Chapter II REVIEW OF RELATED LITERATURE AND STUDIES This chapter presents the review of related literature and studies to the present which strengthened its background and which serves as a guide for the completion of this subject. Conceptual Literature The books, journals, articles and other studies used gave the researchers background knowledge and guide in the section and inclusion of content in the study. The following reviews include concepts on: (1) Gadgets, and (2) Technology. Gadgets. Goes almost as far back as the existence of humanity, when hominids began to make tools for making life easier. The humans always made gadgets and appliances in mind. These gadgets we're thought as novelties in the beginning because of the unfamiliarity with the gadgets; people we're willing to accept this new technology. Although mechanical gadgets we're being made since a long time, it was the advent of electricity we're found. Initial examples of electronic gadgets we're TV's, radio and quartz watches. After that inventors went or discover microprocessors which brought the days of programmable devices such as computers, MP3 players and now the iPhone. Other application gadgets such as Microsoft Office and iTunes are also available now. Such of these devices have become functional necessities of the modern society. gadgets spans as far back as humanity itself - since hominids began creating tools to make their lives easier. Humans have always created devices and appliances with specific practical purposes that were initially thought of as novelties, due to unfamiliarity with and initial unwillingness to accept the technology. Today, industry has augmented the creation of new gadgets, while certain retailers, including Brookstone and Richard Thalheimer's RichardSolo.com, specialize in popularizing them. What famous inventors Benjamin Franklin, Thomas Edison, Alexander Graham Bell and Leonardo da Vinci, among others, had in common was foresight. They understood that a lifetime spent playing with what others viewed as toys and senseless gadgets would eventually result in indispensable technology. From just that small group, the groundwork for electricity, communications, film, and flight was laid because of their gadgets, which obviously possessed more value than novelty. Perhaps one of the earliest, most well known gadgets created is the wheel, many millennia ago. Take a ride in your car and witness how truly revolutionary such a gadget became and how much we now rely on it for transportation. A more recent gadget, the Apple iPhone, appears to be the beginning stages of yet another gadget-turned-necessity that will reshape communications. "The iPhone may someday be looked upon as the device that started a second revolution in computing. Desktop computing was the first revolution. Hand-held computing will someday be regarded as the second revolution, and the iPhone is the product that started it." -Richard Thalheimer, RichardSolo.com All gadgets were not created equal. In fact most inventions are built on the newest technology. The world of gadgets is tiered; devices fall into one of four categories: mechanical, electronic, programmable, and application. Mechanical gadgets include the wheel, as well as later developments such as the pulley, the bicycle, the sail boat, the thermometer and the sort. Following the advent of electricity, gadgets were taken to a new level as inventors began to discover different uses for the newly harnessed energy. The television, radio and quartz watch are examples of electronic gadgets. After electricity, inventors toyed around with electronic information via microprocessor, beginning an age of programmable devices such as computers, and later, MP3 players and the iPhone. Application gadgets include iTunes, Microsoft Office and other computer applications that customize our experience with programmable devices. Richard Thalheimer, the President and founder of online gadget vendor RichardSolo.com, and founder and former CEO of gadget giant The Sharper Image, understands, maybe better than anyone, that there's much more to gadgets than novelty. "Certainly most people enjoy the novelty of a gadget that introduces new convenience to their lifestyle. What they forget is that solving these everyday problems is not just entertainment, but some of these devices become functional necessities. In my personal life, I rely on my iPhone, my garage door opener, my nose hair trimmer, my electric toothbrush, and other gadgets that were once regarded as novel gadgets. " - Richard Thalheimer, RichardSolo.com Both his former brainchild and his current venture sell quirky, useful and fun gadgets of all types, from mechanical to programmable and application. He has seen some devices, such as the Ionic Breeze air purifier, spur sensational and lasting trends based on a realization of utility value, while others collected dust on the shelves after their novelty wore out. Specialty stores like The Sharper Image and Richard Thalheimer's RichardSolo.com serve a greater purpose: spread new ideas, and give credit to the Franklins and Edisons of the world.(Anton, 2008) Earlier days a gadget used to mean a device, which was meant to do something amazing. Today there are so many devices of this kind that it's impossible to explain, where the edge between a gadget and a device lies. For example, a digital camera is mainly called a device (or just a camera), though a new and a stylish mobile phone with many modern applications and functions would be called a gadget. The line between the two expressions became really unclear. The word 'gadget' could be defined as a new, strange device, mostly used for amusement; yet also for household and security. Whereas a 'device' means any tool or instrument used during a particular job to achieve the desired result. In some ways the only difference between these two words could be defined as they have almost the same sense, though a gadget is always a device, but a device is not only a gadget. Gadgets USB related. The main and the most numerous is the category of USB gadgets. The USB-based gadgets are so numerous these days that the diversity of their usage is actually a matter of individual desire. First of all, What for USB? This is quite simple. After the Universal Serial Bus Port became available on computers, the computer geeks have felt there were people, who think about them. The USB enables the users attaching various devices to their computer without having to shut it down or reboot. This is a great benefit of this port. All they had to do is plug the device in and wait until the Operating System finds and installs the necessary drivers. Additionally, the power usage of USB-based gadgets is very low. This way developing and afterwards manufacturing USB-based devices has become a priority for many companies. Today there are lists of best, weirdest or stupidest USB gadgets. This fashion of producing this variety of gadgets is determined by those young public, who are motivated to look unusual and to have unusual things neighboring them. Thus the series of these gadgets begins with a simple USB Flash Card (as a portable device for copying files from one computer to another) and to USB Heating Gloves, Flower Pot Speaker or a USB Self-Destruction Button. As a matter of fact, the most usual USB Flash Cards are now being reconceived, because even designers are trying to personalize these devices. It becomes something every person familiar with computers should have. is developed by Mr.Jayaprakash Reddy Vangala. He is M.Com., B.Ed., He is working for last one and half decade in a Public Limited Company. Where he worked in different locations/offices and departments. Prior to joining in this company he also worked in Educational institutions in both teaching and non teaching departments. Now he would like to share his rich experience various topics with the world. (Vangala ,2011) Technology. Invention of tools and techniques and is similar to other sides of the history of humanity. Technology can refer to methods ranging from as simple as language and stone tools to the complex genetic engineering and information technology that has emerged since the 1980s. New knowledge has enabled people to create new things, and conversely, many scientific endeavors are made possible by technologies which assist humans in travelling to places they could not previously reach, and by scientific instruments by which we study nature in more detail than our natural senses allow. Since much of technology is applied science, technical history is connected to the history of science. Since technology uses resources, technical history is tightly connected to economic history. From those resources, technology produces other resources, including technological artifacts used in everyday life. Technology change affects, and is affected by, a society’s cultural traditions. It is a force for economic growth and a means to develop and project economic, political and military power. “Technology is messy and complex. It is difficult to define and to understand. In its variety, it is full of contradictions, laden with human folly, saved by occasional benign deeds, and rich with unintended consequences.” (p. 1) “Defining technology in its complexity,” he continued, “is as difficult as grasping the essence of politics.” (p.2) So true! Nonetheless, Hughes went on to offer his own definition of technology as: “a creativity process involving human ingenuity.” (p. 3) Interestingly, in another book, American Genesis: A Century of Invention and Technological Enthusiasm, 1870-1970, he offered a somewhat different definition: “Technology is the effort to organize the world for problem solving so that goods and services can be invented, developed, produced, and used.” (Hughes, 2004). Mobile phone or cell phone is a device that can make and receive telephone calls over a radio link while moving around a wide geographical area. Besides telephony it can also provide a variety of other services like text messaging, playing music, e-mail, internet access, infrared, Bluetooth, business applications, gaming and photography etc. It was first introduced in 1973 and in 1983 the first mobile phone was commercially available (Heeks, 2008). From 1990 to 2011, the number of world-wide mobile phone users grew from 12.4 million to over 6 billion, covering about 87% of the global population (Saylor, 2012). Computer/laptop Computer is a general purpose device that can be programmed to carry out a finite set of erythematic and logical operations. Computer can solve more than one kind of problem at a particular time as a sequence of operations can be readily changed. A laptop is a type of computer that can be folded and easily carried out due to its’ small size and battery support for energy, required to run it. The first laptop was invented in 1979 by British Designer Bill Maggridge. For the laptop producers the year 1989 was quite successful. Now the laptops are generally used for making programs, storing data, entertainment (music, videos), accessing net etc. Currently the number of computer users in the world is 900 million to 1 billion i.e. around 80% of the world population are using or having computers (Woyke, 2012). Smart Phone A smartphone, or smart phone, is a type of mobile phone built on a mobile operating system with more advanced computing capability and connectivity than a feature phone. In early 2013 worldwide sales of smart phones exceeded those of feature phones. As of July 18, 2013, 6 90 percent of global handset sales are attributed to the purchase of I-Phone and Android smart phones (The Gurdian, 22 Dec, 2013). Services: Internet The internet is a huge network that links computers together all over the world using a range of wires and wireless technologies. The World Wide Web is the collection of linked pages those are accessed using the internet and a web browser. The purposes of using internet are online shopping, social networking, games, news, travel information, business, advertising and much more. One of the best common ways of finding information on the web is through the search engines like Google, Bing. Currently the most popular search engine is Google which is receiving hundreds of millions of search queries in a day. In the years 2005, 2010, 2013 the percentage of the world population using internet is 16%, 30% & 39% respectively. In the developing world it is 8%, 21% & 31% and in the developed world it is 51%, 67% & 77% (ITU, 2013). A social networking service is a platform to build social networks or social relations among people who, for example, share interests, activities, backgrounds, or real-life connections. Social networking sites allow users to share ideas, pictures, posts, activities, events, and interests with people in their network (Boyd & Nicole, 2008). Some of the popular social networking sites used currently is such as Face book, Google+, Orkut, Twitter etc. Face book was founded by Mark Zuckerberg in February 2004 (Carlson, 2010). As of September 2012, Face book has over one billion active users, of which 8.7% are fakes. May 2011 Consumer Reports survey reveals that, there are 7.5 million children under 13 with accounts and 5 million under 10, violating the site's terms of service (Thompson, 2012). Twitter was created in March 2006 by Jack Dorsey and by July, the social networking site was launched. The service rapidly gained worldwide popularity, with over 500 million 7 registered users as of 2012. It is generating over 340 million tweets daily and handling over 1.6 billion search queries per day. Twitter has become one of the ten most visited websites on the Internet after its launch (Twitter.com, march21, 2012) It is the study of how students affect by using gadgets. It is the study of what is a gadgets possibility that may impact to students; it is the study of what is the advantage and disadvantage of using gadgets; it is also the study of why most of the students are distracted in many ways by using gadgets. Research Literature The researchers have decided to conduct a study entitled “Factors that Affect of Using Gadgets of STEM Student in STI Batangas”. The research used as a tool to answer the question of the students who are using gadgets. There is also a large body of research that supports the factors that the Senior High Students affect using gadgets. Some of them are as follow: The cellular phones affect the academic performance of students. This study indicates that cellular phone is s huge distraction to one’s attention especially on school hours. Thus, some schools prohibit the use and bringing their cell phones at school. Some of them use phones to call examiners and other students who may have access to examination papers. This is common during national, regional and district examination. This causes panic and confusion among students because they get varying information from different sources and on many occasions, focus on revising the wrong way, thus failing(Kanaabi&Wandawa,2010). The researchers tested students using mobile devices in class to respond to messages that were relevant to classroom material; additionally, the researchers varied the form of the messages (responding to another message or composing an original one) and the frequency of the texts. Their results are compiled in "Mobile Phones in the Classroom: Examining the Effects of Texting, Twitter, and Message Content on Student Learning." Students who replied to messages relevant to class material scored higher on multiple choice tests than students who replied to messages that were unrelated to the class. The study authors conclude from this that "sending or receiving relevant messages may allow students to engage in similar processes as those that occur during note-taking. Specifically, relevant messages may allow students to encode lecture content in a manner similar to the processes that occur during note-taking (Peverly et.al. 2013)." The frequency of messaging was also found to be a factor in the interruption of learning: students who tweeted with higher frequency on content not related to the class took lower quality notes than those who tweeted less frequently on non-classroom related subjects, and scored up to 17 percent lower than the control group on multiple-choice tests. While many instructors assume that mobile devices interrupt learning processes in the classroom—even when they are related to material being studied—this research points to the value that such devices may impart. That said, the study suggests that texting about content external to the lesson, or texting at a very high frequency, can, indeed, interrupt learning. In addition to helping guide campus and classroom mobile device policies, this research contributes to the growing body of research on how the brain processes information when confronted with multiple, simultaneous sources of input (J.H. Kuzennekoff, et. al.,2015). Agricultural science teachers are not immune to the need of integrating technology into the classroom and see their roles expanding to include technology integration (Anderson & Williams, 2012). Integrating technology into the educational process allows the instructor to think outside the classroom and develop new experiences to meet learning goals (Williams, 2006). One way that technology can be integrated into the educational process is through the implementation of 1:1 computing devices. A number of studies have shown that 1:1 implementations have had a positive effect on student learning outcomes, though findings are inconsistent in regards to student achievement (Bebell & Kay, 2010; Lei & Zhao, 2008; Penuel, 2006). Implementation of 1:1 devices in an agriscience classroom has the potential to have a positive impact on student posttest performance due to easier access to information and increased student motivation. This review of literature examines studies that explore the effects of 1:1 implementations and their impact on student achievement, instructional practices, student engagement, and access(Carter,2014). Synthesis The above mentioned writers and authors of conceptual literature deived on the different subjects matters about gadgets and technology which were found to confirm and supplement the information and importance. The topic of the research literature has direct relevance on the factors that affect the students would get from the study wherein the researches aimed to determine the effect of using gadgets. Likewise, the above demonstrated studies reported the negative implication of these those avenues of gadgets in terms of using. However, the differences of the aforementioned research literature to the present study is that the present study focused on the impact of gadgets which provides the researches an insightful ideas on how to determine the factors that may affect to the students as regards of using gadgets, the very purpose of this study. Conceptual Framework Below is the paradigm of the conceptual framework of the study using Input-Process-Output Model as Framework of Evaluation. Process Input • Types of gadgets and by they used. •Perception on the Output •Conducting a survey • Determined the effect that deals about the of factors that affect using regards to the used of gadgets. gadgets. the students impact of using gadgets of STEM students. Figure 2.1 Paradigm of the Conceptual Framework The first frame in the paradigm reflects the input of the study. This includes (1)types of gadgets and by they used, (2)perceptions of STEM students with regards to the impact of using gadgets. The second frame shows the process needed in the research. This includes conducting a survey that deals about the factors that affect using gadgets. The third frame shows the output which includes the expected outcome after conducting the study. This includes determined the effect of the students as regards to the used of gadgets. Definition of Terms Technology. “Technologies are best seen as systems that combine technique and as activities with implements and artifacts, within a social context of organization in which the technologies are developed, employed, and administered. They alter patterns of human activity and institutions by making worlds that shape our culture and our environment. If technology consists of not only tools, implements, and artifacts, but also whole networks of social relations that structure, limit, and enable social life, then we can say that a circle exists between humanity and technology, each shaping and affecting the other. Technologies are fashioned to reflect and extend human interests, activities, and social arrangements, which are, in turn, conditioned, structured, and transformed by technological systems.” (Kaplan,D.,2003) “practical implementations of intelligence” (with the caveat that “‘Practical’ requires that they not be wholly ends in themselves; ‘implementations’ entails that a technology be somehow concretely embodied, normally in implements or artifacts, sometimes simply in social organization…”) Importantly, Ferré arrived at this definition by carefully detailing what should and should not be considered “technological.” In an attempt to avoid excessive breadth when defining the term, Ferré made four important stipulations: Technology is implemented, not ’empty-handed’: “It would be wise to resist a definition of technology that includes empty hands as technological implements. The totally naked human body, interacting face-to-face with the environment, unmediated by any artifact, contrivance, invention, or tool, would seem to stand as a paradigm case of the non-technological.” Technology is practical, not ‘for its own sake’: Where “the notion of the ‘practical’. . . [means] supporting such ends as survival, health, comfort, and material well-being.” Technology is embodied, non ‘in the head’ alone: “It would be wise to guard against the absorption of all methods and techniques, including wholly mental ones, into the concept of technology.” He uses the examples of natural language and mathematics. Technology is intelligent, not ‘blind’: “The concept of technology will not usefully be extended to behavior that, among humans, is merely accidental or, among other species, is entirely instinctive. . . . Put positively, it suggests our definition will need to stipulate that technology involves (i) implements used as (ii) means to practical ends that are somehow (iii) manifested in the material world as (iv) expressions of intelligence.”( Ferré’s,F.,1988). “Technology may be defined as the application of organized knowledge to practical tasks by ordered systems of people and machines.” (p. 3) “There are several advantages to such a broad definition. ‘Organized knowledge’ allows us to include technologies based on practical experience and invention as well as those based on scientific theories. The ‘practical tasks’ can include both the production of material goods (in industry and agriculture, for instance) and the provision of services (by computers, communications media, and biotechnologies, among others). Reference to ‘ordered systems of people and machines’ directs attention to social institutions as well as to the hardware of technology. The breadth of the definition also reminds us that there are major differences among technologies.”(Barbour,I.,1993). 1) “The first and most basic one is a technology is a means to fulfill a human purpose. … As a means, a technology may be a method or process or device… Or it may be complicated… Or it may be material… Or it may be nonmaterial. Whichever it is, it is always a means to carry out a human purpose.” 2) “The second definition is a plural one: technology as an assemblage of practices and components.” 3) “I will also allow a third meaning. This technology as the entire collection of devices and engineering practices available to a culture.” (p. 28, emphasis in original.) (Arthur,W.,2009). Gadgets. The gadgets extension A gadget is a small technological object (such as a device or an appliance) that has a particular function, but is often thought of as a novelty. Gadgets are invariably considered to be more unusually or cleverly designed than normal technological objects at the time of their invention. Gadgets are sometimes also referred to as gizmos. MECHANICAL GADGETS Clocks, bicycles, and thermometers are amongst the very large number of gadgets that are mechanical and also very popular. The invention of mechanical gadgets though is based more on innovation from the inventor rather than his education. ELECTRONIC GADGETS Electronic gadgets are based on transistors and integrated circuits. Unlike the mechanical gadgets one needs a source of electric powerto use it. The most common electronic gadgets include transistor radio, television, cell phones and the quartz watch PSP (PlayStation ) PROGRAMMABLE GADGETS Most of the modern gadgets belong to this category. APPLICATION GADGETS Computer programs that provide services without needing an independent application to be launched for each one, but instead run in an environment that manages multiple gadgets. There are several implementations based on existing software development techniques, like JavaScript, form input, and various image formats. Further information: Google Desktop, Google Gadgets, Microsoft Gadgets, and Dashboard software Apple Widgets The earliest documented use of the term gadget in context of software engineering was in 1985 by the developers of AmigaOS, the operating syste m of the Amiga computers Intuition Amiga|intuition.library and also later gadtools.library'. It denotes what other technological traditions call GUI widget—a control element in graphical user interface. This naming convention remains in continuing use (as of 2008) since then. It is not known whether other software companies are explicitly drawing on that inspiration when featuring the word in names of their technologies or simply referring to the generic meaning. The word widget is older in this context. EXAMPLES OF ELECTRONIC GADGETS Useful gadgets: Advanced mobile phones eg. iPhone, GPS navigation device Novelty gadgets: USB toys, toy grade radio control.(POWER SYSTEM,2009).