"Addiction To Social Media" is a powerpoint slide that makes for me to my university presentation contest. & I share to you, by this you will help from it.About 1 week need to make this.Thank yopu all.
Nowadays, it is very much common to see smart phone on child's hand. They are master to use, play and glue on smart mobile very early age of life. But we should envision the Impact of smart phone on child development. Every parent should concern about the screen time of the child.
"Addiction To Social Media" is a powerpoint slide that makes for me to my university presentation contest. & I share to you, by this you will help from it.About 1 week need to make this.Thank yopu all.
Nowadays, it is very much common to see smart phone on child's hand. They are master to use, play and glue on smart mobile very early age of life. But we should envision the Impact of smart phone on child development. Every parent should concern about the screen time of the child.
This ppt will provide you a small introduction about origin of mobile phones, the various effects of mobile phones on student life and comparison of o.s based smart phones and conventional featured phones and some statistical results about usage of mobile phones.
Screen Time and the Young Child: Strategies for BalanceStaci Trekles
Presentation on screen time and strategies for balancing technology exposure with other learning activities for early learners. For the Early Childhood Education Conference at Purdue University North Central, April 26, 2014
Is your teen getting enough sleep? Most children in the U.S. aren't - and their phone may be to blame! Learn how smartphones affect our sleep, and how we can better balance digital device time and bed time.
As use of social media is increasing day by day, the presentation describes the benefits as well as threats of using or being addicted to social media. There are some interesting facts in PPT to understand easily.
Addiction is very dangerous. Now a days the youths are being addicted to mobile phones which is harming them in a different manner in this slide lets discover what is addiction & how to overcome from this
How does social media affect your mental health? What is happening, how does it affect you and what are some things you can do to combat common issues.
For Ryerson University's Mental Well Being Week 2014.
This ppt will provide you a small introduction about origin of mobile phones, the various effects of mobile phones on student life and comparison of o.s based smart phones and conventional featured phones and some statistical results about usage of mobile phones.
Screen Time and the Young Child: Strategies for BalanceStaci Trekles
Presentation on screen time and strategies for balancing technology exposure with other learning activities for early learners. For the Early Childhood Education Conference at Purdue University North Central, April 26, 2014
Is your teen getting enough sleep? Most children in the U.S. aren't - and their phone may be to blame! Learn how smartphones affect our sleep, and how we can better balance digital device time and bed time.
As use of social media is increasing day by day, the presentation describes the benefits as well as threats of using or being addicted to social media. There are some interesting facts in PPT to understand easily.
Addiction is very dangerous. Now a days the youths are being addicted to mobile phones which is harming them in a different manner in this slide lets discover what is addiction & how to overcome from this
How does social media affect your mental health? What is happening, how does it affect you and what are some things you can do to combat common issues.
For Ryerson University's Mental Well Being Week 2014.
Reference Summary Worksheet
Reference 1 – Cross-cultural reference
Citation in APA format (2 pts)
Houghton, S., Hunter, S. C., Rosenberg, M., Wood, L., Zadow, C., Martin, K.,
& Shilton, T. (2015). Virtually impossible: limiting Australian children
and adolescents daily screen based media use.
BMC Public Health
,
15
(1),
1. doi:10.1186/1471-2458-15-5
Key findings (6 pts)
In 2-3 paragraphs, summarize the main findings in your source.
The use of screen based media use (SBMU) has seen a steady increase over the years. Research conducted by American, Australian, and Canadian Health departments have cited concerns on the increasing use of SBMU in children, more specifically children under the age of two. It is recommended by many health professionals that children limit their exposure to SBMU to two hour or less per day. However, today this is proving more challenging as SBMU is not just on television, it is a part of schools, afterschool activities, and at each child’s fingertips with the advancements in smartphones.
Healthcare experts warnings about SBMU have not been heeded. To the contrary, children today, even after the recommendations have been put out, are using SBMU more then ever. For example, over a ten-year period SBMU data was collected on children and the findings showed in increase in screen viewing of all types from 3 hours and 45 minutes to 4 hours and 30 minutes. Other studies from the USA, UK, and Canada, show a similar trend regarding SBMU and children. All three countries have conducted research targeting the percentage of children who accede the two-hour SBMU recommended threshold. In all three countries the research clearly showed that over 50 percent of the children studied regularly used some form of screen-based media more then the recommended two hours.
How do you know that this is a credible/scholarly source? (2 pts)
I retrieved this article from the UMUC Library database searching scholarly articles. The authors and reference list is comprised of subject mater experts in a variety of fields related to this topic of discussion.
Reference 2 – Policy reference
Citation in APA format (2 pts)
Rowan, C. (2010). Unplug—Don’t drug: A critical look at the influence of
technology on child behavior with an alternative way of responding other
than evaluation and drugging.
Ethical Human Psychology And Psychiatry:
An
International Journal Of Critical Inquiry
,
12
(1), 60-68.
doi:10.1891/1559-4343.12.1.60
Key findings (6 pts)
In 2-3 paragraphs, summarize the main findings in your source.
Technology use by children has led to alarming statistics showing obesity and psychiatric disorders on the rise. Today, children’s distractions or medical conditions related to technology use are misdiagnosed and subsequently these children are overly medicated. There are many factors that contribute to kids obesity and psychological issues, but the major contributing factors are less one-on-one time with parents doing out.
A study of the internet use by parents of children with chronic kidney diseaseDeise Garrido
This presentation has been scheduled in the Med-e-Tel 2017 conference program in a session on “Disease Management, Rehabilitation, Remote Monitoring” on Friday April 7th, 11h00-13h00 (see www.medetel.eu/index.php?rub=educational_program&page=program for preliminary program).
Running head MEDIA DEVICES USE AND SLEEP QUALITY1MEDIA DE.docxjeanettehully
Running head: MEDIA DEVICES USE AND SLEEP QUALITY
1
MEDIA DEVICES USE AND SLEEP QUALITY
5
The Effects of Electronic Media Devices on the Quality of Sleep
LS 3010 Foundations for Undergraduate
Torri Sims
Northcentral University
Torri-overall this was a nicely executed assignment. You will find my specific comments below. My comments along with your corrections should be listed on your next Week’s assignment. You earned an A.
The Effects of Electronic Media Devices on the Quality of Sleep
Today, the world sees a shift due to the existing communication technologies that have resulted in a trend where young and old are continually using their devices for various purposes such as communication and browsing. Browsing probably would benefit from a definition or description. Young users are continually using the devices even during their sleep time leading to a question whether the trend has a notable effect on their quality of sleep. This implies that adults are responsible users. There are various researchers that have attempted to evaluate the relationship between the continued use of the devices and the quality of sleep. There is a notable impact that is not necessarily strong where young and adolescent of the devices showed low quality sleep and more frequent sleeping problems. This sentence would benefit from being reworded.
A study carried out in 2014 that involved 1287 learners aged between 12 and 18 years indicated that children who are frequent media users reported more sleeping problems than children who are not (King, Delfabbro, Zwaans & Kaptsis, 2014). The study showed that the problems may vary from one child to the other depending on age and the frequency of media use. The study did not point out the exact reasons behind the findings, but the results resonate with a study carried out in 2015 that reported that adolescents and preadolescents using the devices past 9 pm experienced sleeping problems. The continued use of the media devices past 9 pm impacted the sleep quality among young adolescents (Bruni, Settee, Fontanesi, Baiocco, Laghi & Baumgartner, 2015). This can be cited as Bruni et al. The participants did not have enough sleep, which is one of the primary reasons why the quality of sleep was affected. The two studies noted that there is a need for younger individuals to have enough sleep, thus all distractions must be eliminated.
Further, a 2017 study showed that children who do not use media and communication devices had better sleep quality and duration of sleep than who continually used the devices (Dube, Khan, Loehr, Chu & Veugelers, 2017). The quality of sleep is dependent on the duration of sleep and children without the devices are likely to sleep for the recommended time. Is this information derived from the cited study? If so, that needs to be clearer.The study also raised the sleep duration issue where the devices prevent the young learners from having enough sleep. Additionally, some of the users suffer ...
Austin Public Health is an open access, peer reviewed, scholarly journal dedicated to publish articles covering all areas of Public Health.
The journal aims to promote research communications and provide a forum for doctors, researchers, physicians and healthcare professionals to find most recent advances & happenings in all areas of Public Health. Austin Public Health accepts original research articles, reviews, mini reviews, case reports and rapid communication covering all aspects of public health.
Austin Public Health strongly supports the scientific up gradation and fortification in related scientific research community by enhancing access to peer reviewed scientific literary works. Austin Publishing Group also brings universally peer reviewed journals under one roof thereby promoting knowledge sharing, mutual promotion of multidisciplinary science.
A Study to Determine the Effectiveness of Snake and Ladder Game on Knowledge ...ijtsrd
A Study To Determine The Effectiveness Of Snake And Ladder Game On "Knowledge Of Common Ailments" Among Primary School Children Of A Selected School, Lucknow. OBJECTIVES 1. To assess the level of Knowledge on common ailments among primary school children. 2. To assess the Effectiveness of snake and Ladder game in the area of "Common Ailments" among primary schoolchildren 3. To explore the association between knowledge scores and demographic variables of the subjects. METHODS A pre experimental and evaluative research approach was used with one group pre test pos test design to evaluate the effectiveness of the Snake Ladder game on ‘knowledge of common ailments’. The study was conducted in selected school in. Assumption English School selected for the study. The sample composed of 60 primary school children. A purposive sampling technique was used. A structured knowledge questionnaire on selected common ailments was used for data collection. family. Maximum number of children 40 had only one scores and the differences between the pre test and post test scores were statistically significant at 5 level. ‘t’ 59 =19.16, p 0.05. This indicates that GAME was an effective method of imparting information to the children regarding common ailments. From the statistical analysis it was clear that there was significant increase in the knowledge level of the children regarding common ailments after administration of the GAME. Regarding association between the baseline variables with pre test and post test knowledge scores it was found that there was no significant association between the variables like age, sex, religion, education, ordinal position, number of siblings, type of family and monthly income of family of children with pre test and post test knowledge scores. INTERPRETATION AND CONCLUSION Findings of the study score shows that Snake and Ladder game was an effective teaching strategy in increasing the knowledge of the children on common ailments. If proper information is given to the children regarding common ailments, they can improve their knowledge which in turn helps them to take care of themselves and to help others. Dr. Dipti Shukla | Mrs. Soumya Sunny | Ms. Snigdha Bhardwaj | Ms. Yogita Sharma | Mr. Utkarsh Tiwari | Mr. Vishal Kumar | Ms. Vineeta Kumari | Ms. Shushma Devi | Ms. Shilpi Sahay "A Study to Determine the Effectiveness of Snake and Ladder Game on Knowledge of Common Ailments among Primary School Children of a Selected School Lucknow" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52328.pdf Paper URL: https://www.ijtsrd.com/medicine/nursing/52328/a-study-to-determine-the-effectiveness-of-snake-and-ladder-game-on-knowledge-of-common-ailments-among-primary-school-children-of-a-selected-school-lucknow/dr-dipti-shukla
Internet Use and Usage of Chinese Teenagers at Home: Understanding Demographi...CITE
http://citers2014.cite.hku.hk/internet-use-and-usage-of-chinese-teenagers-at-home-understanding-demographic-and-parenting-influence/
Author
LAU, Wilfred W.F. (HKU); YUEN, Allan H.K. (HKU)
Abstract
This study investigated the effects of demographics and parenting on Chinese teenagers’ internet use and usage at home. Using a sample of 575 Chinese teenagers, some internet use and usage patterns in relation to individual characteristics and parenting influence were observed. The findings from hierarchical multiple regression analysis revealed that parents still play a dominant role in influencing internet use and usage among the teenagers, as compared with their own influence. Learning-related and leisure-related internet usages were positively related to parental warmth and parental control respectively. Overall, this study provides a snapshot of teenagers’ internet use and usage at home in China today.
Please I want Action research for my study, the impact of educatio.docxrandymartin91030
Please I want Action research for my study, the impact of educational video games on the children (Quantitative study)
This is about my study may help you, but I want focus more in educational video games how can improve the education…
Educator Researcher
Research - Effects of electronic games on children
Introduction
Electronic games have become of the most popular games in the today’s world, especially for Children. They have a positive as well as negative effect on Children. As per the research conducted one of the biggest ill-effect of the electronic games is decrease in physical activity which can lead to health problems for Children in future, one of the most important health problem is the problem of obesity.
Research Methods
It is important to determine the way that the research will be conducted and the method that will be used for conducting the particular research. Saunders et al (2007) through a proper research approach the researcher is able answer the research question appropriately and analyzes the data accordingly so that proper research is made. The researcher also takes into consideration literature review which forms the base for conducting the research. The research that is conducted by the researcher includes quantitative as well as qualitative research. Quantitative research is known as deductive approach whereas qualitative research is known as inductive approach. Both these researches are important as they help in analyzing the particular problem.
Quantitative research focuses on collecting primary data, whereas the qualitative research focuses on bringing into picture different theories that helps in supporting the primary data collected and analyzing the data accurately. Qualitative research also helps in building the insight for the research as well as helps in designing different patterns for the research.
This research in an exploratory research and the data collection method is ‘Survey’ i.e. primary data collection. This research is all about systematic data gathering for the purpose of knowing the effect of the electronic games on Children from the perspective of Children as well as Parents.
The sampling method we are using for the research is Purposive sampling which is a probability sampling. As this research is to be conducted for a population, so the probability sampling will be used. The sample of the population will be considered in this research as the research pertains to a huge population. So, using probability sampling will be used that give the targeted population nonzero chance of selection.
Some of the methods and designs that were used by the researcher to conduct the research included three phase feasibility study. Phase one consisted of focus groups with Children as well as attitudes so as to know their attitudes and preferences for the computer games. The result from this analysis showed that Children preferred non active games whereas Adults preferred that their Children should be involved.
A web-based survey and theoretical research focuses mainly on the hazards that children are exposed to while surfing the digital world. It addresses the problem from parents/caregivers perspective and tries to shed light over the best ways of understanding and precautionary means. It is important for families to take all preventive measures to protect their kids from such hazards.
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
A study on Employee Engagement in pvt engineering collegesRuby Research Labs
E.E is a critical factor in the success N sustainability of any organisation. Higher education institutions are no different from any other business in that employee involvement is essential to its success and long-term viability. Beyond the conventional business setting, employee engagement in academia influences the institution's core missions of education and research in addition to productivity and efficiency.
Career Guidance is the process of helping people to choose a career development in making and implementing informed educational and occupational choices.
The purpose of this study is to describe the various initiatives introduced by the Indian companies namely HCL, LG India and Wipro InfoTech for promoting Green Marketing along with the reasons behind these companies adopted this great Initiative.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
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Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Basic phrases for greeting and assisting costumers
Effect of Electronic Gadgets On Children Health
1. Evaluation Of Effect Of Electronic Gadgets On
Children's Health: An Empirical Study
Presenting At
2nd IIMA International Conference on
Advances in Healthcare Management
Services
Presenting By
Sk.Rubeena& D.Aswani (MBA II Year)
(Under the Guidance of Dr.Akondi Srikanth)
PACE Institute Of Technology & Sciences
Ongole, Andhra Pradesh , INDIA
1
2. TOPICS TO BE DISCUSSED
1. Introduction
2. Literature Review
3. Objectives Of The Study
4. Hypotheses Of The Study
5. Research Methodology
6. Results And Discussion
7. Findings
8. Practical Implication
9. Future Scope Of Research
10.Conclusion
References
2
3. 1.Introduction
Reports of National Centre For Health Research &
WHO
- Children are getting affected by brain cancer or
brain
tumor by the usage of Cell Phones (Kakin,
2015).
-Children are getting Brain Cancer/Brain Tumor by
watching TV by sitting nearby (WHO, 2016).
Survey by F J Zimmerman, University of Washington
- Negative cognitive effects among the children aged
below 3 those are exposed to TV.
Survey by L.Rowell Heusmann, University of
Michigan Cont…
3
5. 2.Literature Review
Global Perspective
Norwich Children didn’t bind with their family
members.
Canada Children's are spending their time in
watching
adult serials have exposed themselves to
adult
ideas and behavior.
Japan Play time gets reduced (UNESCO, 1997).
Thailand Children as “Mini-Adults” (Keating, 2011).
Heavy Internet use is affecting secondary
Reduces Academic Performance ,
Relationships with their relatives
Cont…
5
6. 2.Literature Review
Global Perspective (Cont..)
South Africa 80.2% of children are with mobile
phones;
54.3% with computers &
70% are with Social Networking Sites.
US Children below 5 yrs of age could not
distinguish
between a reality & fantasy.
Poland Sitting posture of children may
lead to
spine abnormality (Karaagac,
2015).
North America 65% of the children are having TV
Cont…
6
7. 2.Literature Review
India's Perspective
1997 Sit at 6-7 times the width of the screen of
TV.
2006 Addicted to TV than cell phones, followed
by
computer & video games.
2009 Parents perception on teenagers usage of
mobile
phones is not satisfactory(Ravichandran,
2009).
2010 Effect of media on children is heavy.
Causing Obesity, Aggressive behavior and
7
8. 3. Objectives of the Study
To examine the respondents agreement towards the
consequences faced by the children by the usage of
Electronic Gadgets.
To evaluate the affect of demographic variables on the
agreement of respondents towards the consequences
faced by the children by the usage of Electronic
Gadgets.
To extract the reasons for the usage of Electronic
Gadgets by the parents for their children.
8
9. 4. Hypotheses of the Study
The following Hypothesis helps in meeting the first
Objective.
Null Hypothesis(Ho1):
There is no significant effect of consequences on the
children's health by the usage of electronic gadgets.
Alternative Hypothesis(Ha1):
There is a significance effect of consequences on the
children's health by the usage of electronic gadgets.
Cont…
9
10. 4. Hypotheses of the Study
The following Hypothesis helps in meeting the Second
Objective.
Null Hypothesis(Ho2):
There is no significance effect of demographics of
children, background & income level of parents on the
consequences faced by the Children by the usage of
Electronic Gadgets.
Alternative Hypothesis(Ha2):
There is a significance effect of demographic of
children's background & income level of parents on the
consequences faced by the Children by the usage of
Electronic Gadgets.
10
11. 5.Research methodology
Research design:
Exploratory cum Descriptive Research
Design.
Sampling design:
• 254 population in Ongole town.
(5 areas out of 50 i.e.,10%)
• 153 sample size (76 Responses are
Used)
• Stratified Random Sampling(SRS)
technique.
- Proportionate SRS.
Data collection: Schedule (14 Questions)
Part A - 5 Questions (Demographics)
Part B - 9 Questions
11
12. 5.Research methodology
Data analysis:
•Normality of data is tested
- Kolmogorov – Smirnov Test (p-value=0.200) &
- Shapiro-Wilks Test (p-value=0.421)
•Homogeneity of data.
- Levine's test (p-value=0.227)
•One Sample T-test is used in meeting Objective 1.
• Independent Sample T-test &
ANOVA are used for Objective 2.
•Using MS-Excel 2007 & SPSS 22 version
12
13. 6. Results and Discussion
All the 153 respondents have agreed that they are using
Electronic Gadgets(EG).
68.62 % of respondents are in favour of usage of EG
31.38% of respondents are not in favour of usage of EG
Surprisingly,
49.67%(76) of respondents say
“Children are effected by EG”
50.33%(77) of respondents say
“Children are not effected by EG”
Obective1
One Sample t-test -- P-value=0.001<0.05(Do not Accept
Ho1)
Respondents Agree that the Children are facing
consequences by the usage of by Electronic Gadgets.
13
14. 6. Results and Discussion
Objective 2
Factor p-value Test Status of Ho
Gender 0.354 Indep.T-test Do not Reject Ho
Age 0.716 ANOVA Do not Reject Ho
Edu_of_Child 0.586 ANOVA Do not Reject
Ho
Edu_of_Parent 0.626 ANOVA Do not Reject
Ho
Income level of 0.347 ANOVA Do not Reject Ho
parents
There is no Significant effect of demographic variables
on the respondents opinion towards the consequences
faced by children by the usage of Electronic Gadgets.
14
15. 6. Results and Discussion
Objective 3
Two major reasons identified for the usage of Electronic
Gadgets by the parents for their Children are:-
i. To Entertain (78.9% i.e., 60 Respondents)
ii. To Play Games (48.7% i.e., 37 Respondents)
Other reasons are To educate, To Sleep, To Stop Crying
and To eat food.
Cont…
15
16. 6. Results and Discussion
The results related to objective one are as follows;
% of No.of.
Respondents Respondents Problem Accepted
61.8% 76 Facing Headache.
50.0% 38 Lagging interest in outdoor
too.
42.1% 32 Losing eye site.
27.6% 21 Facing obesity.
25.0% 19 Aggressive behavior.
21.1% 16 Won’t mingle with Friends.
15.78% 13 Falling interest towards
School.
14.4% 12 Facing sleeping problem.
14.47% 11 Psychological issues.
Cont…
16
17. 7.Findings
1. All the respondents are in favor of using Electronic
Gadgets.
2. About 49.67%(76) respondents state that their children
are facing consequences.
3. The major one are Headache, Lagging Interest in
Outdoor games, Loosing Eyesight and Facing Obesity
Problem.
4. Demographic Variables are not effecting on the opinion
of respondents towards the consequences faced by
the children by the usage of EG.
5. Two major reasons are identified such as To Entertain
and To Play Games because of which parents are
using EG.
6. 96.1% (i.e.,73)of parents are planning to take
measures such as deviating their concentrations to
17
18. 8. Practical Implications
1. Children are encouraged to do a lot of physical
exercise in order to avoid falling sick all the time
2. Parents should encourage their children not to watch
TV of age below 2 years.
3. Parents should encourage their children not to watch
for more than 1-2 hrs/day if their age is above 2 years
(Case, 2015) as suggested by American Academy of
Pediatrics.
4. Parents should spend their time to avoid/reduce the
usage of EG by children.
18
19. 9. Future Scope of Research
1. The present study can further be extended to other
age groups, places for better understanding of
consequences.
2. Similar kind of study can be conducted by increasing
the sample size to increase its validity and reliability.
3. The impact of movies on children and youth can also
be conducted to understand the sensitivity of children.
4. Role of parents in removing/subsidizing the sensitivity
of Children can be conducted.
19
20. 10.Conclusion
The usage of Electronic Gadgets is badly
effecting the Children’s health. It is suggested
to parents to be with them while watching TV
and make them do physical exercises and
yoga for better outcome. Even, it is suggested
to send their children to evening coaching
classes as well to involve them in cultural
activities in order to develop their brain
actively in a healthy environment.
"Technology Is Killing The Connection With Other Human
Beings”.
20
21. References
[1]Case, H. (2015, August 15). The Impact of Television on
Early
Childhood Brain Development. Retrieved July 15, 2016,
from
LiveStrong.com: http://www.livestrong.com/article/226572-
the-
impact-of-television-on-early-childhood-brain-development/
[2]Karaagac, A. T. (2015, June 15). Undesirable Effects of
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23. Thank you One and All
We Welcome Your
Suggestions!!!
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