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Chapter 1
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
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
Technology and human life cannot be separated; society has a cyclical co-
and our needs and demands for technology keep on rising. Humans use technology to
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
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
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).
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
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
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
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
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
This study aims to describe the Gadgets and the relation of values in gadget usage
of CSS Learners
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