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Using gadgets in TNHS

To make research about the usage of gadgets inside the classroom or in school.
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  Republic of the Philippines DEPARTMENT OF EDUCATION Region VIII (Eastern Visayas) DIVISION OF LEYTE TINAGO NATIONAL HIGH SCHOOL Tinago, Inopacan, Leyte Using Gadgets in Tinago National High School A Research Paper presented to: Ms. Maricel J. Cubian As a part of the compliance needed for the subject Practical Research 1 Submitted by: O.D. Razile P. Corpez Rose Ann Marco Karylle Nina Jane Tupa Judy Ann Ostria  ACKNOWLEGDEMENT We like to give my sincere thanks to our Almighty God who give us wisdom and good health. We make this research without accident and wherever we go, He guide us for this kind of research. Even times of loneliness and sorrows, He gives us strength and good health because you’re kind.  We would like to give sincere thanks for our teacher in Practical Research Ms. Maricel J. Cubian for teaching us on how make this research correctly and truthfully. Her guidance helps us a lot because she motivate us to do this research. And to all our friends and love ones who helps us in making this kind of research and endless support. Lastly, We also give thanks to each of our family/parents for supporting and guiding us. And making this research successful.  Table of Contents Title Page----------------------------------------------------------------------------------------------Page 1 Acknowledgement-------------------------------------------------------------------------------------Page 2 Table of Contents-------------------------------------------------------------------------------------Page 3 Chapter 1: Introduction------------------------------------------------------------------------------Page 4 Background of the study Statement of the problem Hypothesis and assumptions Significance of the study Scope and limitation of the study Chapter 2: Review of related literature------------------------------------------------------------Page 5-6 Chapter 3: Methodology-----------------------------------------------------------------------------Page 7 Research design Subject of the study Description of research instrument Data gathering procedure Statistical treatment applied Chapter 4: Findings and Discussions--------------------------------------------------------------Page 8 Question 1-------------------------------------------------------------------------Page 8 Question 2 & 3--------------------------------------------------------------------Page 9 Question 4 & 5--------------------------------------------------------------------Page 10 Question 6 & 7--------------------------------------------------------------------Page 11 Question 8 & 9--------------------------------------------------------------------Page 12 Question 10------------------------------------------------------------------------Page 13 Chapter 5: Summary, Conclusion and Recommendations--------------------------------------Page 14 References---------------------------------------------------------------------------------------------Page 15 Appendix-------------------------------------------------------------------------------------------Page 16-18    Chapter 1 Introduction In this research will aim students on using gadgets inside in the Tinago National High School. In order to make this type of research we approach all students to interview about using gadgets inside the school and its advantage and disadvantage of the gadget inside the Tinago  National High School. The approval of the gadgets in the Tinago National High School maybe can help students in their studies.    Background of the study Study the advantages and disadvantages of using gadgets in the Tinago National High School. Gadgets was approved before this research but we conduct this research to make clarification in gadgets in the Tinago National High School.    Statement of the problem All student using gadgets, but it can be affect their studies or not? Gadgets can be helpful to their study but if abuse gadgets can be bad to the students. This research will help the students to know what is gadgets and its uses and effects.    Hypothesis and assumptions To make a better student on using gadgets in a better way. That all students not abuse and take advantage of using gadgets all the times even in school times.    Significance of the study To all students know the better way of using gadgets in Tinago National High School that cannot lead to abuse using gadget even in study time or vacant. To know what effects of the gadgets on Tinago National High School students.    Scope and limitation of the study Scope of this research will on Tinago National High School students’ only,    No outsiders…  Page 4   Chapter 2 Review of related literature In the software industry, "Gadget" refers to 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 system of the Amigacomputers (intuition.library and also later gad tools.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. The X11 [8]  windows system 'Intrinsics' [9]  also defines gadgets and their relationship to widgets (buttons, labels etc.). The gadget was a windowless widget which was supposed to improve the performance of the application by reducing the memory load on the X server. A gadget would use the Window id of its parent widget and had no children of its own 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. In the movie "Back to School" from 1986  by Alan Metter, there is a scene where an economics professor Dr. Barbay, wants to start for educational purposes a fictional company that produces "widgets: It's a fictional product." Further information: Workbench (AmigaOS)  The etymology of the word is disputed. The word first appears as reference to an 18th-century tool in glassmaking that was developed as a spring pontil. As stated in the glass dictionary published  by the Corning Museum of Glass, a gadget is a metal rod with a spring clip that grips the foot of a vessel and so avoids the use of a pontil. Gadgets were first used in the late 18th century. According to the Oxford English Dictionary, there is anecdotal (not necessarily true) evidence for the use of "gadget" as a  placeholder name for a technical item whose precise name one can't remember since the 1850s; with Robert Brown's 1886 book Spunyarn and Spindrift, A sailor boy’s log of a voyage out and home in a China tea-clipper containing the earliest known usage in print.   A widely circulated story holds that the word gadget was "invented" when Gaget, Gauthier & Cie, the company behind the repoussé construction of the Statue of Liberty (1886), made a small-scale version of the monument and named it after their firm; however this contradicts the evidence that the word was already used before in nautical circles, and the fact that it did not Page 5 
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