Preliminary Pages
Preliminary Pages
ACKNOWLEDGEMENT
We would like to express our deepest appreciation to the people who didn't
hesitate to lend a help and guide us on our research journey and show a way on how to
build our research. With these people who helped us we are able to finished our
We are grateful to acknowledge the contribution and the support to our Research
adviser, Mrs. Estelle Fe A. Palomares who guide us on our first day of starting our
research. The guidance and support provided by Mrs. Estelle Fe Palomares were
We would like also to thank to Mrs. Dheza Marie A. Baclaan who helped and
briefed us on what and how to build our research effectively and efficiently. We are
grateful for Mrs. Baclaan's time, energy, and enthusiasm, which made our research
The completion of this research would not have been possible without the support
of our parents, who give advices and helped us to finished our research paper, who give
their all understanding that we need to finish our research. We thank to our adviser,
Mrs. Zenaida H. Betonio for her trust, and motivation who helped us to do more on our
research.
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TABLE OF CONTENTS
ACKNOWLEDGEMENT………………………………………………………...…………..I
TABLE OF CONTENTS………………………………………………………..………….....II
I. INTRODUCTION…………………………………………………………………………1
Hypothesis…………………………………………………………………….………….……5
Definition of Terms………………………………………………………………….….……..7
Theoretical Framework…………………………………………………………….…….……9
Conceptual Framework………………………………………………………………...….…11
Research Design…………………………………………………….………..…………...….23
Survey Instrument………………………………………………..………….……..….…....25
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Ethical Considerations………………………………….…..……………………….……...30
BIBLIOGRAPHY………………………………………………….…………….………..46
APPENDICES……………………………………………………………………………..50
Questionnaire……………………………………………………………………………….50
Documentation………………………………………………………………………………52
CURRICULUM VITAE………..………………………………….…………….…………46
LIST OF FIGURES
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INTRODUCTION
The history of digital devices dates to the invention of electronic computers in the
1930s. The first electronic computer was developed by John Vincent Atanasoff and Clifford
Berry at the Iowa State University in 1937. This was used to solve linear equations. Improved
performance and reducing costs led to a wide acceptance and adoption of digital
technologies, and shortly afterwards they made their way into a wide variety of equipment
The 1980s saw the popularity of digital soar, with automated teller machines (ATMs),
industrial robots, electronic music, video games and computer-generated images in film and
television all making their way into daily life. Millions of people purchased home computers,
Motorola created the first mobile phone in 1983 (although digital cell phones were not sold
commercially until 1991) and in 1988 the first digital camera was created. They typically
have touch screens, internet connectivity, and access to various apps. Tablets are similar to
smartphones but larger and more versatile. They often include built-in keyboards and can
function as standalone computers or mobile gaming devices. With the advent of affordable
A digital device is an electronic tool that can create, send, share, receive, store, and
show digital data. Digital devices turn information into binary code, which is made up of
zeros and ones. Analogue devices, on the other hand, turn information into electric pulses
with different strengths. Digital devices are more accurate, can store data better, and handle
more data than analogue devices. Examples of digital devices are personal computers, digital
clocks, gaming consoles, and smartphones. There are several types of digital devices,
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including computers, smartphones, tablets, laptops, and more. Computers can range from
small desktop models to large server systems used in data centers. They can be classified
based on their size, power, and intended use. For example, there are personal computers
(PCs) that individuals use for everyday tasks like word processing and web browsing, as well
capabilities. Smartphones are handheld devices that combine features of both phones and
computers. They typically have touch screens, internet connectivity, and access to various
apps. Tablets are similar to smartphones but larger and more versatile. They often include
built-in keyboards and can function as standalone computers or mobile gaming devices.
Laptops are portable PCs that come equipped with batteries and foldable screens. They are
popular among students, business travelers, and remote workers because they allow users to
stay connected while on the go. Other types of digital devices include wearables such as
fitness trackers and smartwatches, home automation devices like smart thermostats and
life for a significant portion of the world’s population - so much so that it is hard to imagine
life without a mobile phone, a laptop to work on, or a games console to kick back and relax
with at the end of the day. However, this has not always been the case. Digital Technology is
so deeply ingrained in our society that it is hard to imagine life without it.
As the education system and workforce evolve to become more technology inclusive,
it is important for students to keep up with modern digital trends while still obtaining a deep
success. Students are able to collaborate with peers using digital platforms, explore creativity
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inquiry-based learning, synthesize information from multiple sources and establish a sense of
online social presence. As the education system and workforce evolve to become more
technology inclusive, it is important for students to keep up with modern digital trends while
still obtaining a deep understanding of course content. Implementing technology into the
engagement and academic success. Students are able to collaborate with peers using digital
universities (Mthimunye & Daniels, 2020), refers to students' ability to perform classroom
tasks, problem-solving activities, and academic affairs (Hung, 2005; Yu et al., 2010).
students' DIL experiences (Ali & Naylor, 2010), the empirical research on Digital Informal
Learning (DIL) is still insufficient (He & Li, 2019), especially regarding its effect on higher
education students’ academic performance (Baker, 2014). Moreover, digital informal learning
as the mediator variable had a positive effect on the relationship between digital competence
performance, educators and curriculum designers should consider both their digital
extensively in the learning process. These changes in education must rapidly respond to
domestic developments in terms of quantity and quality of transmitting knowledge and skills
communication technology development, the use of this technology in the learning process.
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Technology creates opportunities for students to learn and collaborate with one
another through the exchange of ideas and experiences and joint problem solving. When
preparing for lessons that use information technology, teachers should make focused plans
and select materials that respect the basic principles of teaching. The teachers have to know
about various software in what settings they can be used and how they shall organize the
work, also what goals they can serve. They need to have computer literacy to manage to
create, and thus organize good learning situations that help pupils in these settings (Postholm,
2007). Different applications of information technology offer great benefits for students by
ringing excitement to students and creating progress in relief and independence in their
development. The proper use of information technology promotes and develops a variety of
skills in students, such as mathematical skills, communication skills, critical thinking skills,
The aim of this study is to identify the effects or the impact of screen time habits on
Gun-Ob High School Students. The main assumption of this study was related to the course
program. This study assumed that the use of a device might be influenced by curriculum
structure and the teaching delivery process. One of the practical implications for this study is
that it might avoid misleading conclusions regarding a ban on devices from School lecture
delivery process and student engagement, educational challenges in the 21st century.
screen time habits that are slowly affecting their overall academic performance.
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This study entitled 'The Effects of Screen Time Habits on GHS Students' Academic
Performance' aims to determine how the screen time habits of GHS students affects the
students. In particular, it seeks to investigate the relationship between the effects of screen
1.1 Age
How did the students' screen time habits affect their academic performance?
Are there any differences in screen time habits between students' grade levels?
Hypothesis
Alternative Hypothesis: Students' screen time habits have significant effects on them,
Null Hypothesis: Students usually engage in that may maintain their existing screen
time habits. Students' screen time habits have no significant effects on them. When they use
their screens they know their limits and they usually use this for school purposes.
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among the students not only in GHS but all over the world.
For the Researchers. This study aims to make the researchers aware of the effects that
screen time habits carry. Additionally, this will also share the possible solutions to the
problem.
For the Students. By conducting this study, the students are made aware that their
For the Teachers. This research can give the teachers insights on the causes of this
For the Curriculum. Through this study, everyone may know the potential benefits
and effects of screen time habits on the student’s academic performance. Furthermore, it can
For the Future Researchers. The findings of this study can be a source of information
for future researchers to acquire data for their own research study, as this study aims to
answer the questions that are connected to the issue of screen time habits on GHS students.
Definition of Terms
Screen Time Habits – The amount of time students spent on digital devices and how they use
them for activities such as social media, gaming, and internet browsing.
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Digital Addiction – A compulsive and excessive use of digital devices that negatively
Attendance – The number of times a student is present in class, which may be affected
Grades – The scores or marks students receive based on their academic performance
Demographics – The characteristics of the students included in the study, such as their
Online Activities – The types of digital activities students frequently engage in, such
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Theoretical Framework
adolescents states that youngsters tend to spend 3 hours per day in front of a computer screen,
potentially decreasing their academic performance (Patel M, Patel S K, Suresh S, et al, 2022).
With young adults spending most of their free time on various digital
smartphones/devices rapidly increases in different countries they risk both negative and
have taken interest in this and have issued guidelines on children's screen use such as limiting
screen time no more than 2 hours, whilst children younger than two years of age are strictly
prohibited. This also became a concern among families and educators whether youngsters
intake a negative or positive dose of screen time. Highlighting the healthy and unhealthy use
of screen time as it may decrease or promote academic achievement. The study could use the
dual-process model theory (DPMT; Pierre Barrouillet, 2011) where the theory states that
there are two systems of how humans may think, with the two systems having a difference
between each other. Relating it to the study, it acknowledges that screen time can have a
Highlighting the use of screen time and how it may affect one individual whether it may be
negative or positive by the use of studies and analysis of adolescent school children. How
screen time can promote whilst also decreasing the probability of academic achievement.
With factors such as inappropriate shows (TV), accessing illicit websites, or playing violent
video games whilst having educational or prosocial activities such as schoolwork, interaction
with friends and family, artistic or musical creation, or relaxation. The study explores the
effects of screen time and how it may affect academic performance or achievement.
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Conceptual Framework
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Screen time may be either passive, which refers to viewing screen content that
which refers to interactive, intentional and cognitive engagement with a device that
provides screen content (Hu et al., 2020; Sweetser et al., 2012), such as a computer or
user input (Hu et al., 2020). According to recent results, the average age of using
electronic screen devices has decreased (Chang et al., 2018) and more than 80% of
preschool children spend an average of 2–3 hours per day looking at various screens
(McNeill et al., 2019; Rideout et al., 2003; Shah et al., 2019), and television and
smartphones are major contributors (Shah et al., 2019), which exceed WHO
device and, on average, they own three different digital devices at home (Graham &
Sahlberg, 2021). Along with screen media's advantages (i.e., access to a wide variety of
children who engaged in more screen time spent less time playing with peers (identified
as the displacement hypothesis theory), which ultimately may affect healthy child
development (Putnick et al., 2022; Roberts et al., 1993). Thus, this maladaptive excessive
screen time behavior in children has been recently associated, among others, with
social health consequences (de Rezende et al., 2014; Li et al., 2020; Lissak, 2018), as well
Adolescents around the world spend a significant amount of their free time using
mobile devices with screens and other visual aids. This has increased exponentially since
the advent of the Internet and social media. Smartphone ownership and access among
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youth has rapidly increased to 95% in 2018. In addition, India has the second highest
percentage of cell phone users in the world after China, as these two countries have the
largest populations. Mobile gaming, video streaming, social media such as Weibo, Tik-
Tok, Facebook, Instagram, WhatsApp, and Twitter are the main leisure activities
behavior and health are laid, as it is a period of rapid physical, neuro -behavioral and
hormonal changes. It has been said that the future development of a country depends on
the health and behavior of its adolescent population. Early academic success and career
have both positive and negative effects on healthy development. Increased screen use
has also been associated with poorer academic performance. Time spent in front of
screens each day -on a phone, TV, computer, tablet, or other visual device - is referred to
as screen time. Increased screen use in children has been linked to a range of negative
physical, psychological, and social outcomes, as well as poor academic performance. The
American Academy of Pediatrics, the World Health Organization (WHO), the Canadian
Pediatric Society (CPS), the Royal College of Pediatrics and Child Health (RCPCH),
and the Australian government have issued guidelines on children's screen use. These
recommendations prohibit media use by children under two years of age, while older
children should limit their media consumption to no more than two hours per day. With
discourages excessive media use and recommends limiting screen time to no more than 2
hours per day of high-quality content. Concern has grown among parents, educators,
and others about the increasing screen use by children. To be healthy, screen time must
be carefully selected and used in the right quantity, quality, and at the right time. This is
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similar to eating a balanced diet. While watching inappropriate shows (TV), accessing
illicit websites, or playing violent video games are just a few examples of negative or
unhealthy screen time, it is considered positive or healthy when used for educational or
prosocial activities such as schoolwork, interaction with friends and family, artistic or
musical creation, or relaxation. Many positive and negative health effects have been
associated with the amount of time spent in front of a screen and the quality of
information displayed there. These include problems related to weight, sleep, neck pain,
Devices like smartphones and computers are common nowadays, and they've
changed how people live every day. Young people especially, spend a lot of time on these
devices. Because high school is a crucial time for students for thinking and learning,
people are worried about how much time students spend on screens and how it affects
their school performance (Twenge & Campbell, 2018). As screens become an important
part of school life, it's really important to understand how the way students study habits
affect their learning. Screens are now used everywhere, spending too much time in front
of them can lead to some serious issues on our health and our education. Some smart
researchers have been looking into this, and their findings are quite interesting.
According to the study it is found that teenagers who are obese and are in the habit of
excessive screen time will have lower academic achievement. Adolescents with low
interest in physical activity or who have maximum time on screen recommendations are
less likely to get good grades. Overall, poor health habits like laziness and too much
2017). In Addition to this, using screens just right before bedtime showed links to
obesity, dry eyes, and lower academic performance. The research tells that both the
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duration and timing of screen use play a role in these health and learning issues,
focusing on the importance of considering when and how long children use screens.
Too much use of screen time, especially on smartphones, may cause harm to
brain development resulting in difficulties like lower self-esteem, more mental and
health issues, slow learning, and increased chance of early cognitive decline (Neophytou
et al., 2021). The research suggests that spending too much time on smartphones and
performance. The study tells how important it is to keep balance between screen time
and other activities for improved academic outcomes in young individuals. It was also
found that increased screen time, especially more than three hours per day, is linked to
lower academic performance (Patel et al., 2022). Amez et al. (2023) found that for every
increase in smartphone use by the average amount, suggests a connection between more
used by university students across the globe. The study found that how smartphone use
affects university students, focusing on techno stress triggered by excessive use, life
smartphone use indirectly influences sleep and academic issues through technostress.
Most researchers discovered that too much screen time, especially beyond three hours
each day, is connected to doing worse in school (Giedd & Rajapakse, 2019). This study
investigates how screen time, like mobile or computer, affects female students in
universities in Lahore, Pakistan. Many studies worldwide have been conducted on this
topic, but there's a lack of research specifically considering Lahore's unique culture and
education system. It's important to explore how it impacts students' success in Lahore
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to understand what works best for them and their specific challenges in academics and
interplay between digital habits and academic performance among students has become
increasingly crucial (Nnaji et al., 2020). This study examined how screen time, social
media usage, and sleep quality impact academic achievement. Grounded in the
suggests that stress arises from the transaction between individuals and their
environment, where perceived stressors interact with individual appraisal and coping
of digital well-being and academic performance, this theory helped to explain how
digital habits, such as screen time and social media usage, may act as stressors that
exploring these dynamics, we aim to provide insights that can inform educational
practices among students. University students’ academic performance has always been
a problem not only for the parents but also for the faculty members. Various studies
have been conducted to understand the factors influencing the student’s academic
performance. Based on these factors, the curriculum and teaching pedagogies have been
updated and developed. However, the problem persists with the millennials entering
university education with digital habits. Therefore, it is crucial to see how the students’
(Bhutto, 2024).
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Little is known about the effects of excessive screen time on Working Memory
(WM) in adolescents. The aim of this study was to investigate the association between
measures of screen time in adolescence and Working Memory. Data from the 1993
Pelotas (Brazil) Birth Cohort Study were analyzed (N = 3625). Self-reported screen time
was collected at ages 11, 15 and 18. Working Memory performance (Digit Span
backward score) was examined at age 22. Multiple linear regression was used to assess
the associations between three screen time measures (television, video game and
computer time) for each age and WM at age 22. We also evaluated the direct and
indirect effect by mediation analysis, using the intelligence quotient (IQ) at 18 years as
mediator. In men, television and video game time at 11 years and computers at ages 11
and 15 years had a positive effect on WM. Also, these effects were mediated through IQ.
In women there was no significant association between screen time measures at ages 11,
15, and 18 and WM. This study provides new insights about the relationship between
paths of these associations and considering the important mediating role of IQ.
It is recommended that the maximum time for screen activities by children and
adolescents be 2 h a day (Strasburger et al., 2013). Probably due to the drastic changes
in the use of media and the fast pace of the introduction of new technologies in the last
decades, in several countries an increased prevalence of excessive screen time (≥2 h/day)
has been observed among children and adolescents (Bucksch et al., 2016). Working
memory (WM) is the ability to temporarily store and retain information, while a
to academic performance such as cognitive control and reading skills (Peng et al., 2018).
Working Memory develops considerably between the time of puberty and adulthood in
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parallel with the maturation of the prefrontal cortex (Gathercole et al., 2004). A
social and situational factors such as stress, sleep, and certain mental illnesses (Blasiman
experimental studies showed that specific training on a WM task was associated with
improvements in these skills at childhood and adolescence. However, the duration of the
effects and the underlying mechanism are still uncertain (Melby-Lervåg and Hulme,
needs, exposure to digital screens may be detrimental for children’s physical health,
cognitive skills, and psychosocial development. Therefore, screen time in childhood and
adolescence should be managed, weighing risks versus benefits. The American Academy
of Pediatrics (AAP) recommends that children younger than 18–24 months of age
should not ever use screen media, while older children should not use these media for
more than a 1 h daily. According to the World Health Organization (WHO), infants
within the first year of life should not be exposed to digital screens. Screen time for
children aged from 2 to 5 years old should not exceed 1 h per day. Similar
recommendations were released by the Canadian Pediatric Society, stating that children
younger than 2 years old should not use screens, and children aged 2 to 5 years old
should have limited screen time to less than 1 h per day. The guidelines released by the
Australian Department of Health for children older than 5 years old recommend that
recreational screen time should not exceed 2 h per day. Rocka, A., Jasielska, F., Madras,
D., Krawiec, P., & Pac-Kożuchowska, E. (2022). Screen time exposure has increased for
the past decades due to the evolving innovation of technology. According to Jain et al.
(2023), screen time exposure is the accumulated time spent by a person watching or
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using any digital or electronic device. Santos and Reeve (2020) also defined it as the sum
TVs, and consoles in video games. Furthermore, screen time is the cumulative time
computers, smartphones, video games, and tablets (Anuradha, 2019). Moreover, due to
the effect of the pandemic, gadgets and device exposure arise in every household. Screen
time perspectives and concepts became an overnight sensation on the global scene.
However, in this past decade, screen time exposure among individuals has already been
and digital media with physiological, psychological, social, and neurological adverse
consequences (Lissak, 2018; Thomas et al., 2020) even in late adulthood (Neophytou et
al., 2021).
“Technology” refers to the tools and equipment (devices) used for entertainment
or informational purposes, and “media” refers to the digital content and games accessed
on the devices. Media before the 2000s was confined just to televisions for the most part.
With the advent of modern technology, including smartphones, tablets, digital toys, and
gaming tools, children are often occupied with digital content that comes in many sizes
and forms. Excessive technology usage has many health, developmental, and behavioral
challenges in children. The different types of media existing in the present day are
shown in. Kids can access television, smartphones & tablets at home early on. Children
of all ages can learn new skills using educational resources, such as educational videos
and interactive programs, at home and school. Children use social media platforms,
such as Facebook, TikTok, and Instagram to communicate and connect with friends.
The usage of social media is widespread among tweens and teens. Video games are
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popular among all age groups of children, and they can access video games and other
In two systematic reviews the body of evidence suggests that excessive screen
(Kostyrka-Allchorne et al., 2017; Lillard et al., 2015). Depending on age, individuals use
electronic devices in different ways. However, the effects of the use of media in
adolescence as well as the variety of media used simultaneously are not widely known
(Roberts and Foehr, 2008). Available evidence on the impact of screen time on WM in
adolescents is inconsistent. While some studies suggest adverse effects (Alloway and
Alloway, 2012; Rosenqvist et al., 2016), others suggest that excessive screen time has a
2013).
The scarcity of available studies on the association between screen time and WM
development vary over time (Valkenburg et al., 2016). The aims of this study were to
investigate the association between adolescents’ time spent on three types of screen
activities (e.g., watching television, playing video games, and using a computer) and
Working Memory. Our main hypothesis was that television, video game or computer
time at 11, 15 and 18 years old would be associated with a poorer performance on Digit
Span Task (Backwards only) at 22 years old. We also hypothesized that the effects of
television, video game, or computer time at 11, 15 and 18 years old on Digit Span Task
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(Backwards only) at 22 years would not be mediated by intelligence quotient (IQ) at age
How adolescents spend their free time can be an important determinant of their
mental health and academic outcomes. Screen time (e.g., watching TV, using gaming
consoles, browsing the internet) and outdoor time (e.g., participating in sports outdoors,
running/walking, and playground activities) constitute two common types of free time
activities for adolescents. In developed countries, such as the US, recent evidence
suggests that contemporary youth – including those who live in rural areas – are
spending less time outdoors and more time using electronic media than previous
determine how their engagement in these activities is associated with their development.
Studies on the link between free time allocation and adolescent outcomes
generally fall within one of two different categories. The first line of research examines
how free time activities like screen time and outdoor time might be linked to adolescent
mental health. For example, a study of adolescents in the UK found that low to
moderate levels of screen time were associated with optimal mental health outcomes,
suggesting that conservative amounts of video game time and social media usage can
Canadian adolescents found that longer screen time can be associated with lower
time, the existing literature has suggested that outdoor play and nature-based
experiences are linked with better adolescent mental health, as these experiences could
decrease one’s anxiety and rumination. On the other hand, other studies did not find
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any significant association between access to “green space” (I.e., natural outdoor areas)
outcome of interest. Past studies have found screen time to be positively linked with
academic performance, including one that found that college students who more
than their peers. However, recreational screen time has also been linked with poorer
learning time. Meanwhile, outdoor time, or time spent engaging in physical activities
outdoors, has generally been associated with better academic performance, as outdoor
play has been suggested to bring a range of cognitive benefits including heightened
creativity and improved attention span. Yet, it is possible that outdoor time may not
always be positively linked with academic performance, which may especially be the
case if time spent engaging in outdoor activities displaces the amount of time students
Although associations between screen time and outdoor time with adolescent
mental health and academic performance have been examined separately, research that
jointly examines these two outcomes is limited. Such a study is essential for several
reasons. First, both mental health and academic achievement are common outcomes in
internet usage on student learning outcomes and adolescent mental health, there is no
opportunity to compare its effects on both of these two interrelated outcomes. Further,
an analysis of free time activities and their association with both mental health and
free time allocation and adolescent development. Indeed, these two outcomes might not
be associated with free time activities in the same way (i.e., the associations may have
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together in the same study may generate more specific insights on the impact of free
time activities on adolescent development. Another notable gap is that most extant
studies in the literature only examine the association between free time activities and
adolescent development in urban areas of developed countries and tend to overlook low-
and middle-income country settings. Free time allocation in developing contexts, such as
that of rural China, may provide unique insights about regional variations in adolescent
outcomes. Critically, rural Chinese adolescents have a higher risk of mental illnesses
than adolescents in most developed countries, with about 20% of the children and
adolescents suffering from depression and 6% at risk for general anxiety. There is also a
stark urban-rural gap in educational outcomes among students in China, with data
from a nationally representative survey showing that rural youth are 2 years behind
urban children in both math and Chinese. Considering that 70% of the Chinese
adolescents are rural (i.e., have a rural household registration status) and that China’s
youth constitute 15% of the world’s population under 18 years old, the scale of these
disparities is large. Thus, understanding how certain free time activities relate to
adolescent outcomes in the context of rural China can be an initial step toward
exploring how to mitigate associated risk factors while strengthening protective factors
Rural China is an ideal setting to conduct this research because it has witnessed
a significant rise in technology use among rural adolescents over the last decade, which
may indicate a shift towards longer screen time and less outdoor time. The gap between
rural and urban internet usage has steadily decreased, with 90.3% of the Chinese rural
adolescents having access to internet services in 2019 (compared to 93.9% of the urban
adolescents). Moreover, technology access is much higher in rural China than in other
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developing countries. For example, the smartphone ownership rate of families is over
63% in rural China, compared to just 13% in rural India. In recent years, the Chinese
government has taken steps to address adolescent technology addiction. However, little
is known about how much screen time is optimal versus problematic for adolescent
mental health and academic performance in rural areas, and there is even less
understanding of the role of other free time activities such as outdoor time on these
outcomes. Thus, there is a need for large-scale, empirical data to inform both the design
of policy and clinical practice in rural China. This study aims to address these
shortcomings with three specific objectives. First, this paper describes the free time
allocation of adolescents in rural China, focusing on their screen time and outdoor time.
Second, it examines the association of screen time and outdoor time with mental health
outcomes. Finally, it investigates the association of screen time and outdoor time with
In today's modernized world, young generations are gaining more exposure and
becoming reliant on the advanced technologies that emerged in this century. According
to Sinnarajah (2019), the issue of children's screen time is getting worse globally. As the
name implies, screen time refers to activities done in front of a screen, including
computers, etc. (Screen Time and Children, 2021). This issue was often interrelated with
Philippines, teenagers who used screens for more than 7 hours per day had a 40% lower
chance of excelling in school, while those who used screens for 2 to 4 hours per day had
a 1.23 times higher chance of getting good marks (Micael et al., 2017). In light of this,
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this issue is extremely alarming. This study, therefore, was conducted to determine if
there is a relationship between the screen time activity of students and their academic
productivity. Specifically, this study aimed to determine whether screen time activity
High School S.Y. 2022-2023. This study was anchored on the "Behavioral Learning
Theory" by Burrhus Frederic Skinner (1938). According to Reimann (2018), this theory
Drew (2022), this theory primarily focuses on observable and quantifiable aspects of
human behavior. In this regard, actions are the proper subject for study rather than
ideas or feelings. Screentime Activity In light of the emerging issue regarding the use of
affected. Screen Time activity, according to Ramírez (2021), is the leading factor in why
here are two different kinds of screen time: non-recreational and recreational. Non-
creativity, curiosity, mobility, and fitness. The students benefit from screen time during
school and homework because it helps them with mathematical difficulties, essay
writing, science fact investigation, art creation, and cultural awareness (Bringula et al.,
2021). This is further evidenced by Simoes et al. (2022) which stated that students who
have access to technology for educational purposes tend to have higher grades and are
more engaged in their learning. Further, several studies by Arundell et al. (2022), Ponti
et al. (2017), and DeWeese (2014), have shown that technology can help students
understand abstract concepts more easily, allowing them to better retain and apply
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what they learn. It also gives them access to a wide range of tools and resources they
wouldn't otherwise have. These include online databases, educational apps, and virtual
reality. This helps them further their knowledge of various subjects, as well as develop
Wagner et al. (2021), recreational screen time, which is the "screen time" that experts
are concerned about, does not encourage exercise or actual education. This screen time
behavioral issues, academic difficulties, lack of sleep, melancholy, and mood swings.
television and set limits on their use (Stiglic & Viner, 2019).Moreover, according to
Adelantado-Renau et al. (2019a), this type of screen time includes any social media use,
the majority of movies and T.V. shows, the majority of video or computer games, and
anything else that is not useful for their education or physical exercise. On top of this,
during recreational use, the children will often be lying down or sitting. Therefore,
screen usage has been associated with issues with mental health, social development,
and poorer levels of physical fitness (Schmidt et al., 2020). In a study conducted by
Twenge & Campbell (2018), additional hours per day of screen time activity were linked
difficulty getting cared for, and inability to complete activities. These effects, according
to Tang et al. (2021) and Twenge (2019), were found to be especially pronounced among
adolescents, leading to a decrease in their overall mental health. The researchers suggest
that digital technology should be limited to protect young people's mental health. In
addition, Vidal et al. (2020), Odgers and Jensen (2020), Boers et al. (2019) emphasize
that the more time adolescents spend on digital technology, the more likely they are to
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experience depression, anxiety, and suicidal thoughts. Furthermore, Limone and Toto
(2021) also indicated that increased usage of digital technology can lead to difficulty
The living conditions of families have significantly changed due to the COVID –
19 pandemic. Previous findings have found that students are inactive in learning in-
home isolation relative to their success in their educational institutions. They are
expected to have more time to amuse themselves, establish irregular sleeping habits, and
have unhealthful diets. These detrimental impacts on students are expected to manifest
over prolonged quarantine times which would undoubtedly impact their academic
success (Wang et al., 2020). Sprang and Silman (2013) have demonstrated that
psychiatric conditions ignored during quarantine are more traumatic than those that
are not. The data gathered from a survey of 506 parents showed that the pandemic
positively affect the children's ability to succeed in high school and college. Parents
played a significant role in the family members, for they are the ones who exposed them
to the outside world, including academics. Parental involvement refers to the amount of
participation a parent has regarding schooling and a child's life (Erlendsdóttir, 2010).
According to Wallace and Hentgens (2017), treating children negatively, like physical
abuse, yelling, and other punishments, negatively impacts the children's academic
performance and outputs. On the other hand, those students having an active parenting
involvement in their education that education will likely motivate them and lead them to
success the idea of making school more exciting and fulfilling in short-process for these
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children's outputs (Park & Holloway, 2016). Moreover, students' academic work
supervision may increase students' concerns about the student's image but not their
contribution in tasks and orientation about goals and objectives (Valle, 2018). Likewise,
improving the academic and self-regulatory skills showed that significant gains in
parental involvement and their expectations turned into mediated intervention gains in
child literacy skills and academic results. Thus, it suggested a need to attend to the
beliefs parents hold about their child's academic potential and their way of behavioral
support for the child. Further, there are significant links regarding school-based
grades, and academic achievement (Benner, 2016). The study results showed a
student's academic performance. As suggested, parents should play the leading role in
supporting their children's achievements and goals. Moreover, the present study
investigates the relationship between parental involvement and the student's academic
performance, specifically during the COVID-19 pandemic and the new normal
A person's sleep plays a crucial role in their overall lifestyle, with the average
individual requiring 8 hours of sleep to maintain good health. Poor sleep quality can
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students. Sleep disorders, like sleep deprivation and excessive daytime sleepiness, are
common among college students, impairing their attention span, cognitive abilities, and
academic performance (Gaultney, 2010). Sleep and stress are closely related, with stress
influencing sleep quality, and vice versa, affecting academic performance (Han et al.,
2012). Poor sleep quality may lead to chronic fatigue, depression, stress, and lower
quality of life (Fuller et al., 2017), impacting their ability to learn and overall health.
Addressing sleep-related issues in students is vital for promoting their well-being and
academic success. Sleep deprivation can lead to emotional and behavioral issues that
may affect a student's academic performance (Suni & Truong, 2023), making it crucial
to analyze the factors contributing to such problems among students. The existence of
rapidly developing IT platforms has driven adolescents to use these services for
educational, entertainment, and social purposes, leading to both positive changes, such
as improved visual reasoning and creativity, and potential negative effects on sleep
quality (Rose, N. et al., 2022). Technology has continuously evolved to meet our needs
and video games, have greatly enhanced our efficiency and entertainment. However, the
themselves, leading to extensive use of IT services that can disrupt their sleep patterns.
This excessive usage can result in poor sleep quality or, in more severe cases,
sleep disorders. The study of Al Kazhali et.al. (2023) suggests that social media use may
be linked to poor sleep quality. Electronic social media use and its associations with
insomnia, daytime sleepiness, mood, and sleep duration in adults is investigated in the
work of Bhat (2018). The use of electronic social media in bed is found to be associated
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with sleep and mood dysfunction in adults (Bhat, 2018). According to Charmaraman et
al. (2021), there is a significant relationship between the quantity of social technology
use (e.g., checking social media, problematic internet behaviors, mobile use), content
viewed (e.g., emotional or violent videos, risky behaviors), and social context (e.g.,
bedtime behaviors, starting social media at an early age) and later bedtimes and fewer
hours of sleep on school nights. While technology has undoubtedly improved our lives, it
is important to investigate how to protect the students from the negative impact of
prolonged use of technology for entertainment purposes. This study aims to analyze the
impact of technology such as social media, video games, and streaming services on high
school students' academic performance and sleep quality. The widespread use of
technology, such as smartphones, social media, gaming, and streaming services, has
influenced students' lifestyles and has the potential to negatively affect their sleep
quality. The study of Fuller (2017), suggests that children who use technology around
bedtime had 30 minutes to an hour less sleep than those who did not, with a substantial
influence on sleep quality. Increased tablet and mobile phone screen time before bed
would have a negative influence on sleep quality and attentiveness in children, resulting
adolescents brought their phones to bed, continued texting past their bedtime, and were
frequently awakened by text messages during the night. These findings suggest a decline
in sleep quality and quantity among adolescents who engage in electronic device use
before bedtime. Sleep is essential for memory consolidation and cognitive performance.
Okano et al. (2019) investigated the association between sleep and academic
attention, cognition, and academic performance. Sleep deprivation has repeatedly been
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trials. Furthermore, the study found that poor sleep quality and shorter sleep duration
are linked to worse levels of concentration and attention in the classroom. (Chan et al.
2023).
Students today lack the knowledge necessary to manage their time effectively.
While some students utilize their free time to study, complete schoolwork, and
participate in other school activities, others spend it using technology, social media, and
online gaming. The other half of their time is divided between various extracurricular
and leisure activities. This study can shed light on how students' extracurricular
activities affect their academic achievement. The purpose of the study is to look into
activity helps people to keep themselves engaged in different activities during their free
in their free time, it is an activity that they themselves approve and find intrinsically
compelling. In the current generation, we have come a long way and see a variety of
other leisure activities that we can engage in that can develop us academically,
engage ourselves in various leisure activities from a very young age, be it reading a book
during our free time or going out and playing with our friends. Students participate in a
how they prioritise and balance these activities in order to stay focused and maintain a
healthy balance. One of the issues college students encounter most frequently is how
distractions and difficulties can make it difficult for many students to concentrate on
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emotional and social competencies of an individual. There have been numerous research
studies conducted on benefits of exercise for mental health by supporting the theory that
exercise is conducive to enhancing positive emotion such as vigor, pleasure, and energy
certain interests or needs or performing gratifying experience for the sake of wellness or
personal development (Alli, 2007; Barcelona 2002). It is believed that when a child is
given free time to learn in his/her interest learning areas/centres, that child tends to be
more creative which, on the other hand, improves their academic performance. (Shalley,
functions, such as repair and growth, learning or memory consolidation, and restorative
processes: all these occur throughout the brain and the body. Thus, during sleep
behavioural, physiological and neurocognitive processes occur: these very processes are
Sleep loss is, in fact, one of the most striking problems of modern society.3 Very
often, to cope with our many daily interests, we prefer to sacrifice some sleep time, in
the hope that this will not induce dangerous effects but will enable us to carry out
several other activities. Unfortunately, this is not true and sleep deprivation has various
claimed that sleep-deprived individuals functioned at a level that is comparable with the
functioning after sleep restriction or deprivation are well known and common to all
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people even though some individual differences in vulnerability to sleep loss have been
shown.
The last few years have seen an increasing literature on the relationship between
sleep, memory and learning capacity (e.g. Ref.9). Recent findings have shown that sleep
procedural or declarative memory, and different sleep stages, such as REM or NREM
sleep.12 These studies clearly show that sleep deprivation can impair learning and
memory for both motor procedural (e.g. Ref.10) and declarative memory systems (e.g.
Ref.13).
It is well known that the integrity of learning and memory processes are
individuals like children and adolescents who are in a particular developmental phase.
At this stage in life, adolescents suffer from increasing school, family and social pressure
and from an environmentally induced delay of sleep timing together with changes of
intrinsic regulatory (both circadian and homeostatic) processes.22 Taken together, these
altered sleep patterns lead to a marked increase in sleepiness23 that usually facilitates
cognitive, emotional, behavioural and academic failure.22 Surprisingly, not much data
exists regarding the specific effects of inadequate sleep and sleepiness in daytime
common belief that disrupted or poor sleep is usually followed by inefficient daytime
recently pointed out in some literature reviews,24, 25, 26 learning abilities and
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several kinds of learners: from school to university students, so that the consequent
ability to learn from lessons or from practical activities, such as laboratory work, very
In order to discuss these issues, we will briefly introduce the most recent findings on the
relationships between sleep and learning-memory processes. Then, we will turn our
attention to the studies showing the relationship between sleep patterns and schedules
on academic performance and learning. Finally, we will discuss studies investigating the
Multitasking processes discuss how humans can carry over more than one
independent task at the same time and this is considered as a switching process task.
Various theories have been proposed to discuss multitasking processes, related to the
number of tasks that individuals attempt to perform and the limited capacity of the
human brain for information processing. For example, multiple resource theory
suggests that individuals have a set number of specialized resources that subsume
specific functions which are related to cognition and perceptions. Carrier at al. (2009)
[14] proposed that people are likely to text or surf the internet whilst listening to music
without any decrement in performance, as these two tasks are not competitive (do not
share the same resource requirement). The Unified Theory of Multitasking Continuum
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(potential inhibition effects on one task as the other is performed) with multitasking
processes taking place at different times. Therefore, two or more tasks may compete
with one another from the perspective of different resources (similarity with multiple
resources theory) and one task will be forced to wait its turn, causing a delay in
awareness and control over the tasks, whereas distractions are usually motivated by
sources external to us. Individuals can choose to either ignore the disrupting stimulus or
process the distraction. If they choose to do the latter, then potential distractions force
lecture theatre environment and their impact on student performance. For example,
they have investigated the impact on the switching process between academic
through the use of a laptop during lecture time. However, most of the researchers who
explored the relationship between multitasking, laptop use in a lecture theatre and
researchers have investigated how mobile devices might be associated with multitasking
seems that there is a debate regarding the use of mobile phones during lecture time and
its association with student academic performance. Kuznekoff, Munz and Titsworth
(2015) [23] have pointed out that the exchange process of (un)related messages through
smartphones during lecture time affects student performance and the note-taking
process. The major three destructive ways that mobile phones affect learning
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performance are related to sources (i.e., notifications, texting process), targets (i.e.,
motives, personalities). On the contrary, Marzouki, Idrissi and Bennani (2017) have
environments Although researchers have quite extensively explored how, digital device
usage in a lecture theatre affects student academic performance, only limited attention
has been given to learning variables, such as self-efficacy and self-regulation. Self-
will produce desired outcomes through the accomplishment of specific tasks which then
in turn led to achieving one’s scholastic goals. Self-regulation consists of social cognitive
(e.g., self-efficacy and motivation) and behavioural dimensions (e.g., self-evaluation and
effort management). Zhang (2015) has examined the direct and indirect association
between learning variables (i.e., self-efficacy, intrinsic, and extrinsic motivation, test
multitasking, while self regulation is positively associated with extrinsic motivation (e.g.,
enjoyment). A recent study has compared the role of self-regulation and self-efficacy in
findings of this study argued that females with high self-regulation skills are less
compared to males. However, the participants in this study were enrolled in various
courses which might have affected student responses from the perspective of curriculum
design along with the usability of courses for their future career.
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Limniou, Duret and Hands (2020) have compared learning in regard to student
performance of first-year students from three different disciplines. The social and
cognitive interactions which took place through exposure to the use of digital devices
anxiety, and surface strategy). This study argued that there was no difference between
undergraduate students from the same discipline. However, there was a difference
between the three disciplines which was mainly related to student characteristics,
curriculum design and the teaching delivery process. Applying Social Cognitive Theory
(SCT), researchers have explored, in addition to the roles of self-efficacy and self-
processes in a lecture environment. Studying further how the dynamic bond between
BYOD strategies. The aim of this study was to identify whether there was a difference in
student behaviours when students used either a laptop or a smartphone or both of these
devices during lecture time. This study endeavoured to make a connection between
student learning and their academic performance to the level of multitasking and
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including participants with different backgrounds who might have attended different
courses (e.g., different curriculum structures) delivered by teachers who did not
incorporate the same BYOD policy, this study only focused on students from a specific
Despite the limitations, the aim of this study was to discuss multitasking
learning environment, and student characteristics. The findings of this study suggest
that although universities and university departments promote the Bring Your Own
Device (BYOD) agenda and students are encouraged to use digital devices during
lecture time, students are not aware that multitasking, jumping from one task to
devices in a lecture theatre and they have not been taught how to self-regulate this. The
environment (i.e., peers with smartphones) and learning engagement (i.e., boredom).
Thus, teachers should enhance their teaching delivery process through well
while at the same time, they should alert students to the consequences of multitasking in
their own learning process. One of the practical implications for this study is that it
might avoid misleading conclusions regarding a ban on devices from university lecture
delivery process and student engagement, educational challenges in the 21st century.
Most universities have the infrastructure allowing students to bring their own devices
into a lecture theatre, but the teaching delivery process and student engagement in
learning should be reconsidered not only from a lecture duration perspective (i.e.,
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shorten the 2 hours lecture time and include more breaks) but also in terms of the
integration of a variety of resources into the learning and teaching process. Raghuriath,
Anker and Nortcliffe (2018) [48] have reached a similar conclusion by exploring the way
that teachers integrate technology into a blended learning environment. Their findings
led them to recommending that universities further support teachers. The COVID-19
departure from traditional methods of teaching, but this may further students’ escapism
that integrates a variety of resources into different teaching modes, supporting active
learning processes. One of the theoretical implications of this study is to not only
provide information about student learning processes through the use of digital devices,
but to provide an example of how a pedagogical theory (Social Cognitive Theory) can be
applied to study technology integration into a lecture theatre. Future research on the
field of Higher Education pedagogy and technology integration may shed light on the
This study investigated the impact of Facebook usage on the reading habits,
attitudes, and academic performance of 150 secondary students at Pantar National High
School, Division of Lanao del Norte, during the School Year 2023- 2024. Employing a
correlation, and Multiple Regression Analysis were utilized for data analysis. Findings
habits. Students expressed a moderate impact on reasons for reading, emphasizing the
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of a positive academic environment. The ordinal regression revealed that there was no
found significant impact of Facebook Usage on their reading habits and the perceived
In today's digital age, Facebook has become an integral part of the lives of many
individuals, especially the younger generation. While Facebook has various benefits, it
has also raised concerns about its impact on reading habits and attitudes among
students. Reading is a fundamental skill that is essential for academic success and
lifelong learning. However, the prevalence of Facebook use among students has been
linked to a decline in their reading habits and attitudes towards reading. Many students
spend a significant amount of time on Facebook, such as Facebook, decreasing the time
they dedicate to reading. This issue raises concerns about the impact of Facebook on the
reading habits and attitudes of secondary school students (Geronimo & Llantero, 2018).
The decline in reading habits and attitudes among secondary school students may have
higher education. It may also hurt their critical thinking skills and ability to
Facebook and reading habits and attitudes among students in the Philippines. A study
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by Atienza et al. (2020) found that Facebook use significantly negatively impacted the
reading habits of senior high school students in the Philippines. Another study by Valdez
and Bacani (2018) found that Facebook use hurt the reading attitudes of college
students in the Philippines. While some studies have examined the relationship between
Facebook and reading habits and attitudes among students in the Philippines, there is
still a research gap in understanding how Facebook influences the reading habits and
attitudes of secondary school students. This study aimed to examine the influence of the
use of Facebook on the reading habits and attitudes of secondary school students in
Pantar National High School, Pantar District, Division of Lanao del Norte, School Year
recommendations for educators and parents to help students develop better reading
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RESEARCH METHODOLOGY
Research Design
The purpose of this research is to study how Screen Time Habits can affect GHS
Students' overall academic performance focusing on how often students use digital
devices, the different activities they do, and how these influence their overall academic
performance. The study also aims to suggest ways to help students prevent the use of
unbiased selection of respondents, the study will use random sampling technique.
Through this method, every GHS Student will have an equal chance of being selected as
the respondent.
which will measure three key variables. Digital Devices usage (including regularity;
time, and type of activity they do), Academic Performance (effects on overall academic
performance), Health (including sleep and eye pain in using too much digital device).
The collected data will be analyzed statistically to identify if there are significant
relationships between Screen Time Habits and GHS students overall academic
performance.
Habits affects GHS Students overall academic performance, while ensuring objective
and dependable results through quantitative analysis. The descriptive feature of the
study will provide insights into students' views on screen time habits, while the
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correlational feature will assess whether a significant relationship exists between Screen
of the student’s population, making the findings more applicable to a wide audience.
Ultimately, this study aims to contribute valuable data that could implement awareness
regarding the effects of Screen Time Habits on GHS Students Academic performance.
of Gun-ob High School, centering on digital habits and their impact on their academic
performance. Since the students of Gun-ob High School are noticeably affected by their
digital habits that take a toll on their academic performances, they were ideal
This study will use a random sampling technique to enforce proper and equal
designed with 3 categories, Number of Hours of Digital usage, Digital Habits Impact on
Academic Performance, and Positive and Negative Effects of Digital Habits on their
Research Instrument
The research aims to investigate the impact of screen time habits on the
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survey structured in three sections. The survey aims to gather data on students’ screen
time usage patterns, demographics, and perceived impacts on health and well-being.
The data will be analyzed by the process of using it to inform the development of
The first section of the research provides two (2) items about the demographics
of the respondents. The demographic data provides essential context for interpreting the
results and reveals potential demographic trends impacting screen time and academic
performance.
The second section of the survey instrument, composed of ten (10) items
specifically designed to explore the complex relationships between students’ screen time
usage patterns and their academic achievement. This section aimed to not only identify
correlations between these two variables but to also quantify the extent and nature of
the impacts that varying levels and types of screen time have on students’ academic
performance.
The last part of the survey consists of five (5) questions focused on the health and
well-being of the students. This section aims to assess the negative consequences of
The 17-item survey of GHS students gave the researchers useful information
about how screen time affects the students’ grades and well-being. This data will
facilitate a deeper understanding of the complex interplay between screen time and its
consequences of excessive screen time use. The findings will contribute to a more
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detailed understanding of this critical issue, allowing for the creation of targeted
among students.
The data collection procedure will consist of surveys with a quantitative and qualitative
School. The survey contains seventeen (17) questions used to gather information and
data about screen time habits, and students' well-being highlighting its impact on
which the researchers formulate a list of students and will get the even numbers within
GHS students.
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