...1.0 INTRODUCTION 2.1 BACKGROUND OF THE STUDY Media is everywhere. TV, Internet, computer and video games all vie for our children's attention. Nowadays, we can easily found children as young as two years old are playing with an electronic devices and gadgets anywhere. As students head back to school with the latest tablets, laptops and smart phones in their knapsacks, some parents worry the abundance of gadgets in their children's lives could be affecting their grades and health. President of Early Childcare and Education Council (ECCE Council) Prof Datuk Dr Chiam Heng Keng said television should never be used as "babysitters" or "educational" tools. "Scientific studies by neuroscientists have shown that for 100 billion neurons (brain cells) to be wired to form neural paths, a young child needs to interact with human beings and things in their environment. In 2010, a joint study by Ohio State University and Open University of the Netherlands surveyed 219 students and found a relationship between Facebook use and negative academic performance. It found Facebook users had GPAs in the 3.0 to 3.5 range and studied one to five hours a week; non Facebook users had GPAs in the 3.5 to 4.0 range and studied 11 to 15 hours a week. Gadgets also affect health of the kids. According to the Active Healthy Kids Canada 2012 report card, 10- to 16-year-olds get an average of 6 hours and 37 minutes of daily non-class work screen time. Only 19 per cent of this age group met the Canadian...
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...Chapter 1 The Problem and its Setting Introduction Nowadays, we can easily found children as young as two years old are playing with an electronic devices and gadgets anywhere. That is not only the video games that make the children stay, it is also includes television, mobile phones and smart phone application, computers, tablet computers, PSP games and etc. Children tend to be active consumers; many electronic products and gadgets’ commercial have been targeted to young children market. Parent may find it easier to make their children stay in one place by giving them a gadget to play with. The benefits of exposure of electronic devices and gadgets to children: Everything has its usefulness and also its negative aspect on over-exposed to the devices and gadgets. Besides the abovementioned points, let us look at the benefit of using the devices. For younger children below preschool age, the gadgets may positively help them to stimulate their senses and imagination. Some may help’s to promote listening ability, learning of sounds and also speaking ability. Electronic devices and games play positive effects in encourage cognitive learning and development of analytical skills. This may help’s in build-up innovative thinking, investigative skills, strategic thinking and foster the creativity potential of kids. They may improve manual dexterity and making the children computer literacy. Besides that being an educational and learning media, a lot of people have an opinion that...
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...Nowadays, we can easily found children as young as two years old are playing with an electronic devices and gadgets anywhere. That is not only the video games that make the children stay, it is also includes television, mobile phones and smart phone application, computers, tablet computers, PSP games and etc. Children tend to be active consumers, many electronic products and gadgets’ commercial have been targeted to young children market. Parent may find it easier to make their children stay in one place by giving them a gadget to play with. The benefit of exposure of electronic devices and gadgets to children Everything has its usefulness and also its negative aspect on over-exposed to the devices and gadgets. Besides the abovementioned points, let us look at the benefit of using the devices. For younger children below preschool age, the gadgets may positively help them to stimulate their senses and imagination. Some may helps to promote listening ability, learning of sounds and also speaking ability. Electronic devices and games play positive effects in encourage cognitive learning and development of analytical skills. This may helps in build-up innovative thinking, investigative skills, strategic thinking and foster the creativity potential of kids. They may improve manual dexterity and making the children computer literacy. Besides that being an educational and learning media, a lot of people have an opinion that they are good medium to distract peoples stress...
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...Technology is relatively new in terms of its prevalence with children. As many parents are not as up-to-date with the latest gadgets, they tend to have little knowledge on the possible effects technology might bring. But technology, while useful, brings many negative effects to teens' lives. Parents who have technophile kids should be aware of the possible risks and dangers. Predators Informed parents know that the media blows the prevalence of online sexual predators out of proportion. However, they do exist, and they often go after easy targets, namely children. Technology such as the Internet and smart phones give both children and predators the ability to make contact with large amounts of new people. Uninformed children might feel they are making a friend but in fact are running the risk of being preyed upon. The key risk here, though, is not the predator but the lack of adult knowledge about technology and the lack of supervision parents give to their children’s online behaviors. Parents who feel bad prying into their children’s lives are ignoring the fact that most children, especially teens, are sexually curious, willing to take risks, and have poor decision-making behaviors. So, while not common, sexual predators do exist and should be something parents talk to their kids about before allowing them full reign online. Mental Health Problems Clinical coordinator at Illinois Addiction Recovery Shannon Chrismore wrote in the book, “Internet Addiction: A Handbook and Guide...
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...Chapter 2 REVIEW OF RELATED LITERATURE AND STUDIES This chapter contains the gathered researches from different sources. These different studies will be used as a guide and support to the research. The related literature starts with the good and important effects of different gadgets used in learning areas and goes on with the possible effects that might happen to Students when technology is being used extensively. On the later part of the chapter are the gathered related studies and articles done by various researchers. Foreign Literature Jessica White (2005) said that, technology has completely changed the scope of education in America. Most states require a technology aspect to their school improvements plans. They have embraced the idea that using technology in their classroom makes the subject anything from math to art-more accessible to many kinds of students. Educators, administrators, parents, and students are so well-versed in technology that it has become norm in even the most economically disadvantaged schools. She also stated that controversy exist about some students having access too much information. Some internet sites are not monitored by educational sources. Students who have not been taught the proper way to research on the internet might make a research hypothesis based on a website whose information is untrustworthy. Educators should be cautious and explain exactly what their expectations to their students are. Plagiarizing-detection software checks that...
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...MODERN GADGETS TOWARDS THE STUDY HABITS OF GRADE 10 STUDENTS OF MONTESSORI DE STO. NINO OF MEYCAUAYAN, BULACAN A Research Proposal Presented to The Faculty of the Montessori de Sto. Nino of Meycauayan In Meycauayan City, Bulacan In Partial Fulfillment Of the Requirements for the Subject Research Prepared By: Justine Matthew T. Egea Daniel Joshua D. Domanais Andrea Mae D.L. Peralta Luisa Paola F. Salamat Tommy Jay G. Takada ACKNOWLEDGEMENT CHAPTER 1 The Background and Problem of the Study CONTENTS: * Introduction * Statement of the Problem * Hypotheses * Significance of the Study * Scope and Limitations of the Study * Conceptual Framework (?) * Definition of Terms INTRODUCTION Present day is sometimes referred to as the “Era of Electronic Gadgets”. Almost every person in the world own a gadget except for those people who do not have enough money to buy one. Even kids nowadays use gadgets for playing instead of going outside with some friends. Electronic Gadgets creation is one of the biggest step of the human kind towards a bright future. Gadgets are present in everything we do, from the simplest thing like taking notes up to the most complex things like making machines. Gadgets can be a form of communication to other people or socializing, from texting by using mobile phones to emailing or chatting through social networks. Electronic Gadgets are big deal to everyone, in every hour, every minute and every second people use gadgets. These are...
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...REVIEW OF RELATED LITERATURE AND STUDIES This chapter contains the gathered researches from different sources. These different studies will be used as a guide and support to the research. The related literature starts with the good and important effects of different gadgets used in learning areas and goes on with the possible effects that might happen to Students when technology is being used extensively. On the later part of the chapter are the gathered related studies and articles done by various researchers. Foreign Literature Jessica White (2005) said that, technology has completely changed the scope of education in America. Most states require a technology aspect to their school improvements plans. They have embraced the idea that using technology in their classroom makes the subject anything from math to art-more accessible to many kinds of students. Educators, administrators, parents, and students are so well-versed in technology that it has become norm in even the most economically disadvantaged schools. She also stated that controversy exist about some students having access too much information. Some internet sites are not monitored by educational sources. Students who have not been taught the proper way to research on the internet might make a research hypothesis based on a website whose information is untrustworthy. Educators should be cautious and explain exactly what their expectations to their students are. Plagiarizing-detection software checks that students...
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...INTRODUCTION Gadgets are important to the society. They are man-made technology that is highly accessed by this generation. It is said that electronics gadgets modifies the world. This will show the true power of electronically gadgets. There are many types of gadgets. The gadgets that are usually used by students are smart phones, tablets, televisions, laptops, computers, X-box and kinect. The researchers picked this topic because technology has gotten more attention than the studies of the students of this generation. They would like to know what would be the reason why the youth is more interested in gadgets than their academic performance and the knowledge and skills that they would develop in school. They want to know what they could gain from using gadgets and what they will lose in using these objects. They would also like to be informed about what the changes in behavior and thinking that could affect the growth of a student. They want to asses if the spread of technology would become a distraction or a help to a student. The investigators were appealed to the topic because gadgets are now able to provide easier access to information and educational advantages. Gadgets get the attention of the students because of its engrossing and fascinating presentations of information. This also helps the parents who are unaware of the effects of gadgets to their child’s study. Overuse of gadgets may result to interference with the student determination and ability to learn. Technology...
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...Advantage or Disadvantage for Pre-School Children Chan Jia-Qi Janice, Chan Kar Kei, Darius Shu Chen Keong, Naik Shiang Jen, Siau Yeu Jiun, Wong Chin Hui, Yap Huey May School of Communication Taylor’s University Index 1.1 Introduction …………………………………………………………………… 3-5 1.2 Research Questions …………………………………………………………… 5 1.3 Methodology Selected ………………………………………………………… 5-6 1.4 Data Analysis / Findings ……………………………………………………... 6-13 1.5 Final Discussion of Insights ………………………………………………… 13-15 1.6 Conclusion …………………………………………………………………...15-16 1.7 References …………………………………………………………………... 16-17 1.8 Appendices ………………………………………………………………… 18-29 1.1 Introduction Today, children are spending most of their time being occupied by iPad, iPhone and pad-based gadgets that have the access to the Internet. According to Romeo (2003), the emerging in technological development had allowed computers and touchscreen devices to be added into our lifestyle. For example, touchscreen devices like iPod, iPad, Samsung Tab and etc are used to check emails, surf the Internet, connect with people, either for work purpose or personal purpose, and also used in education purposes in pre-school and colleges. Anderson mentioned this in his research in 1999, “The computer has become recognized tool in education of young children, particularly where it is used to promote problem-solving skills and social interactions amongst children” However in Romeo’s report, it has...
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...Management and Commerce ISSN 2348 – 8891 ADDICTION OF GADGETS AND ITS IMPACT ON HEALTH OF YOUTH: A STUDY OF STUDENTS IN INDORE DISTRICT Dr. Ashish Pathak, ** Prof. Maneesh Soni, *** Dr. Kumbhan Khandelwal *Professor, Shri Atal Bihari Vajpayee Government Arts and Commerce College, Indore. **H.O.D (Dept. of Mass Communication), Renaissance College of Commerce and Management, Indore. ***Professor, Shri Atal Bihari Vajpayee Government Arts and Commerce College, Indore. Abstract In the present time the introduction of modern technological gadgets has created the attention of global population. The dependency of people on these hi-tech gadgets and services provided by these has reached at such level that, without these, they can't think a step forward in the direction of their growth. Which also leading to addiction or we can say obsession of the tech-devices and services. Youth is the most defenseless group among the population to be addicted to technology. The study was designed to examine the use of techdevices by youth i.e. the time spent with the gadgets, the purposes behind use, and its impacts on mental health and life style. Using structured questionnaire, unstructured interviews and observation based on primary data collected from 300 respondents in Indore especially from various undergraduate colleges showed that most of the young respondents spend a large amount of their time with their tech-gadgets and services provided by the technological environment...
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...Background Study According to a dictionary definition, “A gadget is a small tool or device that has a specific useful purpose and function. Gadgets tend to be more unusual or cleverly designed than normal technology.” Our lives were changed by technology since the 20th century. Many gadgets that were invented back then were now forgotten or disregarded. All gadgets were created differently. In fact most gadgets are built on the newest technology. Devices fall into four categories: mechanical, electronic, programmable, and application. Mechanical gadgets include the wheel, the pulley, the bicycle, the sail boat, and the sort. Followed by electricity, gadgets were improved and taken to a new level as inventors discover a different uses of newly applied electricity. The television, radio and quartz watch are some of the examples of electronic devices. After electricity, inventors toyed around with electronic information via microprocessor where begins the 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 in programmable devices. In today’s generation, modern technology has improved people's lives in many fields such as medicine, work, industry, and especially in education. This helps not only the professionals but also the children and students at the very young age. Way back then where technology does not still exists, student...
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...RESEARCH PROPOSAL A STUDY ON THE IMPACT AND ADDICTION BY USING THE TECH-GADGETS BY THE STUDENTS TO THEIR LEARNING PROCESS AT UNIVERSITY COLLEGE SHAHPUTRA: A STUDY ON COLLEGE STUDENTS CHAPTER I Introduction 1.0 Background of the Study The term technology comes from the Greek word “techne”, which means the art or skill used in order to solve a problem, improve a pre-existing solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function; technology is the making, modification, usage and knowledge of tools, machines, techniques and method of organisation (Liddel, Scott, Jones & McKenzie, 1940). That means, it can refer to the collection of tools, including machinery, modification, arrangements and procedures. Over the last 200 years there has been a significant change in the term technology. In the 20th century i.e. during the industrial revolution the term has gained its popularity worldwide (Cradock & Baldwin, 1833). Technology is the energy that acts as the driving force to drive or to run our lives. It is nothing but the results of the innovations and creativity of human beings. It converts the natural resources into consumer goods which are used by the society and human beings. It has brought the automation level into such a height that human effort and his time has been saved to a great extent. Due to this, the access to information has now become easier and the distant locations are getting closer. IT and communication...
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...CHAPTER 1 The Problem and its Background Introduction In the year where electronic gadgets are not yet invented like computers, students are not yet engage in activities using technologies. Students rely on books and visit library facilities to study. They read their notes and review their school lessons. During those years, despite the lack of computers and hi-tech gadgets students were still able to achieve high and good grades, and they were capable of focusing in their studies. They strived hard just to attain higher and better grades in their education. As years passed, industrial evolution occurred, great changes and improvements happened. One of these changes is the invention of the computer and other gadgets. Everyone knows that we are living in a technological era. The computers became irreplaceable tool in the everyday life of most people. The adult users generally use it for business purposes while youngsters for computer games. Many people considers using computer as part of their everyday routines because it provides leisure which is a very important component in the sphere of the life. Nowadays, majority of young people spend their leisure time playing computer games, and surfing through the internet. Playing computer games have become one of the favorite time- spending of some adult and young people especially the students.This is one of the reasons why there is computer addiction. But to put it simply, addicted...
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...on youngsters. Focusing of their growth with technology products. In some cases reveal both sides the positive and negative. For balance approach. Based on wikipedea gadget was revealed on 1990’s in creation of social networking (SN) 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. The earliest documented use of the term gadget in context of software engineering was in 1985 by the developers of Amiga OS, the operating system of the Amiga computers (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. The X11 windows system 'Intrinsics' 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...
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...Name Instructor Course Date Effects of Advanced Technology on Teenagers In the modern day, technology advancements are constantly perceived through everyday life. There more and more services available for example, portable Internet, cell phones, iPods, laptop computers, 3D TVs among others (Clinton 24). Technology appears to possess a lot of detriments; however, it also has a more positive impact on the society. In some of the situation, Internet has negative consequences when it comes to sociability. Therefore, this paper aims at informing the reader about both negative and positive impacts of technology on teenagers. Specifically, the research focuses on how teens use it to share information, raise their grievances, and how it helps them in their academic process. About negative impacts, it will be imperative to center the research on how technology causes violence, social barrier, health issues, and addiction as well as dependence. According to Clinton, a journalist at the CNN investigates the explosive growth of the social media and Internet. Clinton relays on his knowledge and numerous statistics to develop his argument about the use and impact of technology on teenagers and children. Clinton also acknowledges the massive growth of technological gadgets such as Smartphones. The author says that one of the immense impacts of technology on teens is the use of the Internet that offers numerous positive opportunities. Primarily, the Internet makes information...
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