness to those people who contributed

and helped in completing the study.

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

serves as their stress relievers,

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

the next days of her beautiful gift of life.


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

Table of Contents ii

Preliminaries

Approval Sheet…………………………………………………………………………i

Acknowledgement……………………………………………………………………..i

Dedication……………………………………………………………………………..i

Table of Contents……………………………………………………………………...ii

Abstract………………………………………………………………………………...1

Background of the Study

Introduction…………………………………………………………………………….1

Review of Related Literatures………………………………………………………….2

Synthesis………………………………………………………………………….…...7

Statement of the Problem…………………………………...................................... ...9

Hypothesis of the Study……………………………………………………………... 9

Conceptual Framework……………………………………………………………… 10

Significance of the Study…………………………………………………….……. ...12

Methodology

Research Design………………………………………………………………………12

Respondents of the Study……………………………………………………………..13

Research Instrument…………………………………………......................................13

Survey Questionnaire of the Study……………………………………………………13

Scope and Limitation………………………………………………………………….13

Data Gathering Procedure…………………………………………………………….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.

They are free to download and distribute.


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

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

million mobile applications are in Apple Store. (Socialnomicstrends, 2018)

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. Learning through mobile phones is unlimited.

Furthermore, social media allows us to communicate with other people,

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,

recordings and amusements. Navigation is influenced by mobile applications. While on

the highways, we can be guided along the path. We can be updated about traffic flow and

it can also assist us in reaching our objectives.

The greater the risk, though, the more advanced the technology is. However,

mobile applications can assist us in safeguarding sensitive information. Applications

prevent spyware from intruding. Phones can be secured remotely using a camera or

audio.

Furthermore, this study will focus on the impact of entertainment applications on

to the academic performance of grade twelve students.

Review of Related Literatures and Studies

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.

According to Alqahtani and Mohammad (2015), mobile applications can be used

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

understand the words and phrases.

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

damage of corporate reputation or financial loss.

As studied by to Sturm and Craig (2017), the management of mobile applications

is a complex one. Applications depend on some type of computers. Without these

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

addressable, configurable and updatable.


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

The “Journal of Cases on information technology” has published study (Mensah

& 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

and in an unsafe and unreliable way.

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

social media preoccupation.

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

academic performance and

excellence learning (Kaplan & Haenlein, 2010)

The most important conclusions of Hadeel Al-Obaidi’s study at the University of

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

educational networks, interact with colleagues and access e-learning resources.

The increased use of Social Networking Websites has become an international

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).

As mentioned by Oza (2017), mobile applications have become part of human

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

applications are bringing.

As summarized by Mayank (2016), mobile applications are very necessary to

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

can help market to a mass number of people.

As concluded by Hao et al. (2019), mobile applications enhance English as

Foreign Language (EFL) learning. They just do not let students learn individually and

cooperatively but they also help in boosting their confidence


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

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

high quality and within budget.

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

Social Networking Sites.

American Educational Research Association conducted a research and it was declared

on its annual conference in San Diego, California (2009) that SNSs users study less and

generated lower grades eventually (21stcenturyscholar.org). Similarly, Banquil et al. (2009)

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

applications on students' academic performance.

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

different aspects. Their classifications were indicated too.

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

activities were discussed.


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

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

problems. These also help to connect people and have bonding.

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 methodologies, whereas the current study used a correlational-

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

knowledge of the impact of entertainment applications on mobile phones on male and

female learners' academic performance.

Statement of the Problem

This research study aims to find out the answers on the impact of entertainment applications

to the academic performance of grade twelve learners.

QUANTITATIVE RESEARCH QUESTIONS

1. What is the demographic profile of learners in terms of:

1.1 Gender

1.2 Average last quarter

2 What are the reasons why learners use entertainment applications?


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

3. What is the most used entertainment application used by senior high school
students?

QUALITATIVE RESEARCH QUESTIONS

1.How do entertainment applications help your learning?

2.What are the reasons why learners use entertainment applications?

Hypothesis of the Study

H0 There is no significant relationship in the impact of entertainment application

to the academic performance of grade 12 students

Ha There is a significant relationship in the impact of entertainment application to

the academic performance of grade 12 students

Conceptual Framework

As can be gleaned on the research paradigm shown on Figure 1, the arrangement of

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

OUTPUT, assess the outcome of the study.

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

unexpected changes to their lives.

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

learning and imparting of online degrees with remarkable pace.

This study aimed to determine on how does the pandemic affect the mental health of

the senior high school students.

Survey-questionnaires were administered to ten random students in each classroom in

the Grade twelve.

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

Figure 1: Research Paradigm

11

Significance of the Study

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

undoubtedly require in future research.

Methodology

This chapter presents the research design, respondents, research instrument, data

gathering procedure, statistical treatment and interpretation of data of the study.

Research Design

As SIS International Research defined, quantitative research is a structured way of

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

projectable results to a larger population. Meanwhile, correlation research study involves

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.

12

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

twelve sections were chosen at random.

Research Instruments

Survey-questionnaires were used for the collection of data in this study. The researcher

personally formulated the statements in the questionnaires.

Survey Questionnaire for the Students

The survey-questionnaire was utilized to determine the answers in the statement of the

problem.

1.How do entertainment applications help your learning?

2.What are the reasons why learners use entertainment applications?

Scope and Limitation

The study focused on the impact of entertainment applications to the academic

performance of Senior High School Students of Porac National High School.


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

Data Gathering Procedure

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

13
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

n = total number of respondents

2. Mean is the appropriate statistical tool because there is only one descriptive

3. interpretation that describes the impact of entertainment applications on mobile phones

to the academic performance of male and female learners in Porac National High

School.

14

The formula for mean is:

M = ∑fx/n

Where:

M = mean

∑ = (sigma) summation

fx = product of the frequency and the weight of the

summative

n = total number of respondents

3. Norm for interpretation. In the proper interpretation of the results of computations,

the following norms for interpretation were utilized

PART 1. Level of Academic Performance of Learners in Porac National High School.

Average Frequency Percentage

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

15

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

CONTENT WEIGHTED MEAN DESCRIPTIVE


INTERPRETATION
Facebook 3.6 Always

Youtube 1.06 Sometimes

Snapchat 1.06 Sometimes

Tiktok 3.3 Most of the time

Mobile Legends 1.3 Sometimes

Pubg 1.04 Sometimes

Twitter 1.3 Sometimes

Instagram 1.3 Sometimes

Netflix 2.4 Most of the time


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

Messenger 2.8 Most of the time

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”.

16

PART 3 Effects of using entertainment application

WEIGHTED MEAN DESCRIPTIVE


CONTENT INTERPRETATION

1.1Entertainment boosts 3.27 Agree


the level of activeness to
students.
1.2 It motivates them to 3.40 Agree
work hard and dedicate
themselves to the learning
process.
1.3 Entertainment 3.40 Agree
provides the students with
a fresh mind to
accommodate new ideas
through the learning
process
1.4 They provide a go-to 3.26 Agree
resource that can be
watched from anywhere
with an internet
connection
1.5 If you get stress, one of 3.56 Strongly agree
the best treatments is to
get a worthy distraction.
Entertainment is one of
the best distractions you
can get.
Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

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

descriptive interpretation of “Agree”.

17

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

descriptive interpretation of agree.

Most students received an average of 91-95. This means entertainment applications

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

new ideas through the learning process.

18

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.

In the part of frequency of usage of entertainment applications, respondents got the

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

application to be connected in the society.

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.

19

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.

Information dissemination is also simple, but not everyone is a sensible thinker.

The researcher urges students to utilize entertainment programs in moderation. They

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

to avoid certain causes that can lead to health problems.

20

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https://link.springer.com/article/10.1007%2Fs11528-015-0869-3

Sturm, R. & Craig, J. (2017). Management of mobile applications. Retrieved on

December 15, 2019 from

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

23

APPENDIX
QUESTIONNAIRES

Porac National High School


Poblacion, Porac, Pampanga

“Impact of Entertainment Applications to the Academic Performance


of Senior High School Students”

DEMOGRAPHIC PROFILE OF LEARNERS

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

24
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

10. Mobile Legends


Impact of Entertainment Applications to the Academic Performance of
Senior High School Students

25

PART 3

III. Effects of STRONGLY AGREE DISAGREE STRONGLY


mobile applications AGREE DISAGREE

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.

26

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