Surname 2 Name: Institution: Lecturer: Course: Is mobile technology good for children? With the rise of new technology every day, children no longer show interest in going outside to play and interact with other children. The number of children owning smartphones and tablets rises by the minute. While mobile technology incorporates numerous apps that may help children learn and get entertained, the issue of concern is whether it is good for children as they grow up. On one hand, mobile technology has extreme benefits for children while on the other hand, the drawbacks may be quite adverse. The advantages are that with mobile technology, parents can keep in touch with their children, children get to engage in interactive learning experiences through mobile learning (Rogers et al. 5). Another advantage is that with the internet installed on phones, children learn how to seek information on their own at an early age. However, mobile technology also has its disadvantages. While using mobile technology, children are exposed to various dangers that may affect their growth and development. They may experience disturbed brain activity, poor academic performance due to distractions, addiction, or laziness. The cost of maintenance and these devices is also high. The main drawback is that while using the internet on mobile phones, children are exposed to sites and content that may be illegal to children. Most people argue that phones are filled with games that stimulate children’s brains, while others say that mobile phones may cause tumors in the brain. Overall, mobile technology has various advantages and disadvantages. While it may be useful, mobile technology has more drawbacks than it has benefits. Children need to have mobile phones and smartphones for communication with parents, but the usage time should be rationed to prevent cases of laziness, addiction, and poor academic performances. Work cited Rogers, Yvonne, and Sara Price. "How Mobile Technologies Are Changing the Way." Mobile technology for children: Designing for interaction and learning 1 (2009). .