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GADGET USAGE IN RELATION TO LEARNING OF CSS LEARNERS

Chapter 1

THE PROBLEM AND ITS BACKGROUND

Introduction

Many researchers have studied that technology has affected and changed the way

people live. Technology and gadgets are now indispensable in our daily lives. In the past

few years carrying a miniature computer (a smart phone) in a pocket has become

common place. Technology helps advance the human race forward and makes doing

mundane things more efficient and repeatable. Technology has helped create the

information revolution (Thatte, R. July 10, 2018 ).

A gadget is a small tool or device with a specific useful purpose and function.

Gadgets tend to be more unusual or cleverly designed than normal technology. In today’s

life, tasks are maximized with the use of modern gadgets. It is easier to accomplish daily

tasks and people are also able to do work with efficiency. One cannot even dare to

imagine life without smart phones, cell phones, laptops, tablets, iPods and so on (Tech

Crates, 2012). Today’s gadgets are one of the ways to make life more comfortable and

easier. Shy (2010) says that no one can deny the fact that gadgets have not only

simplified the lives of people but also made them more comfortable and luxurious.

Indeed, these gadgets really made a huge impact in people’s lives and became part of it.
In fact the use of the tech-gadgets and services by the present generation has a

positive impact on IT markets and therefore it is beneficial for the economy. Tech-

devices and gaming may have positive effects on investigating skills, strategic thinking

and creativity potential of the individuals. These tech devices and services are better

sources for learning for the youth and these are the sources of fun and entertainment

which help them distract from daily stresses of life. The digital behaviour of the youth

makes them sit at one place for a long period of time and the eye, hand and mental

coordination is maintained during that period. To cross the levels step by step in the

games may improve the engineering skills among the youth and it may also help in

building up good attitudes of moving ahead in life in spite of any obstacles. Following

studies support the positive effects of the tech-gadgets and services. Internet continues to

grow beyond our belief. (Tsitsika et al 2013).

Technology and human life cannot be separated; society has a cyclical co-

dependence on technology. We use technology; depend on technology in our daily life

and our needs and demands for technology keep on rising. Humans use technology to

travel, to communicate, to learn, to do business and to live in comfort. However,

technology has also caused us concerns. Its poor application has resulted in the pollution

of the environment and it has also caused a serious threat to our lives and society. This

calls for the proper use of technology. The biggest challenge facing people is to

determine the type of future we need to have and then create relevant technologies which

will simplify the way we do things (Ramey, K. November 12, 2012).

Youth is totally dependent on technology for almost everything. Little knowledge

or practical knowledge is not generated by classroom teachers, but by the internet.


Technology makes children older. They learn and watch things that could not be viewed

25 years ago. In this way, technology negatively affects our youth. Our youth is ready to

fight on social media but cannot run the road and cannot even take buckets of water at

home. (AAhmed, J. August 21, 2017 ).

Learners who become addicted to gaming, texting or social media may try to do

this in class, which may disrupt their learning and lead to disciplinary action. At home, it

may interfere with their study time. The negative effects of electronic gadgets on health

are well-documented. Persistent use of gadgets encourages a sedentary lifestyle and may

lead to poor posture and weight gain. In extreme cases, this may cause obesity, neck and

back issues and wrist and hand pain. (Gillespie, C. August 23, 2018).

Information and communication technology systems have provided a kind of

facility in the world that currently makes the world like a small globe globally. One of the

current technologies used by humans is gadgets. Very early recognition gadget for

children can have positive and negative impacts. These are influenced by several factors

such as the frequency, duration, and supervision of parents. Using gadgets as a basic

material for learning in children will have positive impacts such as increasing children’s

creativity and thinking. (Arfa, M. January 15, 2019).

Many researches were conducted aimed to organize understanding the change that

took place by using these technologies, and to explore the conversion in children’s

behavior and did focus to discover-what extent children feel aggression, and how they

react by using these modern technologies e.g. video games, mobile phones with various

applications embedded using via Internet with Wi-Fi connections video games consoles
and internet. Children’s use of modern technologies and it impacts on change in their

behaviour with the result of aggression after using various modern technologies. ( Mierlo,

V. et al 2004).

Many devices have become popular across generations, with a majority now

owning cell phones, laptops and desktop computers. Younger adults are leading the way

in increased mobility, preferring laptops to desktops and using their cell phones for a

variety of functions, including internet, email, music, games, and video. Among the

findings: Cell phones are by far the most popular device among American adults,

especially for adults under the age of 65. Some 85% of adults own cell phones overall.

Taking pictures (done by 76% of cell owners) and text messaging (done by 72% of cell

owners) are the two non-voice functions that are widely popular among all cell phone

users. Zikhurh, K. (2011).

As Buckingham, D. (2006) noted that modern technologies include effects of

mobile phones and the negative impact of technology on children’s behaviour i.e.

violence and aggressiveness. After the early 90s several scholars have studied the effects

of mobile phones and video games on children and adolescent. Different researches

explored the correlation between usability of technology and its effects on children

behaviour. General perception massively supports the idea that mobile phones and its

applications supporting to video games have vital negative effects due to the incidental

learning habit in children. .” (Livingstone et al 2002).

In the Philippines, President Benigno Aquino announced during the launch of the

country’s K-12 curriculum that the government eyes the use of tablet computers in public
schools in lieu of traditional textbooks (Enterprise Innovation, 2012). Furthermore, there

exist various programs by the government, non-government organizations and private

corporations in the Philippines that aim to provide one laptop computer per child. With

the presence of laptops in the classrooms, students become more engaged and involved in

school-related activities (Oquias, 2011).

Statement of the Problem

This study aims to describe the Gadgets and the relation of values in gadget usage

of CSS Learners

1. What is the profile of the respondent, in terms of:

1.1. Age

1.2. Gender

2. How may the Authors frequency of use may be describe on the following gadgets

in learning?

2.1 Cellphone

2.2 Computer

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