Review of related literature about effects of gadgets to students


Thanks to the rapid development of modern technology our life became much easier. It helps us in different spheres and education is one of them. Students actively use all kinds of gadgets to execute their assignments faster and more effectively. Moreover, teachers and professors encourage using modern devices.

This practice strongly affects academic performance in university. Is it good or bad for students? We think that it has a lot of advantages and disadvantages.

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Gadgets help to fulfill merely every academic assignment and very fast. Students receive instant access to information sources that help to complete their tasks. Such speed and productivity greatly motivate them. Students become active participants in the learning process and can improve all kinds of learning skills. Every gadget offers multiple functions to sustain any skills you need.

Besides, students collaborate with one another. They are divided into groups that are connected via devices. This ensures a quicker execution of tasks and promotes communicative and interpersonal skills. In the meanwhile, constant implementation of digital devices induces some problems and drawbacks. Many students become addicted to the continuous use of digital devices. Thus, they have torn off society and many of them cannot properly communicate with people in real life.

They get strongly dependent on technology and are completely unable to complete even the simplest assignments on their own.

The resourcefulness of technology encourages cheating. Thus, many students plagiarize their papers and steal concepts of other authors and students. However, some folks cannot find relevant data because many online resources are fakes. Besides, not all students can afford modern gadgets.

This gives advantages to students who possess gadgets. As a result, students without sufficient funds and digital support fall behind the rest. Of course, there are some other points too. Learn them all to make the right decision. Study the main functions of every gadget to understand whether it fits your learning style and goals or no.Participation, motivation, and interest in independent reading are low. Many high school students that struggle in reading do not enjoy it and even have negative associations with reading.

Cultivating an interest in reading among grade school students is valuable. Providing students with a variety of options is one way to encourage.

Technology can hurt students’ learning, research shows

Jennylyn E. Mejia, for her valuable guidance and supervision. We are also grateful to Mr. Efren Gavina who helped us in the statistical analysis of this research. Our thanks go as well to the teacher-education students who had served as our respondents to make this research worthwhile.

Simeon C. Cabansag the College Dean, Dr. Gemma V. Mamaril De Vera who. Introduction The primary purpose of the present research was to gain a better understanding of how text messaging has affected adolescent teenagers communication skills. This study focuses on some of the effects and likely problems arising out of the use of these text messaging.

Texting is the preferred mode of contact for nearly all social and communication activities, socialization and self-expression of the adolescents. They are also the quickest to adopt text messaging. Funded by top tier Venture Capital Funds, Myntra is among the best funded e-commerce companies in the country today. Myntra, which started as an online destination for personalized. Table of contents 1.In the age of technology and connectivity, electronic gadgets have graced their way into the learning process of students in the classroom.

These gadgets have been used to continually improve and expound methods through which students can learn. The gadgets mostly used by students are tablets, mobile phones and cameras. Also, the growing demand in terms of requirements from students is assisted by these electronic gadgets. Tasks and collaboration are done easier using technology available for educational purposes.

However, there are debates concerning the advantages and disadvantages of electronic gadgets usage inside the classroom. This blog article focuses on the advantages it can bring students. According to the study of Behnke, Gilliland, Schneider and Singer inthe usage of gadgets such as tablets in class can contribute to improved student performance, it also can contribute to the decrease in the number of students who perform poorly in class. Not only that, gadgets also help improve the efficiency of teaching methods and learning capacities of students using tablets in class.

Overall, the usage of electronic gadgets has made activities conducted in classrooms more flexible. The various features and functions of gadgets in class also play a part to efficiently transform teaching and learning methods, because of this, different senses of students are activated through the use of these gadgets. Traditionally, learning is dependent on teacher-centered strategies.

But with the transformations in the teaching methodologies and the availability of gadgets in the classroom, learning has deviated away from this focus.

Their independence and ability to control their learning pace using these gadgets have fostered personalized participation. Retention is one crucial factor in determining whether students are successfully learning in class. For instance, according to the study of Krause, Mogalle, Pohl and Williams insocial gamification can help increase knowledge-retention among students. Content is no longer presented through traditional methods such as the usage of boards, hardcopy drawings, and old school black and white projectors, through the usage of gadgets in the classroom, audio-visual and media presentations became not only available but portable for students.

Both students and teachers can also customize the ways through which information can be presented in class using electronic gadgets. These ways usually improve participation inside the classroom.

Computer-based technology and student engagement: a critical review of the literature

Due to the personalized and multiple functions of gadgets in class, collaboration consequently increases among students especially in terms of classroom participation and engagement. As mentioned earlier, the usage of gadgets makes learning flexible. In the same way that collaboration becomes more voluntary as opposed to traditional learning methods due to the features and accessibility of gadgets. This is most apparent in virtual classrooms, online discussions and online activities.

This is the most widely known use of using gadgets in the classroom. No longer do students have to physically go to libraries and browse hardcopy books for simple research or homework.

Public Health

Information is within their grasp in matters of seconds. Also, researching online is not only limited to Google or Google Scholar. Schools often also provide access to paid research scholarly digital database such as Ebsco and Jstor.The acceleration of modern technology in the techno gadget era has led to the transformation of modern media highlighted by Generation Z. The aim of this study is to explore how gadget addiction influences the level of depression, anxiety, stress and sleep quality among the samples from the Ministry of Health Training Institution Sungai Buloh, Malaysia.

Using the stratified sampling method, a total of college students from various field are surveyed on the Smartphone Problematic Use Questionnaire, Depression Anxiety Stress Scale and Pittsburg Sleeping Quality Index. The Pearson correlation analysis and linear regression are adopted to find the relationship among the variables. Results show that gadget addiction is a predictor of depression, anxiety, stress and sleep disturbances.

The findings of descriptive analysis show that the level of addiction, depression, anxiety and stress among the trainers is high. Positive correlations are found between the gadget addiction and levels of depression, anxiety, stress and sleep quality. Therefore, it is generally possible to know that the problem of gadget addiction can interfere with mental health of the users if the use of gadgets is not well controlled.

The implications of this study are useful to academics and heavy gadget users and those who are hooked with their gadgets in their everyday life. Further studies in this area are needed to delve deeper into other issues related to each element of gadget addiction in order to reinforce the research framework which will in turn develop a standard guide for controlling gadget use in Malaysia. A gadget is an important device and has become a necessity for human beings around the world.

Tal and Torous said the rapid development of modern technology in the era of technological gadget has led to the revolution of modern media by the present generation Z Gen Z. Previously, the use of gadget is very limited to professionals but nowadays, the use of these gadgets is not uncommon especially among Gen Z.

More and more gadget users are able to own these devices because they are widely available and are commonly sold at affordable price. This study is generally aimed at identifying the extent of addiction affecting mental health quality of sleep, depression, anxiety and stress among Gen Z. In particular, the objectives of this study are to identify the level, relationship and contribution of quality of sleep, depression, anxiety and stress as well as gadget addiction among Gen Z users.

The outcome of this study is expected to contribute to various parties especially teenagers and parents in identifying the elements that can lead to mental health and also serves as a guide in helping this group reduce their dependency on this gadget. All the sections in this study involve quantitative data collection. Without a gadget, someone will be perceived as an outdated person. A research conducted by Turner states that users who use gadgets are the most effective explorer in digital information.

This is because the convenient strategy in searching for information helps users improve their search and sharing information methods.For somethis generation of digital natives are using technology in collaborative and social ways that will revolutionise learning.

Others worry about the damage these devices are doing to their concentration spans and their ability to think deeply. So what is the truth about technology and education? Is it better to read War and Peace on a Kindle or on paper? Or should we forgo 19th-century novels completely in favour of co-creating our own stories on Facebook?

As a recent New Scientist article acknowledgedthe rapid pace of technological change means large-scale studies of many of these issues are lacking.

However, there is some reliable research. It has been said by many — from headteachers to union reps to Today presenters — that the internet reduces the importance of knowing facts. However, research from cognitive science shows the vital importance of remembering facts. When we think, we use working memory and long-term memory.

The Effects of Gadgets on the Academic Performance of Students

Long-term memory is vast, but working memory is limited to about four to seven items and is easily overloaded. By committing facts to long-term memory, we free up precious space in our working memory to manipulate those facts and combine them with new ones. We also need a framework of facts in long-term memory to make sense of what we find on the internet; studies show that pupils frequently make errors when asked to look up unfamiliar knowledge.

Long-term memory is not a bolted-on part of the mind that we can outsource to the cloud. Another big insight from cognitive psychology is that we remember what we think about. At first sight, technology may not seem as though it will be very helpful here. Pop-up message alerts, ever-changing websites, and enticing hyperlinks make it very hard for us to think about what we are supposed to.

North American studies show that university students frequently multitask on their laptops during lectures, and that those who do so understand less than students who concentrate solely on the lecture. Even if we switch off the internet, computers can still distract.

Willingham gives an example of pupils working on a presentation about the causes of the Spanish civil war who spent most of their time experimenting with the different animations available in Powerpoint. The striking thing about many computer games is that while they often involve quite monotonous tasks, they still prove incredibly addictive.

So one potential solution for the distraction problem is to design educational games that grab and hold attention in the same way that computer games do. Duolingo and Khan Academy, two popular learning apps, offer points and badges when pupils complete challenges. Even in the case of such promising apps, we still have to put in time, effort and thought if we want to learn.

The immense computing power we possess definitely has the potential to make learning easier — but only if we acknowledge it will never make it effortless. This article is more than 7 years old. Daisy Christodoulou. The immense computing power we possess will only make learning easier if we acknowledge it will never make it effortless. Reuse this content.Metrics details. Computer-based technology has infiltrated many aspects of life and industry, yet there is little understanding of how it can be used to promote student engagement, a concept receiving strong attention in higher education due to its association with a number of positive academic outcomes.

The purpose of this article is to present a critical review of the literature from the past 5 years related to how web-conferencing software, blogs, wikis, social networking sites Facebook and Twitterand digital games influence student engagement.

We prefaced the findings with a substantive overview of student engagement definitions and indicators, which revealed three types of engagement behavioral, emotional, and cognitive that informed how we classified articles.

Our findings suggest that digital games provide the most far-reaching influence across different types of student engagement, followed by web-conferencing and Facebook.

Findings regarding wikis, blogs, and Twitter are less conclusive and significantly limited in number of studies conducted within the past 5 years. Overall, the findings provide preliminary support that computer-based technology influences student engagement, however, additional research is needed to confirm and build on these findings.

We conclude the article by providing a list of recommendations for practice, with the intent of increasing understanding of how computer-based technology may be purposefully implemented to achieve the greatest gains in student engagement. The use of computers, mobile devices, and the Internet is at its highest level to date and expected to continue to increase as technology becomes more accessible, particularly for users in developing countries Poushter, Greater access to and demand for technology has presented unique opportunities and challenges for many industries, some of which have thrived by effectively digitizing their operations and services e.

Integrating technology into teaching and learning is not a new challenge for universities. Within the past two decades, however, this challenge has been much more difficult due to the sheer volume of new technologies on the market. Many organizational barriers to technology integration arise from competing tensions between institutional policy and practice and faculty beliefs and abilities. Organizational barriers to technology adoption are particularly problematic given the growing demands and perceived benefits among students about using technology to learn Amirault, ; Cassidy et al.

The purpose of this paper is to provide a literature review on how computer-based technology influences student engagement within higher education settings. We focused on computer-based technology given the specific types of technologies i. Computer-based technology hereafter referred to as technology requires the use of specific hardware, software, and micro processing features available on a computer or mobile device.

Despite the interest in student engagement and the demand for more technology in higher education, there are no articles offering a comprehensive review of how these two variables intersect. Our review aims to address existing gaps in the student engagement literature and seeks to determine whether student engagement models should be expanded to include technology.

The review also addresses some of the organizational barriers to technology integration e. One limitation of the literature, however, is the lack of detail regarding how teaching and learning practices were used to select and integrate technology into learning.

For example, the methodology section of many studies does not include a pedagogical justification for why a particular technology was used or details about the design of the learning activity itself.

Therefore, it often is unclear how teaching and learning practices may have affected student engagement levels. We revisit this issue in more detail at the end of this paper in our discussions of areas for future research and recommendations for practice. Our initial search revealed themes regarding which technologies were most prevalent in the literature e.Covid pandemic has slowed down progress in many sectors of human life worldwide and education has considerably been affected from pre-primary to tertiary levels.

Coping with this pandemic resulted in the move to E-leaning from face - to- face teaching whereby a number of challenges are impeding the intended learning outcomes. In this study, Introduction to Literature in English is focused with specific interest in undergraduate students. While they should be taught Literature to be equipped not only with ethical values, critical thinking and analytical skills but also communication skills in English; online teaching challenges them hence jeopardizing the intended goal due to a number of factors such as limited or lack of ICT skills and resources which makes online learning during the COVID lockdowns not inclusive.

This work is licensed under a Creative Commons Attribution 4. Published: Aug 29, Abstract Covid pandemic has slowed down progress in many sectors of human life worldwide and education has considerably been affected from pre-primary to tertiary levels.

Bazimaziki, G. 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. Free Essays on Related Literature About Effects Of Gadgets To Students for students. Use our papers to help you with yours 1 - attainment of the respondents. Chapter 2. REVIEW OF RELATED LITERATURE. Foreign literature revealed that technology aids student expression and presents.

The present study shows the effects of the excessive use of gadgets student's academic performance. It also gives some advices on how to pretend using gadgets. REVIEW OF RELATED LITERATURE Gadgets A gadget is a small tool or device which improve technology skills, and have positive effects on students' writing. technology, it will give effect on children's development. If the technology is properly used, it can make betterment. to one's life, but if it.

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. The children were asked questions relating to their access to electronic the effect of gadget use on different health‐related problems.

These same concerns are relevant to the provision of behavioral health services online. Students/Young Adults. College students and other young adults may be. The findings of the study are related to the positive effects of the use of gadgets on university students. In this section, respondents are. Chapter Windows 12 download Review of Related Literature Mobile phone has gained immeasurable ground in the lives of students all over the world.

Where learners use digital learning at home as well as school for Nearly 60% of the studies examined the effects of computer aided. REVIEW OF LITERATURE Studies related to electronic gadget excessive use And approximately studies have examined the TV effects on children.

Addiction and Distraction- Many students have become addicted to these sites and digital gadgets and these results into many distractions while they are trying.

know the level of agreement of the students to the effects of gadgets under modular CHAPTER 2 REVIEW OF RELATED LITERATURE AND STUDIES. The development of technology should be utilized as well as possible, in which the students can learn not only depend on the source of the book, but can use the.

A Meta-Analysis of the Effects of. Computer Technology on School. Students' Mathematics Learning. 46 primary studies covering. 37, learners. Higgins, S. Literature Review. Technology is a recent marvel in our everyday life that has taken off. Technology allows the most difficult tasks to become seamlessly. The study intended to analyze the health impacts of increased gadget use among college students during the lockdown.

Earlier studies have attempted to study the. effect from the using of gadget on the students' study habit, they can learn and adding some vocabulary when CHAPTER II: REVIEW OF RELATED LITERATURE.