Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
__________________________________________
A Thesis
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In Partial Fulfillment
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By:
March 2017
APPROVAL SHEET
This study entitled “Factors Contributing to Excessive Use of Screen
Gadgets and Its Effect to Social and Emotional Functioning”, prepared and
submitted by Duero, Kate Andrea P., Español, Anna Nicole E., Guatno, April Joy
L., Razonable, Alfred Nino P., Tabotabo, Laurisa Mae B. in partial fulfillment of
the requirements for the Bachelor of Science in Psychology, has been examined
and is recommended for acceptance and approval for oral defense.
Thesis Committee
This thesis would not have been possible without the guidance and the
help of several individuals who in one way or another contributed and extended
First and foremost, our deepest gratitude to Dr. Michelle A. Cellona, RP,
Dr. Nona B. Suerte, Dean of College of Arts and Sciences, and chairman
Mr. Ronald C. Yrog-irog, RP, for the time, knowledge and effort provided
Dr. Bobby M. Cabangon, for his effort in checking the research paper and
Ms. Najie Responte, RP, for her time and effort in reviewing and modifying
Ms. Cyrille Panimdim and Prosecutor Noel Cellona, for their time and
Dr. Luni Villacastin, Head of the Community Extension Services, for her
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The researchers’ family and friends, for their undying moral support, care,
and love, for their encouragement to the researchers to push through and
Last but not the least, to our Almighty God, for giving us guidance,
knowledge, passion, patience for answering our prayers, and for giving us the
“At one time a screen meant maybe something in your living room, But
now it’s something in your pocket, so it goes everywhere—it could be behind the
everywhere today” says New York Times technology journalist, Matt Richtel.
The research presented and discussed the results of the study which
Labangon, Cebu City, Philippines. The research also helped identify the different
factors that contributed to screen addiction among the research participants and
the effects on the social and emotional functioning. There were a total of nine
research participants, two males and seven females with age ranging from 11 to
19 years old.
The data were gathered through a survey and an interview. A survey was
first given to 100 random respondents coming from Labangon, Cebu City that
helped to recognize the top three gadgets commonly used by the teenagers. The
survey also served as the source in identifying the appropriate participants for the
study. After the survey, interviews with the selected research participants were
done. The said interview was then recorded and was later on transcribed.
and gathered which the researchers analyzed, described, and categorized the
themes established coming from the data. Findings of the study revealed that the
leisure and pastime, social support, same interest and lack of family interaction
Furthermore, excessive use of screen gadgets affected the social and emotional
effect to the social functioning of the research participants, the type of family
interaction at home either created a bond within the family or it could be the root
the data gathered that majority of the research participants’ parents were working
and that they were capable to buy and secure screen gadgets by themselves that
Resources and Energy in New Directions)” was proposed to help the research
participants and other teenagers with the same case of excessive use of screen
gadgets addressed their concerns. This program aimed to assist the research
participants from being reliant to screen gadgets to being able to balance screen
Title Page
Title Page i
Acknowledgments ii
Abstract iv
Table of Contents vi
List of Tables ix
List of Figures x
CHAPTER
I INTRODUCTION
Rationale 1
Theoretical Background 4
Conceptual Framework 10
II RESEARCH METHOD
Research Design 25
Research Participants 25
Research Environment 24
Research Instruments 24
vi
vii
Research Procedure 26
Treatment of Data 28
Program Title 54
Program Rationale 54
Program Description 55
Program Participants 59
Program Goal 59
Program Content 60
viii
Summary 76
Findings 80
Conclusion 81
Recommendations 81
References 82
APPENDIX
C Intake Form 87
D Guide Questions 88
E “BINGO” 92
F Module Evaluation 93
I Certification 96
CURRICULUM VITAE 97
LIST OF TABLES
Table Page
ix
LIST OF FIGURES
Figure Page
x
Chapter I
INTRODUCTION
Do you stare at your screen for a huge portion of your day? Do you panic
when you found out that you misplaced any of your gadgets? Do you easily
succumb to the glow of a screen, or the beep of a received text? If you do, then
you are part of one of the most significant cultural phenomenon in human history:
Screen Addiction.
The average teenager spends a little more than 54 hours a week in front
of a screen -- nearly 8 hours every day. “At one time a screen meant maybe
something in your living room,” says New York Times technology journalist, Matt
Richtel. “But now it’s something in your pocket, so it goes everywhere—it could
be behind the wheel, it could be at the dinner table, it could be in the bathroom.
not altering our minds and behavior in elemental ways. Peggy Noonan, a
columnist at Wall Street Journal once mentioned that a lot of people seem here
but not here, they’ve withdrawn from the immediate reality around them and set
up temporary camp in a reality that exists in their heads. In January, the Kaiser
Family Foundation published the results of a study that found out that 8-to-18-
computers, cell phones and music players (MacDonald, 2010). But it’s not only
the young ones who are addicted to their screens. At work, many of the
employees stare at computer screens all day every day, doing daily reports or
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surf the net. Everyone carries a cell phone, tablet and handy laptops. We instant
message and e-mail. We chat and text. At home, screens in every room emit an
inviting glow. Approximately all of us had at least one computer, most of which
to shop, pay bills, find work, check the weather, and watch videos, play games,
download music, join clubs, read, escape, and connect with friends. Screen
addicts found that they lacked the mental capacity for constant concentration on
conversation with friends and family. Spending a lot of time connected to phone
only became a problem when it absorbed so much of the time it caused everyone
things in life.
screen addiction. This caused everyone to lose something of great value, a way
of thinking and moving through time. When we talked about the social emotional
(Cohen, 2005). The core features of emotional development include the ability to
identify and understand one’s own feelings, to accurately read and comprehend
the teenagers in Labangon, Cebu City, and its effect to their social and emotional
functioning.
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Theoretical Background
The study was anchored on three theories; The Social Support Theory,
Social Support Theory by Lakey and Sheldon (2000) stated that social
behaviors. Society played a vital role in the individual because it greatly affected
perspectives; the stress and coping, the social constructionist and relationship
perspective. The stress and coping perspective identified that people could be
could influenced their health despite the presence of stress. Theories and
concepts about reflecting to their own social context about the world were made
interpreted their own world. In social constructionism, the social cognition was
included which it concerned with the perception of support. In other words, “self”
was a reflection on how they viewed themselves to the world or how one was
viewed by others. The relationship of social- cognitive to health was that it drew
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social relations could overlap and stimulate negativity towards self. The social-
people and how the people perceived social support were the most appropriate.
was happening during the times of stress. Other qualities that contributed to
Companionship referred to shared leisure activities that each intrinsic goal should
be accomplished. Last perspective was the Social Conflict which referred to the
criticism and chaotic scenes for limited resources. Intimacy and attachment
defined as the bond that led every feeling to any form of attachment.
Support and health were the qualities most people needs. Support was
related to health because it shared common reasons like low support which was
associated with social conflict predicted low health. One pathway that influenced
theory was all about the search for explanation on how, why, and at what rate
new ideas and technology spread. She stated that innovation was an idea
over a period of time among the members of a social system”. The idea of
and practices. However, it depended upon the condition by which the individual
that the medium such as technology or media provided information about user
and possibly influenced their own opinion and judgments towards others. There
First element was the innovation; it could be an idea or object that was
relative advantage to the individual like making the tasks easier but it could also
Adopters or the adoption-diffusion, the one who used the innovations like
or the rate of use and variety of use of the individual towards the innovations. It
comprised with two distinct dimensions; variety of use and rate of use. Variety of
use referred to the different ways of using the products or objects and the
described the width of use of a system. Usage rate referred to the time an
wherein the participants made and shared information with other people in order
mass media channels and the interpersonal channels. The mass media channels
referred to formed and changed attitudes towards the new idea and the decision
Time dimension, the fourth element, referred to the passage of time which
was necessary for the individual or innovators to be adopted with new ideas. The
innovativeness and the rate of adoption. The innovation-decision was all about
the decision of a person whether adopted, rejected or implemented the new idea
towards self and confirmed lastly with their decision. The innovativeness was the
degree of an individual adopted earlier the new ideas than the other members of
the social system and most of them were high in socio-economic status. Lastly,
the rate of adoption, referred to the speed of adopting the new ideas or products.
Last element was the social system, they were the units or members of
the society. It could be the individuals, family, informal groups, and organizations.
They were also called the adopters because they used the new ideas or
products.
youth due to their behaviors was erroneous and this theory could better explain
phase, they felt confused and that they do not belong to either group completely.
behavior. However, according to the field theory of adolescence, they were much
aware that adults treated them like fellow adults or children. Moreover,
influences and that they were full of doubts. They had several attractive choices
and relatively boundaries. They did their possible goals and became a part of
moved through different field of changes. The theory also stated that adolescents
were still uncertain in discovering their self, social status, obligations and
behaviors.
Lewin said that “To understand or to predict behavior, the person and his
Conceptual Framework
provided. With just a snap, everything that people needed and wanted could be
offered. Commonly, teenagers or the adolescent often used gadgets since the
excessive use of gadgets had been the problem of the people. Some people
Millennials were most likely do not just own most of the devices but also
a smart phones, laptop, game console, tablet, ipod/mp3 player, etc. (Zickuhr,
2011).
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FACTORS THAT
AFFECTS THE SOCIAL
and EMOTIONAL
FUNCTIONING OF
TEENAGERS
PROBLEM 1. Social Support
Theory
EXCESSIVE USE 2. DIffusion of
OF GADGETS Innovativeness Theory of Intervention Program
Addiction
3. Theory of Adolescence
This study looked into the possible factors that caused the problem -
excessive use of gadgets. It presented the different theories that explained the
program.
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journals and articles in various published materials, both international and local
researches and publications that helped in the construction of the study providing
and online sex addiction – engaging in viewing, downloading, and trading online
pornography or involved in adult fantasy role-play chat rooms, social media, and
sexting b) Internet infidelity and online affairs - addiction to chat rooms, social
data from the web and organizing information. Screen-based technologies had
taken over, such as cell phones, tablets, portable video players, laptops, smart
phones and etcetera. Screen gadgets made screen as an easy escape from
based technology that leads to isolation, unhealthy relationships and social and
who were screen addicted were often observed as moody, impulsive, and unable
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the screen, caused sensory overload, lack of sleep, and physical health issues
generations and their gadgets, findings showed that cell phone, desktop
computers, laptop or net book, mp3 player, game consoles, e-book reader and
tablet computers were the top gadgets that were popular and mostly owned. Cell
phone topped the most popular of all gadgets where 85% of the adults owned a
cell phone. Laptop computer or net book was particularly owned by millennia’s
(18-34 years old) where 70% owned a laptop, compared to 57% who owned a
desktop computer (Zickuhr, 2011). In an article on The World Post site, statistic
showed that on January 2015 among the total Philippine population of 100.8
million a total of 44.2 million were active internet users and 90% of that had
active social media accounts. A Filipino spent an average of 6.3 hours per day
on-line via laptop and 3.3 hours per day via mobile compared to the global
average of 4.4 hours per day. In connection a survey was conducted on device
Philippines grew faster than Indonesia and Vietnam combined. Due to local and
other Smartphone brands entering the market with friendly prices to the
consumers. Economy status was reflected on the active digital lifestyle of the
article released by Jane E. Brody on The New York Times entitled “Screen
addiction was present and spreading. Internet addiction was one factor why
American and Chinese youths spent many hours a day focused on electronic
aimed is to determine internet addiction level in all ages in terms of its age,
gender and professional group. The method that was used in the study was a
descriptive method that used a survey model. Random sampling method and
simple random sampling was also used to determine the study group. The
province of Turkey with different age groups. In collecting the data, personal
information form and internet addiction scale were also used. It was been found
that internet addiction levels of 19 and below age group were high. It was
scores of the individuals who belonged to the age group of 19 and below and 30
and below. Moreover, it was reported that internet addiction were common to
younger individuals and due to this reason, young people should be permanently
in the high school level had higher tendencies of excessively using internet than
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other students. For this reason, in some countries, therapy centers were founded
to identify and treat Internet addiction. Parents needed to be aware of the signs
of the internet addiction to help their children. Families and schools should
increasing spread and easy accessibility. The study yielded the results that
significant effects on smart phone addiction but single adults were prone to
technological, and spiritual. Through the questionnaires used in his study, result
showed that Internet addiction and social desirability had a strong positive
found out that adolescent male had higher level of Internet addiction than the
adolescent females and that adolescent male used the internet as a mean of
status adolescents, where they had a lot of access to gadgets and computer that
institutions that provided free internet service or WIFI in the campus also created
adolescent fell under the fifth stage “Identity versus Role confusion”. Young
used to assess each participant. Result showed that Smartphone addiction was
adults (19 years and older), where smartphone addiction occurred in 256 of the
smartphone is reported throughout the day which lasted 1-2 hours or more.
Foundation’s study that American children and teenagers ages 8 to 18 years old
spent an average of 7 hours and more a day using media for seven times a
week.
the internet on a daily basis, spent four to six hours every day on the internet. An
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indulged on it with-in four to six hours a day. They used the internet for
entertainment, gaming and chatting purposes, and watched sports and magazine
programs on television had higher mean addiction scores. The study focused
among adolescents attending sixth, seventh and eighth grades in the provincial
seventh and eighth grade adolescents, the study was conducted as a descriptive
study. The said study also assisted in identifying necessary measurements that
Form,” and the “Internet Addiction Scale” developed by Günüç (2009) were used
Wallis H tests were used for data analysis. Based on the analysis and the data
collected, the conclusion and recommendation in relation to the study for the
got addicted to on-line gaming and internet usage. According to the researchers,
personal, family, and social problems. In Thailand, the Ratchanakarin Child and
Public Health classified the level of game addiction into three levels: like,
game addiction level on the secondary school students. With the sample of 32
students, data had been collected. This research classified computer games,
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based on their characteristic, into four categories: Long Term, Casual, Real Time
was classified into four types based on the playing characteristics: Long Term,
Casual Game, Real Time Game, and Turn-based Game. This study could be one
of the tool which served as an alarm to monitor the behavior of children with
cyber cafes in Manila through descriptive survey. The study determined two
types of internet users, the problematic internet users that spent more than 20
hours a week and the prudent internet users. The average time spent by the
respondents in cafes fell under three and half hours per visit and that there were
more visits during afternoon. Durations of the internet usage of users during the
morning was much longer than the other time of the day.
In the virtual world, people could actually hide their true identity and
modified their identity. People preferred to had talks with the use of chat rather
than face to face aspect. After a long period, without a sense of identity, they
had difficulty to communicate with others in the real world. This could negatively
affect marriages, families and relationship. That was why addiction to computer
had really contributed a lot of disadvantages. New study indicated that heavy
Internet usage and video gaming increased depression, social isolation, family
separation, marital problems, and reduced job performance. The following aspect
had been proven since people whom were addicted to computer gave their full
Gant and Shaw (2002) examined the effects of internet to the user’s
psychological health. This study talked about the relationship between internet to
social support. The study was designed to test the hypothesis that internet usage
affected the users beneficially. The researchers hypothesized that the Internet
had positive effects on participants. Hence, the researchers are also aimed to
determine the diverse reasons why people used internet. In performing the study,
which were tracked over time, it had been found that an internet usage
Both global and local researches tackled on the factor that led an
individual to get addicted to screen gadgets which the present study had also
addiction, its factors and the subsequent negative and positive effects to the
Screen gadgets held a lot of features that led to screen addiction. One of
the scopes of this study was focused on teenagers who excessively used screen
gadgets. The study focused on determining the excessive use of screen gadgets
that affected the social and emotional functioning of the teenagers in Barangay
Labangon.
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This study aimed to determine the excessive use of gadgets among teenagers in
a. Age
b. Social Status
4. What were the social and emotional effects of excessive use of screen
a. Family
b. School
c. Society
the study, parents would be fully informed and mindful of their actions during
the development of their children. They could also manage to understand the
the situation.
The barangay could also benefit from this study by having an idea
where to start in implementing the right support they could provide to the
adolescents so that the act of screen gadget usage would be lessened. Also,
this could be their guide in making awareness programs that could attract
indulging themselves with barangay activities were just some of the things
The school, as well, could find the study substantial to contribute the
be a second home of the students which really played a bigger role and
influenced majority of them. School could be one of the avenues which could
really give assistance regarding the awareness and addressing the matter.
gadgets around and be aware to take into consideration the findings of this
study. Applying all of these in the real picture contributed to the adolescent’s
For those in the field of Psychology, the data gathered from the study
could help in the improvement for future studies. With the results, they could
the role of screen gadgets to their social and emotional functioning, could be
a noble topic to discuss for future researches. This study could be used as
To clearly grasp the context of the study, the following terms were defined:
Accessibility
Cases
Excessive use
Family interaction
relationships.
Leisure
Same interest
Screen Addiction
Referred to the excessive and abnormal use of gadgets that has negative
Teenagers
Referred to a term applied to people within the age from 8 – 19 years old.
Undesirable Behaviors
RESEARCH METHODOLOGY
Research Design
present and gave a deeper knowledge and descriptions on their different views of
reality.
Research Participants
There were a total of nine participants who took part in the study. They
were identified through the use of the following criteria: must belong in the age
range of 8-19 years old, had used at least one screen gadget, currently living
Research Environment
The study was conducted in barangay Labangon, Cebu City. The said
barangay was one of the 86 barangays in Cebu City. It was the adopted
schedule arrangements.
Research Instruments
information of the study. Survey forms (see appendix B) were given to 100
random respondents in Labangon, Cebu City. The results of the survey were the
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basis in determining the participants for the study. The Intake Interview form,
Self-report Questionnaire for Screen Use – Revised (see appendix D) was used
as a tool for this study. This measured the emotional responses of the
with their environment was also made part of the factors in determining their
current social and emotional functioning. The Interview Guide (see appendix E)
was utilized for the in-depth explanation and reasons for the current situation of
the participant.
Research Procedure
screen gadgets and determined the common screen gadget used by most of the
respondents. The said survey was given to 100 teenager residents of barangay
Labangon with the qualifications of a prospective participant for the study. The
results were collated and the top three gadgets were chosen to be the main
concern of the study. The top three teenagers of each of the top three screen
gadgets, who considered to spend much of their time with those screen gadgets,
The nine chosen research participants, three from each of the focused
screen gadget and their parents, were visited by the researchers and proper
explanation and orientation were given and simultaneously presented with the
informed consent and assent form. Intake forms were also given to the
the participants to answer. After every test, in depth interview was done as a
support to the participants’ answers. One researcher was the interviewer and
codes to each. Themes were determined and analysis was then observed.
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Treatment of Data
The study utilized the survey form of Dr. Kimberly Young’s (1995) Internet
Addiction Test. This was the first validated measure of Internet Addiction
described in the IAT Manual that measured how the internet use among people
Scores were obtained by adding the number for each response. The
higher the score, the greater was the level of dependency and excessive use of
screen gadget.
O – 30 None
31 – 49 Mild
50 – 79 Moderate
80 – 100 Severe
experiences were coded and listed into themes. These themes came from
expounded. The themes that emerged from the participants’ responses were
involvements.
Chapter III
This chapter gave emphasis on all significant data gathered and its
discussion. Its presentation was based on how the statement of the problem was
confidentiality.
The study aimed to identify the different factors that contributed to the
excessive use of screen gadget and its corresponding effects to the social and
Table 1 presented the age, gender, most used screen gadget, and
average hours spent, annual income of parents and ways of acquiring the gadget
There were a total of nine research participants, two males and seven
females with age ranged from 11 to 19 years old. Although the data above were
small, this still demonstrated the findings of previous surveys done by Zichur
(2011) citing that smartphones, computers and tablets were top gadgets mostly
owned. It clearly showed that young as they were, they were already capable of
having their own gadgets. Zickuhr (2011) mentioned in her survey that there
were seven mostly owned screen gadgets in this generation which included
phone, computer, and tablet. In her survey, phones ranked as the top most
owned gadget of this generation consisted of 85% and that it was more common
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to adults. These data did not agree with the results of Zichur’s study. All of the
research participants of this study were still teenagers yet they already had their
own screen gadget. This phenomenon was due to local and other Smartphone
brands entered the markets with friendly prices to the consumers (Zickuhr,
2011).There were already screen gadgets now that were advanced in terms of
android version and other updated applications. These screen gadgets cost a
price that majority of people could afford. There were also reasons behind their
to the survey conducted by GSM Arena (2011), one reason why people buy
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over 90 percent of all the users accessed the Internet (71% did every day). They
also mentioned that teenagers scored below average on this count, possibly
because of the high cost of the internet used. Teenagers of today had various
gadgets. Internet rent at one peso was really appealing especially for kids and for
those who were in need of short-time use of the internet (Louren, 2016). Through
the “pisonet”, teenagers had faster and affordable ways of internet usage which
It had been pointed out that internet addiction level of teenagers aged 19
years and below was high and that they were prone to this addiction (Sahin,
Theory by Erik Erikson that this group of teenagers belonged to “Identity vs. Role
belong, to be accepted and affirmed. Teenagers strived to cope up with what was
trending among their generation in order to be part of the group and for the
Smartphone ranked as the top most gadget used among the teenagers in
capacity to own a smartphone because of its great impact of marked down prices
and could easily be seen and bought almost anywhere in the country. Also,
invitation of brands of smartphones are also evolved that made it affordable for
the consumers. Second on the list was computer then followed by Tablets,
Computer in the table above referred to desktop computers which were bulky,
heavy and consumed a lot of space. This contradicted to the previous survey of
Zichur in which he mentioned that Laptop computer or net book was particularly
owned by millennia’s where 70% owned a laptop, compared to 57% who owned
computers nowadays could easily be used for a cheaper amount. There were a
lot of computer service stations that preferred to have a rate of one peso for
every three minutes. This was cheap enough that even teenagers could afford.
Both male and female teenagers spent more than four hours a day with
the top three screen gadgets - smartphones, computers and tablets – or more
within four to six hours a day. Excessive use of screen gadgets could lead one to
Smartphones and Tablets almost had similar cases present among the
teenagers in barangay Labangon. Both gadgets had the same features and
functions yet it differed in size. Tablets were known to be bigger than smartphone
which could be beneficial for movie viewing and e-book reading. Smartphone
Based on the monthly income of their parents, they were from 6,000 –
30,000 pesos. Usually, the participants’ income class ranged from poor class to
lower middle income. According to Albert (2015), a monthly income of less than
Php 7,890 belonged to poor class, those having between Php 7,890 to Php
15,780 were in the low income and lower middle income class was between Php
15,780 up to Php 31,560. There were five participants who were in the poor
class, one participant in the low income and three participants in the lower middle
income. The data contradicted to the statement of Waldo (2014) stated that
had a lot of access to gadgets and computer that could connect them in the
internet.” In this study, the research participants may not be in the high classes;
still they were capable and owned more than one gadget that could help them be
connected to the internet which excessive use of screen gadget was observed.
could lead to these factors; Opportunity to enjoy, accessibility to use for research
work, leisure and pastime, social support, same interest and lack of family
research participants mentioned that they used screen gadgets in order to had
the opportunity to enjoy. This factor was more concerned about what gadgets
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brought enjoyment to them by the different applications it offered like games and
social media. Also, utmost answers were related with research work since the
pastime. It was also an active factor supported by a statement that “niya effective
kay di naka makabantay sa oras na nilabay na jud ( yet, it’s very effective
because indeed you are not aware that the time had already passed by). Leisure
and pastime dealt more on the individuals’ way of doing something in their free
stated that adolescents who regularly used the internet on a daily basis, spent
four to six hours every day on the internet. An individual could be considered a
devotee in the field of internet once he or she indulged on it with – in four to six
hours a day. They used the internet for entertainment, gaming and chatting
purposes, and watched sports and magazine programs on television had higher
mean addiction scores. Both factors were created with the aim of giving the self
the excessive use of their screen gadgets. As explained by the social support
participants were able to follow the actions created by their family and made this
38
one of the factors of their excessive use of screen gadgets. Instead of helping
them develop into well-functioning individuals, these people were the one who
contributed a lot to their actions. One research participants said that “Na-
ang geek sa among family ba niya suod man mi… (I was influenced by my
brother in using the gadgets … before, he was the geek in the family and we
were also close…)”. Lewin said that “To understand or predict behavior, the
person and his behavior and the person and his environment had to be
availability of people, this referred to the support actions done by the people who
were present. Lewin (1935), stated that social locomotion occured when
adolescence face difficult period of transitioning from child to adult group. Due to
intermediate phase, they felt confused and they did not belong to either group
classmate na magduwa kay boring man. Mukuyog sad ko nila kay classmate
nako sila ug wala koy migo sa silingan (My friends will ask me to play because it
was boring… I will go with them because they are my classmates and I do not
had friends among my neighbors…)”, the research participants went with his
classmates since he doesn’t had any friends in their neighborhood. Lastly, the
opportunity to communicate with other people especially their close ones. Sung
(2016) stated that the same concept of Internet addiction referring to the overuse
channels was part of the five elements that could possibly influenced their own
choice or opinions and judgements towards others. This factor described the
research participant’s ability to make and share information to the other people to
had mutual understanding. Being part of a fan club was the most common way
that attracted new friends that had the same interests as you. This could be
even romantic relationship. One participant got herself as admin of the “JaDine”
fans club. She needed to update herself every time in order to post updates and
current issues regarding the team up. Also, getting involved in constant chatting
in social media with virtual friends may fall under the communication channel
factor.
responses. This factor greatly influenced the excessive use of screen gadget
they usually had a plain or a no interaction because of that they rather stayed in
their rooms and took their gadgets out and started using it.
During the focus group discussion, all of the research participants agreed
that they had experienced pain in their eyes when excessively using either of the
40
Almost got hit by a “Naa pud toy kas-a na hapit ko maligsan kay wa ko
car kabantay, nag-earphones man ko ato gud” (There
was a time that I almost got hit my car, I was having
my earphones then)
two screen gadgets. Constant exposure for a long period of time on the screen of
the gadgets caused the eyes to get tired or known as digital eye strain. Also, with
the use of smartphones and tablets, they started to lie to their parents. One
bisag wala gud para di ko niya paundangon gud, ga-chat-chat ra man mi sa ako
41
miga… (I will tell my mother that I am doing a research even if I wasn’t so she
won’t let me stop with what I am doing, I am just chatting with my friends…)”
while they were walking on streets. Due to the updated music applications
listen to it anywhere with the use of headphones. Mogg (2012) mentioned that
listening to music through headphones while walking along the street may seem
innocent but engaging in such behavior could land you up in hospital, or worse.
With headphones up, all an individual could hear is the music alone in a
maximum volume blocking sounds coming from the outside making it difficult to
computers are very accessible to everyone and made it easier to connect and
share. Also, one could save money, time and effort when computers were used.
On the negative side, computer users, especially gamers of online games, were
able to experience fights with other gamers because of conflicts that arise from
the game. Also, they imitated actions they could grasp in their games. Kleinman
(2015) of BBS News reported that consistent violent video game use; may
The table presented the effects of screen addiction to the social and
supported by the sample verbatim responses which were based and found from
the interview conducted by which themes were seen and was later on
established. Also, on the table being presented above, it came to had three
different domains named; Home, School, and Society. These domains were used
to identify which area did social and emotional functioning subsisted further.
ability to interact appropriately with others on a sustained basis. This included the
ability to get along with friends, family members, and neighbors. It was the ability
Social effects were the things that affected people socially, the way they
interacted with the people around them. Based on their responses, results
46
showed that excessive usage of screen gadget greatly affected the way the
research participants socialized and interacted most especially with family and
peers.
in their family interaction and their communication with others. Most children
were addicted to gadgets. They didn’t had time to sit with their parents and spent
some good time with them. They also developed conflict with their siblings and
mentioned: Mag-ilug mi og internet, nya masuko. (Fight over internet, then they’ll
get angry at me), tendency to develop conflict was because of each other’s
desire to use the internet, due to the excessive use of gadgets the speed of
internet slowed down. Another one was: Sumbagay, kuan like tungod sa
computer (Punch each other, because of the computer), punching each other
was the start of conflict between siblings. It was very alarming that caused a big
gap in the relationship, due to the excessive use of screen gadgets participants
developed an aggressive behavior towards their siblings. The most alarming part
games one could developed a habit of stealing money just to fulfill the desire to
use screen gadget. Another was “Malowbat man nya akong icharge sa
skwelahan, bawal man gud. Mao magtago-tago’g charge ba para lang ma charge
jud siya ba (Lowbat then I’ll charge in the school but we’re not allowed, that’s why
47
I kept it while charging)”, even violated rules just to use their gadgets, and
kay murag nitapulan nako dili nako mulimpyo sa balay (Right after I used
gadgets, I started to become lazy, I ignore cleaning)”, lastly “Mag cutting classes
ko, para lang mag computer if naa ray kuyog.(I cut class just to play computer
after our class, play DOTA)”, which only showed the development of undesirable
picked up bad language and behavior while playing with other people online and
even stole and violated rules. Sinthupinyo et. al (2012) foreseed millions of
children and teenagers got addicted to online gaming and internet usage.
On the other side, positive effect came out, the quality time spent with
each other or a family bonded the screen gadgets were used as one of the
ato nako. (My brother and I played DOTA, he taught me that game). The bond
between siblings is present because they share the same hobby. “Magbasa mi
sa akong mama sa ePub ug libro, nya muana sya na”’nak downloadi kog libro,
nya mao to siya.”(Both my mother and I read books in Epub, then she’ll just ask
me to download a book for her)”, using screen gadget to bond with parents was a
48
relationship with their surroundings and conditions may it be the influence of the
interdependent factors.
It had been identified that community interaction was said to be one of the
major effects due to excessive used of the gadget specifically its connection with
with the screen gadget than face to face interaction with the group that surrounds
them. “Usahay, kasagaran mga bata. Dili man kaayo ko tig gawasan sa balay
niya laag sa silingan kay pwede raman mi magchat hahaha.” (Sometimes, mostly
kids. I don’t usually get out of the house and stroll on the neighborhood, I could
actually chat them hahaha.) According to Kramer (2015), It’s great that we had
the technology to connect with people across the globe instantly, but there was
anywhere nearby, the immediate world doesn’t get our full attention.
comes with different sub themes. As defined, emotional functioning dealt with
feelings that color our lives and allowed us to experience all of the joys and
sorrows of life. (Ekman, 2007). Based on the responses from the participants, it
has been shown that excessive usage of screen gadgets really affected
state of mind and body. And as a person became aware of a change in the
cafes, the occurrence of excessive use of the gadget became increased rapidly
data revealed that screen gadgets’ had adverse effect on the emotional part. The
Anger. Another effect being showed in the table deals with the Anger. This
effect came to had three sub themes named: Annoying, Irritability, and
sabot nga, so para makagamit ang tanan, 2 hours 2 hours ang usa, nya kung
mulapas na ang usa nya di pa jud papuli, aw sumbagay. Ing ana jud pirmi
kasagaran.”(We had agreed that each of us has two hours to spend time
computer then there’s this time that one of us lapped a minute that is why we
confused. I don’t know what to do.) In this responses, the following sub themes
50
took place that led to anger. According to a study, anger was a natural emotion
and not necessarily bad. It gave you information about situations and it made
you feel strong (Anger Management, 2013). It was the behavior that followed
anger that often got people into trouble. But in the other picture, anger could
or irritability when you were not allowed to spend as much time on the computer
as you would like to or if your computer time was interrupted. These aspects
Anxiety. Another effect being shown was about being anxious which could
be referred to as anxiety. This effect came to had one sub theme, named:
individual felt nervous, or had these uneasy feelings, typically about an imminent
(2010) the subjective experience of anxiety typically has two components namely
vomiting, sweating, trembling, stomach pain and etc., showed the emotional
response when anxiousness was manifested. Dili ko mahimutang, sige kog huna
huna, like hala unsa na kaha, basin naa koy text, naa koy chat ana ana. Mag ing
ana ko then, sa skwelahan kay murag panington ko, sa kanang magklase dili ko
kapaminaw kay sige kog huna huna sakong gadgets na nabilin.” (I get restless,
I’m thinking about the text messages, chat. Then at school, I could not listen well
to the discussion because I keep on thinking about the gadget I left.” This
51
It is quite clear that there were more bad effects than the positive effects
any particular thing depended on how it was used. By limiting the involvement of
screen gadget in their life, it could easily brought an end to all negative effects
sword, from safety to connectedness. They do had their advantages, but as with
many revolutionary inventions, they could totally changed our lives, for better or
worse.
potential problems with regard to excessive time spent on screen gadgets, lack
adolescent’s spare time were given and enjoyed with activities that involved their
This meant that these activities did not only limited the good ones but also on
activities with negative outcomes. These factors were the important findings in
52
this, the researchers addressed the following factors by giving and carrying out
programs that would target the parents as well as adolescents. The program
provided lecture workshops and literacy programs that aimed to educate and
The diagram presented the possible use in implementing the program for
Effective Parenting
GROUNDING with Active Parenting
and Monitoring
PARENTS
PROGRAM Identifying One’s
IMPLEMENTATION Self and prioritizing
of daily activities.
Recognize Peer
TEENAGERS
Pressure and
Apprehend it’s
EVALUATION AND Effects
Youth Literacy
FOLLOW-UP Program
Recreational and
Relaxation
This chapter presented the proposed program for teenagers who had
excessive use of screen gadgets based on the data gathered in the study. This
The researchers came up with a program title that would best attract the
teenagers of this generation. “Be part of the TREND” addresses the strong need
of these teenagers to belong. Capturing the eyes of every teenagers to join and
know what are the common styles of the present with regard the use of screen
which denotes “Turning Resources and Energy in New Direction”. In short, the
acronym talks about “Change”, change in every teenager’s acts and habits. This
course. Being part of this program will slowly help every teenager to had a well-
Program Rationale:
said, “Good technology is no excuse for a bad idea”. This refers to technology
whole, is develop by humans not just to be of help but also it brings with it
55
generation are mostly exposed to the use of screen gadget in their day to day
This study aims to promote help and encourage change from the
teenagers. The collated results show that most of the teenagers spent the
average of more than four hours a day in using their screen gadgets. This
prevention and intervention are still not enough. With this, the researchers come
not only target the research participants and teenagers but also including their
parents. This is a way to assure the effectiveness of the program and attain its
objectives and to be able to intervene with the excessive use of screen gadgets.
Program Description:
which involves the important aspect in the lives of the research participants and
other teenagers that is involve in the excessive use of screen gadgets. The
program addresses concerns and issues within the individual and to its
participants’ orientation with the results of the study and the significouldce of the
intervention program that will be conducted. The second phase will be the
divided into two parts, for the parents and for their children. The activities
included in each part are suited on the participants’ role. And lastly, the third
program.
Phase 1: Grounding
activities and seminars. This runs up to two months and is scheduled every
there will be a follow-up on how the research participants are doing once in three
The table shows the outline of the program. It consists of the time
corresponding phase.
57
Session 1
Present the data
Part 1: gathered to the Orientation
participants
Updating
Activity # 1
BINGO
Activity # 2 - Facilitators
4
hours Session 1 To make the Cabbage Game - Participants
participants more
Part 2: Activity # 3
aware of their own
“Human Social strengths and S.H.A.R.E:
Networking” weaknesses
Self Help and
Resource
Exchange
Session 2: Activity :
To instill - Facilitators
4 What’s APP? Let’s Balance It
prioritization of daily
hours Actualizing Out! - Participants
life activities
Parities of
Priorities
58
Table 6, continued…
To be able to
provide “Do-it-
Session 3: Activity :
Yourself” projects
4 - Facilitators
FaceBox: as their other Unleash
hours recreational Yourself - Participants
activities aside from Outside the Box
using screen
gadgets.
Session 5: Activity # 1
To identify bad
P.E.E.R: influences brought My Friendsters!
- Facilitators
by their peers and
3 Positive
to be able to refrain - Participants
hours Engagement
and avoid taking Activity # 2
and
part of such
Empowering Stop, Look and
activities
Relationships Listen
To give awareness
and impart
Session 6:
knowledge about
2 -Resource
Defense on the early signs and Lecturette
Hours Technology symptoms of speaker
Addiction addiction behaviour
together with its
effect on one’s
lifestyle.
59
Table 6 continued…
To measure the
effectivity of the - Facilitators
program and
2 Follow – Up - Participants
Follow-up to see how the
years Interview
research -Participants’
participants had parents
adjusted
Program Participants
The target participants are the teenagers aged 9-18 years old who are into
Program Goal
Program Content
Goal: To present the study, its purpose and the program to the target group.
addressed.
Procedure:
Activity # 1: BINGO
Procedure:
61
B – same age
3. The moment they were able to find people who belongs to that
category, they had to put their name with signature on the BINGO
BINGO paper.
Processing:
What did you feel upon looking for another person with the same
category?
62
How about when you were able to find a person with the same
category?
How will you apply these learnings to the real life setting?
Procedure:
1. Gather the research participants and let them form into a circle.
3. When the music stops, the person who is holding the cabbage will
b. Who is the person you remember the most and what is your
change?
Processing:
What did you feel upon passing the cabbage paper to the person
What did you feel when the music played and you passed the
cabbage?
How are you going to apply your learning in real life situations?
Wrap-Up:
“To understand the heart and mind of a person, look not at what he
Procedure:
of writing.
64
2. To save time, each will be given at least five minutes to write down
3. They could also recommend things that need to be improved for the
succeeding sessions.
Objective: To let the research participants enumerate their goals in life and
Procedure:
2. Let the participants enumerate their ultimate goal in life and write it
accompaniment.
3. Let the participants fill out the bad activities and traits that they had
and the good activities and traits that they are doing.
Processing:
What did you feel when you are listing down your bad activities and
65
traits?
What did you feel when you are listing down your good activities
and traits?
Wrap-Up:
Session 3: FaceBox
Objective:
Materials:
Designed papers
Pencil
Ruler
Scissors
Glue
66
Procedures:
1. Mark the paper with the use of the ruler, measure and mark
straight lines.
3. Making the Walls. Cut off the four corners so that you’re left
4. Fold your paper along the lines to create four walls. If the
the outside.
create your tic-tac-toe board. Cut out the corners and fold in
board with 3″ marks. Cut out the corners and fold the walls
inward.
1. Trim the paper 6″ x 6″ (make sure it’s big enough to fit over
the box). Create a 1 inch border around all four sides of the
paper.
67
2. Starting at the lower right corner of the paper, cut the vertical
line up to the horizontal line so that you will had a little flap.
you had four flaps. Fold your paper along the inner border
to create the sides of your lid. Glue your flaps to the sides
4. Cut up the prints and begin gluing them on the layers of your
Processing:
Which part of the activity do you think is the easiest to do? How
How did you feel while making out the lines, measuring and cutting
Out of all the experiences and feelings during the activity, what
In a real life situation, how will you apply your learnings in this
activity?
Wrap up:
“If you want success, then don’t rely on other people do what you
Rationale
Parents had a big role in their children’s behavior. They are the
68
vice versa which could cause conflicts and could eventually lead to
together with the technological gap between parent and child is a major
monitor them and how to be actively involved with their adolescent’s life.
Lecturette
o Parental absenteeism
o Substance abuse
o Technological gap
o Economic dilemmas
o Power
o Survival
o Initiate Interaction
o Parents Touch
o Listening
Processing:
After having the said activity, processing will then follow. The
In the real life setting, how will you apply those learning?
Wrap-Up:
“Parents are the ultimate role models for children. Every word,
70
– Bob Keeshan
Activity # 1: My Friendsters!
to refrain and avoid taking part of such activities and instill being
Procedure:
3. Draw a vertical line in the center of the circle to make it look half.
4. In the right side, allow the participants to think for three (3) minutes
of the things that they spend most of their time with and their
closest friends.
5. In the left side, allow the participants to write the dreams they had
of themselves.
6. In the back left part of the circle, let the participants write the
positive qualities of their friends and the good group activities they
8. And in the back right side of the circle, are the negative qualities
they observed in their friends and the activities which they think
9. After making sure that all the participants completed their tasks,
11. After which, reinforcement about the activity and it’s relation to
the activity.
Processing:
What did you feel when you write the usual activities you do with
your friends?
How do you feel when you were able to write your goals in life?
What is one thing about you that you had not shared yet, that
How will you apply your learnings in the real life situation?
Wrap-Up:
“Every next level of your life will demand a different version of you.”
Procedure:
3. Each group will choose a representative and let him/her stay in the
circle. The rest of the group will stay outside the circle.
4. Every group will be given a list of things they need to get and they
7. The rest of the groups could also had the chance to distract the
other groups.
8. Always remind them about their goal that is to the get the things in
their list.
9. Once they are finish, every group should gather within 20 minutes.
Processing:
How did you feel when you are chosen as the representative of
the group?
What did you feel when you’re already in the circle looking for the
things listed?
How did you feel when someone distract you for finding the right
items?
Which part of the activity you think you had learned the most?
73
How will you apply these learnings in the real world situation?
Wrap-up:
“I could choose to let it define me, confine me, refine me, outshine
Unknown
Rationale
inclined. Whenever they feel that they are bombarded with negative life
of the said gadgets. In this seminar the different sectors of the barangays,
addiction.
Goal: To give awareness and impart knowledge about the early signs and
Indications of Addiction:
o Excessive usage
o Change in behavior
o Emotional
o Social
o Physical
o Moral
o Mental
Wrap-Up:
“Stick to the basics, hold on to your family and friends - they will
1. Module Evaluation
whether the goals and objectives set by the researchers in each session
2. Exit Interview
3. Follow-up interview
An interview that will be held once every three months for two years
Summary
use of screen gadgets affected the social and emotional functioning of the said
and finished this past years and the content of the research specifically the
results were the same and consistent with each other. The excessive used of
screen gadgets factors were similar when it came to the. The western literature
researchers and the questions about the effects of using screen gadgets
excessively and its effects to social and emotional functioning. The previous
order to get their aim about the level of screen addiction towards people. In the
Philippines, there were many related researches about gadgets. Hence, few had
researchers chose this topic to determine the effect of screen gadgets among the
participants in terms of: age, gender and social status, the study also aimed to
the different factors that contributed to screen addiction and how did screen
followed and came up with top nine research participants. Intake form was given
and the interview followed. Lastly, based on the findings, what program could be
proposed that could be used for the research participants or even the people in
barangay Labangon.
The study was anchored on three theories; The Social Support Theory,
Diffusion of Innovation theory and the field theory of adolescence. Lakey and
health, emotions, cognitions and behaviors. The society played a vital role in the
explanation on how, why and at what rate new ideas and technology spread.
Innovation was an idea perceived as new by the individual. The idea of diffusion
increased or decreased the likelihood of the innovation. Kurt Luwin (1935), stated
among the youth due to their behaviors was erroneous and this theory was better
and online sex addiction b) Internet infidelity and online affairs c) Video games
and their gadgets, findings showed that cell phone, desktop computers, laptop or
net book, mp3 player, game consoles, e-book reader and tablet computers were
the top gadgets that were popular and mostly owned. A Filipino spent an average
of 6.3 hours per day online via laptop and 3.3 hours per day via mobile compared
to the global average of 4.4 hours per day (huffingtonpost.com, 2015). Sahin
information society and particularly the invention and advancement of internet led
had the same concept of Internet addiction referring to the overuse of the Internet
Smartphone’s due to their increasing spread and easy accessibility. This was
the internet on a daily basis, spent four to six hours every day on the internet.
Sinthupinyo et. al (2012) foresaw millions of Thai children and teenagers got
The present study involved nine (9) research participants, seven female
and two male, with age bracket ranged from 11 to 14 years old. The place of the
used were Interview and different assessment tools that were answered by the
of screen gadgets and determined common screen gadget used by most of the
survey was given to 100 residents of barangay Labangon who had the
were chosen, wherein three research participants came from each of the focused
screen gadget, and parents were visited by the researchers and proper
the informed consent and assent. Intake forms were also given to the research
conversation and assigned different codes to each. After the manual coding, the
The salient findings of the study were based on the themes that emerged
during the coding process; excessive time spent on screen gadgets, lack of
80
parental interaction and monitoring, negative peer influence and bad choices,
and screen addiction were the most noticeable areas that needed improvement
Findings
1. Majority of the research participants’ parents were working and that they
2. Both male and female teenagers spent more than four hours a day with
their gadgets or more than 28 hours a week which caused different cases
of screen addiction namely; digital eye strain, lying, almost got hit by a car,
work, leisure and pastime, social support, same interest and lack of family
interaction.
Family Interaction at home could either create a bond within the family or it
them.
81
Conclusion
There were factors that had a huge impact that affected the excessive use
of screen gadgets among the teenagers in Labangon, Cebu City. Most teenagers
social and emotioanal functioning was affected due to excessive time spent on
Recommendations
Based on the results obtained, the researchers came up with the following
recommendations:
References
Bringula, R. P., Bonifacio, J., Natanauan, A., Manuel, M., & Panganiban, K.
study.
Çiçekoğlu, P. et. al., (2013). Evaluation of the level of internet addiction among
Cohen, J., et.al, (2005). Helping Young Children Succeed: Strategies to Promote
Gant, L. & Shaw, L. (2002). In Defense of the Internet: The Relationship Between
Haug, S. et. al (2015). Smartphone use and smartphone addiction among young
people in Switzerland
Martin, J.M. & Schumacher, P. (2003). Loneliness and social uses of the Internet
Schein, E. (1995). Kurt Lewin's Change Theory in the Field and in the
Torres, R. S., Jr. (2013). Proposed Rehabilitation Center for Computer Addiction
in Trece Martires
Psychology
85
Appendix A
Parent’s Consent Form
We, 4th year Psychology students of Cebu Institute of Technology –
University, are having our Research I as one of the subjects required for our
graduation. In line with this, we are currently in the process of making our
research on “Excessive Use of Screen Gadgets and its Effects to Social and
Emotional Functioning.” This research will deal on knowing the different types of
screen addiction that your child is currently involved in and what are its possible
effects to the child’s social and emotional functioning.
The study will take over for 3 months starting August until October 2016.
In that span of time, researchers would like to give assessment tools and
questionnaires that will be used as basis for interpreting the child’s current state.
Various interviews to the child as well as to the people he/she is surrounded with
will also be observed. This is needed in order to had a deeper understanding on
the factors present within the child. All results and responses will be of utmost
confidentiality. Names that would be mentioned will be changed and replaced
with pseudonyms. All recordings during interviews will also be deleted after it will
be transcribed by the researchers. We take full responsibility of your safety
regarding the matter.
We would also like to inform that your involvement to his study is
voluntary. This would also mean that parents or the child has the right to
terminate their involvement in the study anytime they would like to.
If you need clarifications regarding the matter, please don’t hesitate to ask
or contact any of the assigned researchers:
Duero, Kate Andrea - 0929-677-7068
Tabotabo, Laurisa Mae -0933-940-6986
Your participation will be of great help to the success of the study. Thank
you.
1. Do you had or use gadgets? (i.e smartphones, laptops, tablets, iPad, etc) *If yes
proceeds to #2, if no don’t proceed to the rest of the questions)
YES NO
2. What are those gadgets that you are using most of the time?
3. How many hours will you use your gadget in a day? ___________
Put a check mark on box below the number that best describes you in the situation.
Legend: 5 – Always 4 – Often 3 – Frequently
2 – Occasionally 1 – Rarely 0 – Does Not Apply
0 1 2 3 4 5
1. How often do you find that you stay online longer than you intended?
2. How often do you neglect household chores to spend more time online?
3. How often do others in your life complain to you about the amount of
time you spend online
4. How often do your grades or school work suffer because of the amount
of time you spend online?
5. How often do you check your email or social network site before
something else that you needed to do?
6. How often does your school performance or productivity suffer because
of the internet?
7. How often do you find yourself anticipating when you will go online
again?
8. How often do you fear that life without the internet would be boring,
empty, joyless?
9. How often do you snap, yell, of act annoyed if someone bothers you
while you are online or gaming?
10. How often do you prefer the excitement of the Internet to intimacy with
your partner?
11. How often do you form new relationships with fellow online users?
12. How often do you become defensive or secretive when anyone asks
you what you do online?
13. How often do you block out disturbing thoughts about your life with
soothing thoughts of the Internet?
14. How often do you lose sleep due to late-night log-ins?
15. How often do you feel preoccupied with the Internet when off-line, or
fantasize about being online?
16. How often do you find yourself saying “just a few more minutes” when
online?
17. How often do you try to cut down the amount of time you spend online
and fail?
18. How often do you try to hide how long you’ve been online?
19. How often do you choose to spend more time online over going out
with others?
20. How often do you feel depressed, moody, or nervous when you are 87
off-line, which goes away once you are back online?
Appendix C
Intake Form
Name ___________________________________________________________
Address __________________________________________ Zip _____________
88
Appendix D
Interview Guide
SOP # 1 Profiling
SOP # 4 Education
19. Naa ba kay mga igsuon? Pila man mo kabuok? Unsa may relasyon ninyo
sa usa’g usa?
SOP #3
21. Diba mo gamit man ka’g gadgets? Unsa may rason nga mu-gamit man ka
sila?
24. Unsa may kasagaran buhaton nimo kung mugamit kag gadgets? Naa pa
bay lain?
25. Maabtan ba kag kadlawn mag-gamit ug gadgets? Unsa may rason nga
26. Unsa may rason na mas ganahan man ka mu-gamit kesa makigstorya sa
tao?
27. Unsa may naa sa gadgets like computer, cellphone ug unsa pa nga wala
sa tao mismo?
28. Unsa diay buhaton nimo sa balay kada weekend or kung walay klase?
Unsa man rason nga mao na imong buhaton? Unsa sad rason nganu
29. Kung nay family gathering, naa imomg mga paryente. Unsa may buhaton
nimo?
90
SOP #4
30. Naa bay naka-impluwensya nimo nga mu-gamit ug gadgets? Kinsa man
na sila?
31. Sa imong pamilya, unsa may impluwensya nila ka nimo? Kung hisgutan
ang gadgets, unsa may rason na mu-gamit kag gadgets nga tungod sa
imong pamilya?
32. Kung sa balay, unsa may gibuhat sa imong mama ug papa? Unsa man
33. Naa bay time nga nagka-bonding mo sa inyong pamilya? Kanus-a man
sad?
36. Pila man sad mo kabuok? Kinsa man ni sila, pwede ba nimo idescribe?
39. Unsa man sila nga klase nga pagka-higala? Unsa may relasyon ninyo sa
usa’g usa?
40. Naa man kay classmate sa? Kanus-a pa man mo gakuyog ana nila?
41. Pila man kabuok sa imong mga classmate ang imong masaligan? Kinsa
45. Unsa man sila nga klase sa classmate? Unsa may relasyon ninyo sa
usa’g usa?
istoryahan?
47. Sa imong pag-gamit ug gadgets, naa kay nakaila online? Unsa man ang
48. Pwede nimo sila idescribe? Unsa sila na klase sa pagkatao, taga asa sila
ninyong istoryahan?
52. Kumusta man sila nga pagka-ginikanan? Naa bay time nga makasab-an
ka kay gagamit kag gadgets? Unsa may isulti nila? Unsa man sad ang
pangasaba nimo?
92
Appendix E
Phase 1: Activity 1:
“BINGO”
B I N G O
93
Appendix F
Module Evaluation
2. What are the things that changed after attending all the session?
3. How will you rate yourself after all the session from 1-10, 1 being the lowest
and 10 being the highest? Explain.
5. What are the things that changes in your family after attending all the
session?
Appendix G
Area: Psychology
comprehensively as possible.
2. How did the activities and the seminars help you in your situation?
5. How will you be able to apply the things that you learned?
6. After joining the program, what are now your goals for your future?
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APPENDIX H
2. What were the changes that had happened in your life after the program?
3. How is your relationship with your family? Are there any improvements?
4. What activities are you actively engaging at? How are you doing with
these activities?
5. How do you cope with the pressure and influences from your peers?
6. Was being a part of the program worth it? How could you say so?
2. Was the program effective? In what way, you were able to say that?
Appendix I
Certification
the Excessive Use of Screen Gadgets and Its Effect to Social and Emotional
ELLEN G. SERAFIN
97
PERSONAL DATA
EDUCATIONAL BACKGROUND
AFFILIATIONS
PERSONAL DATA
EDUCATIONAL BACKGROUND
High School
AFFILIATIONS
Supreme Student
College 2015 – 2016
Government Representative
PERSONAL DATA
EDUCATIONAL BACKGROUND
AFFILIATIONS
PERSONAL DATA
EDUCATIONAL BACKGROUND
AFFILIATIONS
PERSONAL DATA
EDUCATIONAL BACKGROUND
Highschool
AFFILIATIONS