CHAPTER 1 THE PROBLEM AND ITS SCOPE Introduction In the past few years, there has been a HUGE increase in computer use worldwide, followed by a similar expansion in mobile phone ownership. Technological advancement happens every year, impacting and improving people's lives. As technology advances, people tend to use gadgets even in their leisure time. As computer use migrated from the work environment to the home environment, it was paralleled by technological advances in functionality and information access through the internet. The release of mobile phones created a stir; it made access to the internet and communication easier. These new advancements have all affected how people make decisions and conduct themselves. There are truly different things you can spend your time with. For example, playing competitive sports, even in friendly games, and using a game console. The nature of leisure has changed considerably over time. Leisure time has now evolved from walking to the park and admiring the scenery to spending all day on the phone. As technology develops and improves, humans become more reliant on it. The purpose of this study is to determine the effects of new technologies in social leisure among the Grade 12 STEM students of University of Bohol. The researchers look forward to finding alternative solutions and making recommendations for the problem that will help the students. RELATED THEORIES Quality of Life Theory Quality of Life Theory, as describe by researchers Shin and Johnson (1978), as a "Global assessment of person's life satisfaction according to his chosen criteria." Diener (1984) suggested that the judgement on how to distinguish peoples satisfactions are with their present state of affairs base on comparison with a standard, which each individual set for himself of herself. Argyle (1987) defined happiness as a state of positive emotion or satisfaction of life as a whole. Therefore, quality of life measures life satisfaction. As a result, overall life satisfaction is measured by quality of life. The subjective and objective perspective are the two determinants used to determine the the life satisfaction. The subjective construct perceived the the quality of life by personality dispositional factors. While the objective construct perceived the quality of life by enviromental or situational factors. To maintain a big standard of living technologies have played an important role (McPheat, 1996). Internet's impact in the society is heavily debated since 1990s. Communication media have the capacity to reshape our work, leisure, and lifestyle. Sub-Theories Technology Acceptance Model Theory The Technology Acceptance Model Theory (Davis, 1989) has been one of the most influential models of technology acceptance, with two primary factors influencing an individual’s intention to use new technology: perceived ease of use and perceived usefulness. An older adult who sees playing online games as a waste of time will be unlikely to learn how to use technology. However, an older adult who sees online games as an entertainment to pass time and stimulate brain activity and is easy to learn will be more likely to learn how to play digital games. Compensatory Theory Compensatory Theory, as described by (Parker and Padick, YEAR) work, leisure, and neutrality have an inseparable relationship with each other. The following two theories state a relationship between work and leisure, whereas the rest of the theories presented here can be summarized under the term "neutrality". The main idea of the compensatory theory is that "work is seen as the dominant force in life, and leisure is seen as compensating for either the boredom or the excitement of the job." (Bammel & Bammel 1992, p. 188). Personal Community Theory The Personal Community Theory (Bammel, 1992) holds that leisure behavior is influenced by the peer group, such as friends, family, and neighbors, because they often introduce people to certain forms of leisure. In addition to this, human beings are social beings, seeking friends or groups with like interests. One is more likely to stick to one activity where he knows lots of people than to one where he is isolated. Doing things together also deepens human relationships. "The family that plays together, stays together." LEGALBASES ScienceActof1958 The execution of the preceding policy, in accordance with the provisions of this Act can Be found in Republic Act No. 2067, under Section3, No.1, which states, "Stimulate and guide scientific, engineering and technological efforts towards filling the basic and immediate needs of the people." The Civil Code of the Philippines The privacy provisions can be found in Chapter Two of the Philippine Civil Code, under Human Relations, where Article 26 states that "Everyone shall respect the dignity, personality,privacy,andpeaceofmindofhisneighborsandotherpersons." UniversalDeclarationofHumanRightsArticle19 Everyone hasthe rightto free expression and the freedom to hold opinionswithout interference,aswellasthefreedom toseek,receive,andtransmitinformationandideas throughanymediaandregardlessofboundaries. CybercrimePreventionActof2012 TheCybercrimePreventionActof2012wasenactedtoaddresscybercrimeandtheuse ofinformationandcommunicationtechnologies.Thelaw coversillegalaccess(hacking), data interference,device abuse,cybersquatting,computer-related offensessuch as computerfraud,content-related offenses such as cybersex and spam,and other offences,whichisdividedinto31sectionsspreadacrosseightchapters. DataPrivacyActof2012 TheDeclarationofPolicycanbefoundinChapterOneoftheDataPrivacyActof2012, underGeneralProvisions,whereSection2states"Toprotectthefundamentalhuman rightofprivacy,ofcommunicationwhileensuringfreeflow ofinformationtopromote innovationandgrowth." Anti-ChildPornographyActof2009 TheAnti-ChildPornographyActof2009wasenactedbytheStatetorecognizethevital roleofyouthinnationbuildingandtopromoteandprotecttheirphysical,moral,spiritual, intellectual,emotional,psychological,and socialwell-being.The law covers explicit sexualactivity thatincludes actualorsimulated—as to form:sexualintercourse or lasciviousact,bestiality,masturbation,sadisticormasochisticabuse,lasciviousexhibition ofthegenitals,buttocks,breasts,pubicareaand/oranus,useofanyobjectorinstrument forlasciviousacts,"Internetaddress","Internetcafeorkiosk","Internetcontenthost", "Internetserviceprovider(ISP)","Grooming","Luring","Pandering"and"Person,"which canbefoundinRepublicActNo.9775,underSection3,No.3oftheDefinitionofTerms. https://bit.ly/3H3KQ5b https://bit.ly/3sRDrkn https://bit.ly/3JEtYnh https://bit.ly/3GS4ily https://bit.ly/3oZpUq5 https://bit.ly/3LHIcWj ReviewofRelatedLiterature New technologieshaveanirreversibleimpactontheworld,andtheseimpactsdonot alwayshavetobepositive.Adifferentgroupofeffectsisevenmoredifficulttoassess: thosethatareinducedbychangesinhumanbehaviorratherthanbythenew technology itself.Thesocialimplicationsofnew technologieswereoftenunpredictablesincethey dependedonhowconsumersemployedtechnology. Theeffectsoftechnologywereoftenhardtopredictbecausetheyoftenentailedhigherordereffects: First-ordereffectsarethedirecteffectsofanew technology.Second-and higher-ordereffectspertaintothechangesinhumanbehaviorasaconsequenceofthe introduction ofa new technology.First-ordereffects are generally easy to predict. Second-andhigher-ordereffectsaremuchhardertoforesee,butcanhaveeffectsmany timesmoreimportantthantheprimaryeffects.Unexpectednegativeconsequencesof technologyoftenaresecond-orthird-ordereffects,effectsthatareconsequencesofthe changes in behaviorthata new technology induced.These changes often aren’t foreseen.However,later,whenthenew technologyhassettledinsociety,theeffectsare clear.Butatthatmoment,thereisnotmuchanymorethatcanbedoneaboutthem asthe technologyis‘entrenched’ insociety(Mulder,2013) Asstatedby(Ciochetto,2015),inthelasttwodecades,therehasbeenanexponential increaseincomputeruseworldwidefollowedbyasimilarexpansionofmobilephone ownership.Technologicaladvancesinthosetechnologieshavehadamajorimpactonthe waypeopleusetechnologyintheirlives,includingthewaypeoplespendtheirleisuretime. The migration ofcomputertechnologyto personaluse in the home in the lasttwo decadeshashadamajorimpactonwhatpeopledointheirleisuretime.Theexpansionof theinternetandtheincreasingleisureoptionsavailable–games,www,searching,social networking and e-commerce–firstimpacted onpeople’sleisure,modifying former patternsofbehaviorratherthanintroducingcompletelynewtasks. Thenatureoftechnicaladvancementshasalsohadanimpactonwhatpeopledowithit, ofteninunforeseenways.Peoplespendthemajorityoftheirleisuretimeathome,andthe usage ofmass media came to dominate leisure activities with the introduction of televisioninthe1950s,whichfirstbroughtmovingvisualsintothehome.Ascomputeruse shifted from the workplace to the home,itwas accompanied by technological breakthroughs in functionality and information access via the internet,resulting in improveddataaccessibilityandextendingcomputerusebeyondthebusinessandgaming sectors. Inthelastdecade,3G mobilephonetechnologiesenabledinternetaccessviamobile phone,allowingpeopleindevelopingnationstoskipthecomputerstageandaccessthe internetdirectlyfrom theirphones.People'scommunicationstyleshavealsoevolved.All ofthesechangeshavehadasignificantimpactonhow peoplelivetheirlives.Social networkingandsocialmediahavealteredthewaypeopleengage,theamountoftime they spend communicating,and whatotheractivities have been displaced.These patternssharecertainsimilaritiesacrosscultures,althoughuserbehaviorprofilesrange betweenculturalandsocioeconomicsituations,aswellasacrossagegroups.These changes have had a significantimpacton leisure activities in both developed and emergingcountries,includingwhatpeopledo,how theypursuethoseactivitiesintheir homeareas,and whenand how theytravel.Whatpeopledid withleisuretimewas influencedbytechnicaladvancementsinthemediaandtheentertainmentsectors. Withtheglobalizationofmediaandtechnology,itispossibleforthesegroupstoleapfrog stagesoftechnologicaldevelopmentand engage with the latestmedia technologies available.These technological advancements are completely revolutionizing how individualsspendtheirleisuretimeinallsocieties. (Fitzsimons,2011)indicatedthatthedevelopmentofcomputersfrom calculatinganddata -handlingmachinesinto more generaltechnology used forinformation anddataprocessing, communication,and entertainmenthas leadto them becomingembedded inhumanactivityand essentialto manytypes ofpopularleisurebehavior.Duetothe continuallychanging nature oftechnology,anyanalysisofitsimpacton anyhuman activityislikelyto behighlyprovisionalinnature,yetcertainbasicprinciplescanbe established. Accordingto(Ciochetto,2015),thenatureofleisurehaschangedconsiderablyovertime, sometimes due to the costs of leisure goods,sometimes due to the changing opportunitiesthatindividualsareaffordedforleisureintheirworkingroutines.Gender, age,socioeconomicclass,race/ethnicity,andworkpositionallhaveanimpactonleisure timeandhow peopleengagewithtechnologyintheirleisure.Witheachtechnological advancementandtheintroductionofanew mediadevice,new userprofilesemerge. Userprofilesvarywithageandgender,anddifferentagegroupshavepreferencesfor differentproductsandservices,andthosepreferencesshiftwithtime. Differentsocieties have differentculturalpreferences,and men and women use technologydifferentlyintheirleisuretimeinallsocieties.Inmostcivilizations,dailytime spentonlinehasincreasedinrecentdecades,withaportionofthatincreaseduetothe increaseduseofsmartphonestoaccesstheinternet. Innovationsintechnologyhavealsochangedthewaypeopletravelateverystageofthe process.Peopleareusingcomputersandsmartphonestoresearchandaccessleisure informationandtoplantheirtravel.(TravelSupermarketTravelTrendsTracker,citedby TravelMole,February2012inNewMediaTrendWatchUK,2012)Leisureactivitieshave becomemorepolarizedasinequalityinsocietyincreasesandtrendsingrowinginequality andgrowingaffluenceforcertainsectorsarereflectedinthewaypeopletravel.(Roberts, 2006,p.19) Some of the effects of technology on leisure have been a consequence of technologicalchange‟sbroaderimpacton the behaviourofindividualsandsocieties. Reductionsinthetimeandfinancialcostsoftravellingandcommunicatingfirstaffected leisurebyaffectingthepatternoftraditionalfairsandmarketsinwhichearlyleisurewas oftenembedded,buthavecontinuedtheirinfluencebypermittingcontinuouschangesin people‟s behaviour including changing patterns of family life, work, and social connections.Whilstthe relationship between technologyand leisure isobviousin its broadimplications,analysisof thespecific impactsof currenttechnologicalchange and itslikelyfutureimpactarecomplicatedbyarangeofissues.(Fitzsimons,2011) As mentioned by (Ciochetto,2015)in herrecentstudy,the primary influences on children'sinternetuse–forpleasureorlearning–inOECD countriesarefamily,cultural values,andsocio-economicstatus.Oneoftheimportantsocialchangesthatoccurredin the1990sinthesecountrieswasthegrowthofa‘wiredgeneration’ ofchildren(also knownas‘digitalnatives’)whohadcomputersatschoolandintheirhomes,andwho grewupwiththeinternet,mobilephonesandvideogames. Onaveragechildrenstartlearningtousecomputersontheirparent’slaps,sometimes asyoungastwoandahalfyears,buthadmovedtoindependentusewithinayear.There isastrongtrendtowardsuniversaluseamongstOECDteenagers.Thereisalsoevidence ofagendergapintheuseoftechnology.Boysusecomputersandtheinternetmorethan girls;theyhavewidercomputerexperienceandspendmoretimeonline.Girlsseem touse computersforcommunicating,word processing,textmessaging,emailand blogging morethanboys(Lenhart,2007,OECD,2007citedinOECD,2008). Timespentondigitaltechnologiesaddstotimedevotedtoothermediaandreducestime interactingwithfamiliesandfriends,butthereisanincreaseinvirtualcommunication,less supervisedbyadults.Thereisnoconclusiveevidencethroughlongitudinalstudiesof effects on educationalperformance (OECD,2008).One of the most significant consequencesofincreaseduseoftechnologyforleisureisthedisplacementofother activities,particularlyphysicalactivitiesofyoungpeopleandchildren. Oneeffectofnew technologiesinsocialleisureisthatusersaremakingmorecallsand sending moremessages.Thereappearedtobeatrendthatsmartphoneuseamong youngpeoplemeanttheywerewatchinglesstelevision(23%)andreadingfewerbooks (5%)(WARC,2011).Whiletimespentusingtechnologyhasincreased,communication mayhaveincreased,buttherehasbeenadeclineininterpersonalinteraction.Insome countries,thisdeclineinpersonalinteractionhascreatednew socialproblemsincluding increasedsocialisolationand‘internetaddiction’.InKorea– oneofthe‘mostwired’ nations–clinicshave been established to dealwith the growth ofinternetaddiction. Numbersreached morethanamillionin2007,butafterthegovernmentestablished counselingprogrammesthenumberdeclinedto938,000in2009(Sang-Hun,2010). Thereisadeclineinphysicalactivityincountrieswherechildrenandyoungpeoplespend moretimeusingtechnology,which,togetherwithdietarychanges,iscontributingtoan increaseinchildobesity,particularlyinindustrializedcountries.Foradults,thefactthat technologynow allowsfor24-houravailabilitymeansthatthelinesbetweenworkand leisureorpersonaltimeareeroding. Roberts,K.(2006).LeisureinContemporarySociety.2nded.Wallingford:CABI OECD (2008).New Millennium Learners:a projectin progress.Optimising learning: implicationsoflearningsciencesresearch.Retrievedfrom:https://bit.ly/3oVTahg San-Hun,C.(2010).SouthKoreaexpandsaidforinternetaddiction.TheNewYorkTimes. Retrievedfrom:https://nyti.ms/3Bwg5oH Fitzsimons,V.G.(2011).22TheImpactofNew TechnologyonLeisureNetworks.SSRN ElectronicJournal.Retrievedfrom:https://bit.ly/3HbTizL WARC(2011).Newglobalmobilehabitsdevelop.Retrievedfrom:https://bit.ly/352YOaj New Media Trend Watch UK (2012). Online travel market. Retrieved from: https://bit.ly/3GSAVQ0 Mulder,K.F.(2013,January).ImpactofNew Technologies:How toAssesstheIntended and Unintended EffectsofNew Technologies?ResearchGate.Retrieved February17, 2022,from https://bit.ly/3sOBcyn Ciochetto,L.(2015,July).TheImpactofNew TechnologiesonLeisureinDevelopedand EmergingEconomies.InternationalandMultidisciplinaryJournalofSocialSciences,194. Retrievedfrom:https://bit.ly/3sRkpuu Related Studies Hall and Khan published a study titled "Adoption of New Technology" in May 2003. The contribution of new technology to economic growth can only be realized when and if it is widely disseminated and used. Diffusion is the consequence of a succession of individual decisions to begin using a new technology, decisions that are frequently based on a trade-off between the uncertain advantages of the new invention and the uncertain costs of adoption. Understanding the elements that influence this decision is critical for both economists investigating growth determinants and the designers and producers of such technologies. Educators, communication experts, sociologists, and economics all agree that the creation and spread of information and communication technology (ICT) has had a significant impact on modern society. This is due to the benefits of new digital media, which allow manyto-many communication among people regardless of time or space, including mass collaborative text editing; facilitate the creation of a global hyper-indexed multimodal information structure; and enable content production and distribution in both writing and multimedia on a scale never before possible (Jewitt, 2008; Warschauer, 1999). For all of these reasons, computer-mediated communication might be called a "new method of information" (Poster, 1990) or a "fourth revolution in the means of knowledge production" (Harnad, 1991, p. 39), following the three previous revolutions of language, writing, and print. The preceding revolution, brought about by the creation and spread of printing, took decades to unfold since its full influence was dependent on the industrial revolution, which Gutenberg's printing press predated by centuries (Eisenstein, 1979).However, today's development and spread of computers and the Internet coincides with a new economic revolution based on the shift from an industrial to an informational economy (Castells, 1996). This helps to explain why new media has spread so quickly, as well as why they are so important for full social and economic involvement. In 2011, Anand Dixit and Alan Wood published a study titled "The Impact of New Technology on Soft Error Rates." New technologies are created left and right every year, from a computer that is as big as a house to microprocessors that are as big as small chips. This technology has impacted people's way of life by making chores easier. It also affects education. With the growing production of new technology, schools can implement flexible learning. This technology also gives us entertainment in our free time. Technologies have come a long way and are still continuing to evolve. In November 2007, Elizabeth White Baker published a study titled called "The Effects of Gender and Age on New Technology Implementation in a Developing Country: Testing the Theory of Planned Behavior." The effects of technology on our lives are truly undeniable. Technology has truly changed our way of life. It has improved our education system. The invention of technology made the transfer of information faster and easier. The current infrastructure makes traveling to our destination faster. This study shows the effect of technology on gender, age, and education. In June 2011, Becchetti, Rica, and Pelloni published a study called "The Relationship Between Social Leisure and Life Satisfaction: Casuality and Policy Implications." Social leisure is generally found to be connected to life satisfaction. Social leisure is the activity of gatherings like parties and clubs. Life satisfaction is how people perceive their lives based on the emotions and moods they feel. This study shows that social leisure is one way to get positive feedback with regards to life satisfaction. In 2015, de Francisco, Lopéz-Sintas, and Garca-lvarez published a study called "Social Leisure in the Digital Age." Technology has truly transformed how we spend our leisure time, with the majority of our time spent on gadgets such as phones, computer games, and social media sites.With the progress of technology, digital gaming is one of the most common ways of spending your leisure time. Professional gaming is already a way of earning money while having fun. In 2005, Linda Caldwell published a study called "Leisure and Health: Why is Leisure Therapeutic?". Leisure is one of the things that can help one's mind be distracted from problems and enjoy life. Leisure gives peace of mind to people who are experiencing mental health issues or those who are feeling alone. This study shows that leisure and health are also connected with one another. When a person is feeling happy and positive in life, his or her life satisfaction is always positive, which can also help in making his or her mental health healthy. In 2019, Talmage, Coon, Dugger, Knopf, O'Connor, and Schofield published a study called "Social Leisure Activity, Physical Activity, and Valuation of Life: Findings from a Longevity Study." The advancement of technology has also transformed our social leisure. The social leisure activity from before involves physical activities that can help maintain people's physically fit bodies, but with the new technologies, the social leisure activity transforms into a digital one. People spend most of their time on social media and gaming. This study shows how social leisure, which involves physical activity, affects our lives in a good way. In 2011, Adams and Moon published " A critical review of literature on social and leisure acitivity and well being in later life."healthy, active lifestyle is seen as a key component of effective aging.Many older persons who engage in a lot of social and recreational activities indicate that they have a lot of fun.positive wellbeing, which fueled the development of the original activity theory and continues to inspire academics, theorists, and practitioners. The goal of this research is to reconsider how older persons are conceptualized and measured in terms of activity Considering the correlations between certain variables described in the gerontological literatureactivity and well-being dimensions. In 2014, Abachi and Muhammad publisged a study called "The impact of m-learning technology on students and educators." This research looks at the influence of mobile learning technologies from both the learner's and educator's perspectives. The authors discuss the use of e-learning in smart courses, which is followed by a similar argument on the use of m-learning technologies. Following that, a statistical evaluation of m-learning is undertaken among undergraduate and postgraduate students, as well as professors, using several surveys. Finally, the results of these polls are given in graphical form, highlighting the advantages and disadvantages of m-learning technology. In 2012, Downes and Bishop published a study called "Educators engage digital natives and learn from their experiences with technology: Integrating technology engages students in their learning."When confronted with a question, today's pupils use Google or other search engines to get answers in seconds. When they want to learn a new skill, they go to YouTube and watch a video. When they need more information, they turn to an electronic forum or social network, which connects them with a large number of others who share their interests. Prevalent young teen learning processes have been altered by easily available technologies. Through Facebook, messaging, and online gaming, kids "hang out" with dozens of friends every day. .In 2009, Morgan Kaufmann published a study called "Mobile Technology for Children." This study states that children are one of the biggest mobile technology users. This category includes laptops, game consoles, and many electronic toys.The effects of technology are seen world-wide in education, communication, and entertainment. In 2000, Roschelle and Pea published the study, "Changing how and what children learn in school with computer-based technologies." This study shows that the need for education in every child is important, but the traditional way of teaching cannot cater to everyone, which shows the innovative way of learning through technology. In 2010, Guha, Druin, and fails published "Investigating the impact of design processes on children." This study shows While there is a lot of knowledge about children's technology and the design procedures that go into making it, there is a scarcity of data on how children who participate in these design processes are affected. In 2010, Leslie J Couse and Dora W Chen published a study called "A tablet computer for young children? Exploring its viability for early childhood education."The feasibility of tablet computers in early education was investigated in this study, which looked at how easily preschool children adapted to tablet technology and how well it engaged them in drawing. Legal Bases Theories The Civil Code of the Philippines Data Privacy Act of 2012 The Cybercrime Prevention Act of 2012 Universal Declaration of Human Rights Article 19 Science Act of 1958 Anti-child Pornography Act of 2009 Quality of life Theory TAM Theory Compensatory Theory Personal Community INPUT Data gathered on: Profile of the students PROCESS 1. 2. 3. 4. 5. 6. Permission to conduct the study and consent forms. Gathering of data Statistical analysis Presentation and Interpretation of the data Summary of findings Conclusion OUTPUT Recommendations Figure 1 Research Flow THE PROBLEM Statement of the Problem The overall objective of this study is to determine the effects of new technologies in social leisure among the University of Bohol Grade 12- STEM students who are currently enrolled in University of Bohol for the Second Semester of Academic Year 2021-2022. It aimed to address the following questions at the end of the study. 1. Profile of the respondents in terms of? 1.1 Age; 1.2 Gender; 1.3 Hours of gadget use in a day? 1.4 Kind of technology used? 1.6. Purpose of technology used in daily life? 2. Is there a significant relationship between the profile of the respondents and the use of gadget? 3. Is there a significant degree of correlation between new technologies and social leisure? 4. What recommendations can be made based on the findings of the study? RESEARCH METHODOLOGY This chapter involves data collecting, as well as the explanation of methodologies, processes, and procedures relevant to the research. The chapter provides information or description of the participants. The instrument utilized for data collection was also explained, as were the procedures employed to carry out this study. The researchers proceeded over the statistical treatment of data that was utilized to examine the data. Finally, this chapter assists researchers in reaching a conclusion on how the data being analyzed, interpreted, and processed was carried out, as well as the findings. Design This study makes use of quantitative research design. The design is correlational in nature, which aims to determine whether relationships between two variables exist. The variables of this study are the new technologies and social leisure. The standardized questionnaire is the standard tool that will be used to measure each of the variables in this study. Our study uses a collection of ideas or opinions acquired through the survey or questionnaire that would be the best captive to students' attention, knowledge and understanding towards the topic. Environment The locale of this study is in University of Bohol Senior High School Department, which is located in Dr. Cecilio Putong Street, Tagbilaran City, Bohol, Philippines. The researchers will conduct their study in UBSenior High School with approximately 40 students being given. To be able to get data and information, the researchers will conduct a study in University of Bohol Senior High School through online surveys as a reference regarding the topic. Figure 1.1 University of Bohol Map Respondents of the Study The respondents who will participate in this study are 34 qualified students from the Grade 12- STEM of University of Bohol for Academic Year 2021-2022. Research Instrument For the purpose of this study, several questionnaires developed by different authors will be used in this research to determine whether and how new technologies are connected with social leisure. Furthermore, to see if the relationships with social leisure might generalize to other concepts, measures of having new technologies was included. The Media and Technology Usage and Attitudes Scale (MTUAS) authored by Rosen et al., 2013; is a 60item concerning technology and media usage scale, along with 18 additional items assessing attitudes toward technology (Cronbach α: Study 1: α = 0.88; Study 2: α = 0.89), with responses made on 7-point Likert-type scales (1: strongly disagree, 7: strongly agree). The Leisure Activity Participation Scale (LAPS) authored by Şimşek, K. Y., & Çevik, H., 2020; is a 34-item scale measuring individual’s participation in leisure activity, in the form of a 5-point Likert scale (1: strongly disagree, 5: strongly agree; α = 0.89). Statistical Treatment This part shows the dummy table presenting the statistical tools that will be used for data analysis. Table 1: Dummy Table of the Data Analysis Objectives Determine whether the new technology has a significant effect on the social lives of the students at the University of Bohol. Statement of the Problem Variables Data Processing Profile of respondents in terms of age, gender, hours of gadgets use a day, kind of technology used and the purpose of technology used in daily life. Profile of the Respondents Frequencies and Percentages Is there a significant relationship between the profile of respondents and the use of gadgets? Relationship between the profile of respondents and the use of gadgets Frequencies and Percentages Is there a significant degree of correlation between new technologies and social leisure? Degree of correlation between new technologies and social leisure Pearson r correlation What reccomendations can be made base on the findings of the study? Findings of the study Frequencies and Percentages Ethical Considerations Furthermore, as a protocol prior to the study's conduct, the research methodology and questionnaire will be thoroughly examine by the University of Bohol Research Ethics Committee to ensure that "do no harm" is maintained throughout the course of the study. Consent from the respondents will be secured through consent forms and letters that will be sent to the prospective respondents. Amenable respondents will then signify their agreement to be in the study by affixing their signature. The respondents will be made aware of the objectives of the research and will be informed that they can stop answering at any point if they feel that their rights are being violated. SIGNIFICANCE OF THE STUDY This study will be conducted in the view that it will be beneficial and useful to students' internal and external perceptions on the effects of new technologies in social leisure among University of Bohol Grade 12- STEM students for the Academic Year 2021-2022. The researchers believed that the study would benefit the following people: Students. The direct recipients of the output of this research are the students. The study determines the effect of new technologies in the social leisure of the students. Student will understand the impact of technology in their social leisure. Parents. The study benefits the parents or adults to know the influence and the effects of new technology in education, health and social leisure. Teachers. This study will be very beneficial to the teachers so they will know the influence of new technology in the education of the students. This will give the teachers a blueprint in teaching the students. Future Researchers. The study is beneficial to future researchers because it will serve as the basis for their related study and background, or it will be used to assess the relevance of other related findings. SCOPE AND DELIMITATION This study focuses on the The Effects of New Technologies in Social Leisure Among the Grade 12 STEM Students of University of Bohol For A.Y. 2021-2022. This study covers all of the University of Bohol Grade 12- STEM students from the current school year, representing as a whole. Its main purpose is to determine the relationship between new technology and social leisure. The survey by the researchers will be done by using a structured questionnaire for the respondents' answers. Every respondent is given the same questionnaire, which will be sent through Google forms. OPERATIONAL DEFINITION OF TERMS For the purpose of clarification, the important terms used in the study are defined here under: New Technology- In the field of technology, an advancement or innovation. Social Leisure- An activity that includes social gatherings such as clubs. The liberty provided by a pause in action, particularly time spent free of labor or responsibility. E-learning- A type of education in which students are taught using new technology. Students benefit from this type of education since it is adaptable. Gadget- A small mechanical or electronic gadget or instrument, especially one that is inventive or innovative. Internet- A worldwide computer network that provides a variety of information and communication services and is made up of interconnected networks that use standardized communication protocols.