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  • Published: 18 August 2020

Excessive use of electronic gadgets: health effects

  • Gurmeet Singh Sarla MBBS, MS (General Surgery) 1  

The Egyptian Journal of Internal Medicine volume  31 ,  pages 408–411 ( 2019 ) Cite this article

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Mobile phones, internet, social networking sites, and texting have changed the way we see the world. There are ~6.9 billion mobile users, almost as many as people on earth. People who excessively use electronic gadgets develop musculoskeletal disorders. Repetitive strain injury is a chronic condition that develops because of repetitive, forceful, or awkward hand movements for prolonged periods leading to damage to muscles, tendons, and nerves of the neck, shoulder, forearm, and hand, which can cause pain, weakness, numbness, or impairment of motor control. Eyes, neck muscles, arm, and wrist are affected with prolonged use of electronic gadgets. People who use smartphones excessively, because of their reduced amounts of face-to-face interaction, are likely to have a feeling that their social relationships are not supportive and rewarding and that they are not actively contributing to the happiness and well-being of others. The aim of this review article is to study literature and list the problems associated with prolonged use of electronic gadgets and ways to minimize the symptoms owing to increased ‘screen time’. Smartphone overuse may lead to development of repetitive stress injury or overuse syndrome thereby affecting hand function resulting in pain in the thumb. Prolonged use of electronic gadgets may affect the human body adversely. There is a critical need to promote healthy ways of smartphone use, as well as the importance of friendship and family connectedness as a way of promoting the psychological well-being. Physicians should get themselves updated of these new disorders and younger generation needs to be educated adequately about the ergonomic practices and health safety of gadget usage.

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Department of General Surgery, MH Devlali, Nasik, Maharashtra, 422401, India

Gurmeet Singh Sarla MBBS, MS (General Surgery) ( Senior Registrar, 159 General Hospital, Senior Advisor Surgery )

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Sarla, G.S. Excessive use of electronic gadgets: health effects. Egypt J Intern Med 31 , 408–411 (2019). https://doi.org/10.4103/ejim.ejim_56_19

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Published : 18 August 2020

Issue Date : December 2019

DOI : https://doi.org/10.4103/ejim.ejim_56_19

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  • repetitive strain injury
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Prevalence and impact of the use of electronic gadgets on the health of children in secondary schools in Bangladesh: A cross-sectional study

Affiliations.

  • 1 Department of Genetic Engineering & Biotechnology University of Dhaka Dhaka Bangladesh.
  • 2 Disease Biology & Molecular Epidemiology Research Group Chattogram Bangladesh.
  • 3 Institute of Statistical Research and Training University of Dhaka Dhaka Bangladesh.
  • 4 Department of Endocrinology Chittagong Medical College Chattogram Bangladesh.
  • 5 Department of Geography and Environmental Studies, Faculty of Biological Sciences University of Chittagong Chattogram Bangladesh.
  • 6 Department of Genetic Engineering & Biotechnology, Faculty of Biological Sciences University of Chittagong Chattogram Bangladesh.
  • PMID: 34622022
  • PMCID: PMC8485597
  • DOI: 10.1002/hsr2.388

Background and aims: Use of technological gadgets has rapidly been increasing among adolescents, which may result in health issues and technology addiction. This study focuses on the prevalence of usage of technological gadgets and health-related complications among secondary school-going children of Bangladesh.

Methods: A total of 1803 secondary school students from 21 different districts of Bangladesh participated in the study. The children were asked questions relating to their access to electronic gadgets, time spent on outdoor activities, and whether they experienced any health-complications as an after-effect of the usage. A binary logistic regression model was adapted considering time spent on gadgets as an independent variable and health problems (physical and mental) as the dependent variable.

Results: Among all the gadgets, 67.11% of the participants were reported to use mobile phones on a daily basis. Due to the ongoing COVID-19 pandemic, 24.48% of respondents used electronic gadgets for attending online classes. The participants were reported to use gadgets significantly more ( P < .05) in 2020 as compared to 2019. Children showed less tendency to spend time in outdoor activities. More than 50% of the participants spend time doing outdoor activities for less than 1 hour daily. An association between gadget use and health problems like headache, backache, visual disturbance, and sleeping disturbance has been observed in our study.

Conclusion: This study demonstrates that different socio-demographic factors have influence on the use of gadgets by children, and this use has greatly been affecting both the physical and mental health of the secondary school-going students of Bangladesh.

Keywords: Bangladesh; gadgets; health complications; secondary school students.

© 2021 The Authors. Health Science Reports published by Wiley Periodicals LLC.

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Conflict of interest statement

The authors declare there is no conflict of interest.

Types and purposes of use…

Types and purposes of use of gadgets by students; (A) Percentage of participants…

Pattern and total time spending…

Pattern and total time spending on gadgets and outdoor activities. (A) A comparison…

Types of physical problems for…

Types of physical problems for excessive use of gadgets

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  • Generations and their gadgets

Table of Contents

  • Methodology

Main findings

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.
  • Desktop computers are most popular with adults ages 35-65, with 69% of Gen X, 65% of Younger Boomers and 64% of Older Boomers owning these devices.
  • Millennials are the only generation that is more likely to own a laptop computer or netbook than a desktop:  70% own a laptop, compared with 57% who own a desktop.
  • While almost half of all adults own an mp3 player like an iPod, this device is by far the most popular with Millennials, the youngest generation—74% of adults ages 18-34 own an mp3 player, compared with 56% of the next oldest generation, Gen X (ages 35-46).
  • Game consoles are significantly more popular with adults ages 18-46, with 63% owning these devices.
  • 5% of all adults own an e-book reader ; they are least popular with adults age 75 and older, with 2% owning this device.
  • Tablet computers , such as the iPad, are most popular with American adults age 65 and younger. 4% of all adults own this device.

Additionally, about one in 11 (9%) adults do not own any of the devices we asked about, including 43% of adults age 75 and older.

In terms of generations, Millennials are by far the most likely group not only to own most of the devices we asked about, but also to take advantage of a wider range of functions. For instance, while cell phones have become ubiquitous in American households, most cell phone owners only use two of the main non-voice functions on their phones: taking pictures and text messaging.  Among Millennials, meanwhile, a majority use their phones also for going online, sending email, playing games, listening to music, and recording videos.

However, Gen X is also very similar to Millennials in ownership of certain devices, such as game consoles. Members of Gen X are also more likely than Millennials to own a desktop computer.

e-Book readers and tablet computers so far have not seen significant differences in ownership between generations, although members of the oldest generation (adults age 75 and older) are less likely than younger generations to own these devices.

Overview

These findings are based on a survey of 3,001 American adults (ages 18 and older) conducted between August 9 and September 13, 2010. The margin of error is +/- 3 percentage points. Interviews were conducted in English and Spanish, and the survey included 1,000 cell phone interviews. (More information is availabe in the Methodology section .)

Gadget ownership over time

In this chart, the dips in tech ownership registered in the September 2010 survey are mostly a result of the fact that Spanish interviews were added to the survey. Most of the Pew Internet surveys before 2010 were only conducted in English. The Project has added Spanish to this survey and that knocked down the overall tech-ownership numbers in some instances because respondents who wanted to be interviewed in Spanish were somewhat less likely than others to be tech non-users.

Link to infographic

Background: Generations defined

This is part of a series of reports by the Pew Research Center’s Internet & American Life Project exploring how different generations use technology (previous reports: 2010 , 2009 , 2006 ). All the generation labels used in these reports, with the exceptions of “Younger Boomers” and “Older Boomers,” are the names conventionalized by William Strauss and Neil Howe in their book, Generations: The History of America’s Future, 1584 to 2069 (Perennial, 1992). The Pew Internet Project’s “Generations” reports make the distinction between Younger Boomers and Older Boomers because enough research has been done to suggest that the two decades of Baby Boomers are different enough to merit being divided into distinct generational groups.

Generations defined

The Pew Research Center recently published a series of reports that more closely examined the values, attitudes and experiences of the Millennial generation . 1  These reports are available in full at pewresearch.org/millennials . Many of these reports also compare this younger generation to older cohorts.

The primary adult data in this report come from a Pew Internet Project survey conducted from August 9-September 13, 2010, with some data from a survey conducted April 29 to May 30, 2010. For more information about these surveys, please see the  Methodology section at the end of this report.

Cell phones

Eighty-five percent of Americans age 18 and older own a cell phone, making it by far the most popular device among adults. Mobile phones are especially popular with adults under the age of 66, although the largest drop-off is for adults in the oldest generation (those age 75 and older), of whom 48% own a cell phone.

Cell phone ownership

When asked further about the presence of mobile phones in their households, one-third (33%) of those who do not own a cell phone live in a household with at least one working mobile phone. This means that overall, 90% of all adults—including 62% of those age 75 and older—live in a household with at least one working cell phone.

Cell phone households

As the proportion of households with at least one working cell phone rises, many are doing without a landline phone connection at all. In the first half of 2010, roughly one in four (25%) American adults lived in households that were “wireless only” in that they had at least one cell phone, but no landline. This includes more than half (51%) of young adults ages 25-29. 2

Use of cell phone functions

Though cell phones are now ubiquitous in American homes, the level of engagement with the phones does vary widely between generations. As shown in the above table, our May 2010 survey found that while roughly the same proportion of adults in the Millennial generation and Generation X own cell phones, Millennials are significantly more likely to use their phones for a variety of purposes. A majority of Millennials use their phones for taking photos, texting, going online, sending email, playing games, listening to music, and recording videos—making them significantly more likely than any other generation to engage in all of these activities.

In fact, the only two activities that are widely popular for all cell phone owners are taking pictures and sending text messages. Taking pictures is the most popular function on Americans’ phones, with more than half of all cell phone owners under the age of 75 using their phones for this purpose (only 16% of adults age 75 and older take photos with their phones). Text messaging, though also widely adopted, is less popular with adults over age 56.

Generations and cell phones (click for larger version)

Click here for a larger verison  

Desktop and laptop computers

As noted in previous reports , desktop computer ownership has fallen slightly since 2006, as laptops have gained in popularity. 3 Currently 59% of all adults own a desktop computer, and 52% own a laptop (76% own a computer overall).

Desktop vs laptop over time

Millennials are the only generation that is more likely to own a laptop or netbook (70%) than a desktop computer (57%). While 69% of adults in Generation X own a desktop, a close 61% own a laptop. While roughly six in ten adults ages 47-65 own a desktop, only 49% of Younger Boomers and 43% of Older Boomers own a laptop.

Desktop vs laptop

Only  45% of adults over age 65 have a computer of any kind (40% of adults in that age group use the internet), and they are increasingly likely to use a desktop: 28% of adults age 75 and older use a desktop, and 10% use a laptop. 4

Mp3 players

Almost half—47%—of adults own an iPod or other mp3 player. However, among the devices examined in this report, mp3 players saw the widest range in ownership rates between generations. While 74% of Millennials own an mp3 player, only 56% of members of Gen X do—and adoption rates continue to drop for each of the older generations. Only 3% of adults age 75 and older own this type of device.

iPod or mp3 player

Game consoles

Overall, 42% percent of all adults age 18 and older own a game console, and it is especially popular with members of the Millennial Generation and Generation X.  Sixty-three percent of all adults ages 18-46 own a game console like an Xbox or Play Station, as well as 38% of those ages 47-56. Ownership rates continue to drop off, to 19% of Older Boomers (ages 56-64), 8% of the Silent Generation (ages 66-74), and only 3% of the G.I. Generation (age 75 and older).

Game consoles

Additionally, as previously reported in “ Americans and Their Gadgets ,” parents with children living at home are nearly twice as likely as non-parents to own a game console—64% of parents own one,  vs 33% of non-parents. 5

e-Book Readers and Tablet Computers

As of September 2010, 5% of American adults own an electronic book reader such as a Kindle or Sony Digital Book, up from 2% of adults the first time the question was asked in April 2009.

e-Book readers

Statistically, there is very little variation between the different generations, although the G.I. Generation is slightly less likely than younger generations to own such a device. Though age is not a strong predictor of e-book use,  our previous “Gadgets” report noted that ownership is more likely among college graduates and those with relatively high household incomes. 6

iPads and tablet computers

Though there have been several incarnations of tablet-like computers over the years, 7 they had not gained widespread attention until Apple introduced the iPad in early 2010. 8

As of September 2010, 4% of American adults own a tablet computer such as an iPad. Though education and household income are high predictors for owning a tablet computer, as with e-book readers, they are also more popular with adults age 56 and under (who are significantly more likely to own a tablet computer than adults age 66 and older).

In a previous May 2010 survey, when 3% of all adults said they owned a tablet computer,  roughly six in ten of tablet owners said they use their device to access the internet. However, given the small number of tablet owners these findings are not reported in detail here. 9

Infographic: Summary of gadget ownership

Generations and their gadgets - Pew Internet

Click for a larger version

  • Scott Keeter and Paul Taylor, “The Millennials.” Pew Research Center, December 11, 2009. http://pewresearch.org/pubs/1437/millennials-profile ↩
  • Stephen J. Blumberg and Julian V Luke, “Wireless Substitution: Early Release of Estimates from the National health Interview Survey, January-June 2010.” National Center for Health Statistics, December 2010. http://www.cdc.gov/nchs/data/nhis/earlyrelease/wireless201012.htm ↩
  • See “Americans and their gadgets” (2010): https://www.pewresearch.org/internet/Reports/2010/Gadgets/Report/Desktop-and-Laptop-Computers.aspx ↩
  • See “Americans and their gadgets” (2010): https://www.pewresearch.org/internet/Reports/2010/Gadgets/Report/Game-consoles.aspx ↩
  • See “Americans and their gadgets” (2010): https://www.pewresearch.org/internet/Reports/2010/Gadgets/Report/eBook-Readers-and-Tablet-Computers.aspx ↩
  • Brad Stone and Ashlee Vance, “Just a Touch Away, the Elusive Tablet PC.” The New York Times, October 4, 2009. http://www.nytimes.com/2009/10/05/technology/05tablet.html ↩
  • The iPad was introduced in January 27, 2010 and went on sale April 3. ↩
  • See “Mobile Access” (2010): https://www.pewresearch.org/internet/Reports/2010/Mobile-Access-2010/Part-3/Mobile-access-using-laptops-and-other-devices.aspx ↩

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Effect of Electronic Gadgets on the Behaviour, Academic Performance and Overall Health of School Going Children- A Descriptive Study

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Background: Electronic gadgets and media have become an inadvertent part of our lives in today's era. Growth in mobile phone density has increased exponentially since the last 5 years.The adolescent populationhas seen a very significant increase in t he mobile-phone usage, mainly because this gadget acquires much greater relevance in adolescence than it does in other developmental stages.Hence, the present study was carried out to find out the effect of the usage of electronic gadgets in the overall behaviour, academic performance and health of the school going children. Method: The sample size consisted of 240 students from age group 12 to 16 years. A questionnaire survey was conducted among these students at a government high school, Mangalore, Karnataka.T he questionnaire assessed the overzealous use of electronic gadgets and their effects on children 's behaviour, academic performance and overall health. Results: After the descriptive analysis of the data, it was found that 69% of the students like to use gadgets at night before sleeping of which 59% of the children complained of frequent headaches in the morning along with some difficulty in seeing the blackboard from back benches. 53% of the children had difficulty in concentrating during classes or at home while studying, hence reporting an overall fall in their grades. CONCLUSION: Although use of electronic gadgets is not the sole leading cause to health problems, they do contribute significantly to a variety of mental and physical health disorders: obesity, sle ep disorders, ophthalmic disorders, aggressive behaviour etc.

Key words: Academic Performance, child behavior, electronic Gadgets.

INTRODUCTION:

Electronic gadgets and media have become an inadvertent part of our life in today's era. Growth in mobile phone density has increased exponentially since the last 5 y1 ears. Almost everyone is equipped with some or the other form of electronic gadgets. One of the groups in which the increase in mobile-phone use has been the most significant is adolescents, not only because virtually all adolescents have one of these devices but also because the mobile phone acquires much greater relevance in adolescence than it does in other developmental stages (namely youth, adulthood, or older age). It is surprising to note that in this short span of time, a large amount of literature has been written on...

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The Relationship between the Duration of Playing Gadget and Mental Emotional State of Elementary School Students

Arlinda sari wahyuni.

1 Department of Public Health and Community Medicine, Faculty of Medicine, Universitas Sumatera Utara, Padang Bulan, Medan Baru, Medan, Sumatera Utara 20155, Indonesia

Ferdinan Benito Siahaan

Ivana alona, nerdy nerdy.

2 Department of Pharmaceutical Chemistry, Faculty of Pharmacy, Universitas Sumatera Utara, Padang Bulan, Medan Baru, Medan, Sumatera Utara 20155, Indonesia

3 Department of Pharmacy, Academy of Pharmacy Yayasan Tenaga Pembangunan Arjuna, Pintubosi, Laguboti, Toba Samosir, Sumatera Utara 22381, Indonesia

BACKGROUND:

Technology has provided a type of facility in the world that currently makes the world like a virtual globe. One of the technologies currently used by humans is gadgets. Generally, children and adolescents nowadays often use gadget excessively. They use it excessively which may affect their social and emotional functions.

This study aims to determine the relationship between the duration of playing gadget and mental-emotional state of elementary school students.

This study uses Strength and Difficulties Questionnaire (SDQ) which contains 25 questions that can be used for children aged 8 to 16 years. This research was conducted in August 2018 with fourth-grade students of Public Elementary School and Private Elementary School Medan as respondents. This study uses a cross-sectional study method with the chi-square test as a statistical hypothesis test. The number of respondents in this study was 103 students consist of 73 students of Public Elementary School and 30 students of Private Elementary School Medan.

The results of this study found a relationship between the duration of playing gadgets on mental-emotional at elementary school students with a probability value of 0.0001 (p < 0.05) and the relationship between the frequency of using gadgets and mental-emotional with a probability value of 0.001 (p < 0.05).

CONCLUSIONS:

There is a significant relationship between mental emotional and the duration of playing gadgets and the frequency of using gadgets elementary school students.

Introduction

Information and communication technology systems have provided a kind of facility in the world that currently makes the world like a small globe globally [ 1 ]. One of the current technologies used by humans is gadgets. A gadget is an object or item created specifically in this advanced era with the aim of helping everything become easier and more practical compared to previous technologies [ 2 ]. Generally, children and adolescents nowadays often use intense gadgets. They use it excessively which can affect their social and emotional function. The majority of children and adolescents have smartphones, laptops, game consoles, tablets, iPod [ 3 ]. The use of electronic gadgets has greatly increased in the contemporary world, particularly among children, as a result of addiction [ 4 ].

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. It can appear with parents and children, as well firm in providing time limits for children in playing gadget. Likewise the opposite, if the supervision of parents is lacking and there is no firm effort in providing time limits of playing gadget in children, can cause negative effects. The children may develop to negative characters such as shy, lacking confident, lonely and stubborn [ 2 ].

The frequency or intensity of the children in using gadgets will affects their mental and emotional development. From a study conducted by the University of Western Australia, through a survey of 2,600 school students about the length of looking at the gadget screen, it was found that 45% of 8-year-old children and 80% of 16-year-old students spent more than two hours of playing gadget in a day [ 5 ].

There is no data about the correlation between mental and emotional condition with the duration and frequency of using gadgets among elementary school students in Medan, Indonesia which has been published yet. Thus, this study is seeking information whether mental and emotional condition is affected by the duration and frequency of using gadgets among elementary school students

This study is an analytical study using a cross-sectional approach. This study uses a questionnaire Strength and Difficulties Questionnaire (SDQ) which contains questions that can be used for children aged 8-16 years. SDQ has 25 items on psychological attributes, divided into 5 scales: emotional symptoms, behavioural problems, hyperactivity/inattention, peer relations problems, and prosocial behaviours that are answered based on 3 choices: never, rarely, and often [ 6 ].

The study was conducted in August 2018 with students of Public Elementary Schools and Private Elementary School Medan grade 4 as respondents. The population that the researchers set in this study were fourth-grade elementary students.

We carried out a simple random sampling technique by using computer draw the samples. Our respondents were elementary school students from Public Elementary Schools and Private Elementary School in Medan who were included in the criteria. The collected data were analysed using computer statistical software by using the chi-square test (χ 2 ). The statistical level was determined as significant if the p-value is < 0.05.

In our study, we included 103 respondents consisting of 73 students (70.9%) from Public Elementary Schools and 30 students (29.1%) from Private Elementary Schools in Medan. Among the respondents 49.5% were boys, and 50.5 % were girls and the age distribution was majorly at the age of 8-9 years (52%). Based on the most used gadget type by the respondents are smartphones (52.4%) and followed by tablets (33%) and laptops (9.7%) The frequency of using gadgets was mostly 1-3 days (51.5%), 6-7 days (30.1%), and 4-5 days (18.4%), respectively. Based on the duration of gadget usage in a week, 43% of respondents used gadgets < 5 hours a week, 34% of respondents 6-10 hours a week, and 21% of respondents > 10 hours a week. Based on mental-emotional categories, we obtained 35.9% was normal and borderline categories and 28.2% were abnormal.

Characteristics distribution of respondents, Characteristic Gadget, and mental-emotional category

Characteristics of Respondentsn%
GenderMale5149.5
Female5250.5
Age8-9 years old5452
10-11 years old4948
SchoolPublic Elementary Schools7370.9
Private Elementary Schools3029.1
5452.4
Tablet3433.0
Laptop109.7
Etc54.9
Number of Gadget Usage days in a week1-3 day5351.5
4-5 day1918.4
6-7 day3130.1
Play Gadget Duration in a week< 5 hour4543
6-10 hour3634
> 10 hour2221
Mental EmotionalNormal3735.9
Borderline3735.9
Abnormal2928.2

Based on SDQ criteria*.

Based on the research, it was found that the emotional mental results of the normal category based on female sex were 59.5% and men 40.5%. Borderline categories based on female sex were 43.2%, and men were 56.8%. The abnormal category based on female sex is 51.7%, and males are 48.3%. The normal emotional and mental category was 48.6% and 51.3% at the age of 8-9 years and 10-11 years, respectively. The borderline category among children ages of 8-9 year was56.7% and 10-11 years was 43.2%. The abnormal category in 8-9 years old was 51.7% and 10-11 years old was 48.2%.

Mental Emotional Distribution of Respondents

Respondents based on GenderMental Emotional
Normal n (%)Bordeline n (%)Abnormal n (%)
 Male15 (40.5%)21 (56.8%)15 (51.7%)
 Female22 (59.5%)16 (43.2%)14 (48.3%)
Respondents based on AgeNormal n (%)Borderline n (%)Abnormal n (%)
 8-9 years old18 (48.6%)21 (56.7%)15 (51.7%)
 10-11 years old19 (51.3%)16 (43.2%)14 (48.2%)
Respondents based on SchoolNormal n (%)Borderline n (%)Abnormal n (%)
 Public Elementary Schools29 (78,4%)22 (59.5%)22 (75.9%)
 Private Elementary Schools8 (21.6%)15 (40.5%)7 (24.1%)

Based on elementary school type, it was found that most mental and emotional category of the public elementary school students was at the normal category (78.4%). Whereas in the private elementary school students, the mental and emotional category was mostly in borderline range (40.5%)

Based on the research, the results of the normal mental, emotional category based on the frequency of gadget usage in the week were 1-3 days a week at 60%. Mental-emotional with borderline categories based on the frequency of gadget usage in the most weeks is 4-5 days a week as much as 42.1%. The emotional mentality is not normal category based on the frequency of use of gadgets in a week which is the most is 6-7 days as much as 51.5% with P value = 0.001, indicating that there is a significant relationship between mental, emotional and frequency of playing gadget. Emotional mentality in the normal category based on the number of hours of gadget usage in the most week is < 5 hours a week at 70.3%, the most borderline category is 6-10 hours a week 51.4%, the abnormal category based on the most hours of gadget usage in the week is > 10 hours a week of 55.2% (p-value = 0.0001).

Mental Emotional Relationships with the Frequency of Using Gadgets and Number of Hours in a Week

Number of Usage Gadgets days (/ week)Mental Emotional
Normal n (%)Borderline n (%)Abnormal n (%)
 1-3 days27 (60)6 (31.6)4 (13)
 4-5 days18 (34)8 (42.1)11 (35.5)
 6-7 days8 (16)5 (26.3)16 (51.5)
 Chi-SquareP = 0.001
Number of Gadget Usage Hours (/ week)Normal n (%)Borderline n (%)Abormal n (%)
 < 5 hours26 (70.3)15 (40.5)4 (13.8)
 6-10 hours8 (21.6)19 (51.4)9 (31)
 > 10 hours3 (8.1)3 (8.1)16 (55.2)
 Chi-SquareP = 0.0001

SDQ has 25 items on psychological attributes, divided into 5 scales: emotional symptoms, behavioural problems, hyperactivity/inattention, peer relations problems, and prosocial behaviours that are answered based on 3 choices: never, rarely, and often [ 6 ].

Number of frequent answers by respondents

SDQ ScaleNumber of frequent answers by respondents
Emotional symptoms140
Behavioural Problems89
Hyperactivity/lack of attention160
Peer relationship problems185
Prosocial behaviour291

From the results of the study it was found that the most “frequent” answers on the prosocial behaviour scale were 291 answers from which of the 5 questions on the prosocial behaviour scale, problem number 1 had the most “frequent” answers.

Based on the results of the study, the majority of the respondents were children of 8-9 years old. As many as 51.7% of respondents aged 8-9 years are considered an abnormal mental, emotional category. According to Mildayani (2017), children aged 6-17 years are playing gadgets in the specified time, when the time is up they will ask for extra time. This is one sign of the effects of addiction. Children with their strength will hit, become aggressive, or cry [ 7 ]. Research conducted by Wiguna et al ., in 161 children and adolescents showed that 54.81% had problems with relationships with peers and 42.2% had emotional problems [ 8 ].

The study showed that most of the respondents were female. However, as many as 51.7% of male respondents were categorised as abnormal. According to Jarot (2015), the influence of the gadget on the level of violence is mostly males, because it is more aggressive and the level of emotion has not been controlled. So that fellow men often quarrel [ 9 ].

Based on the research obtained based on the type of gadget that has the most is a smartphone. According to research by Okky Rachman (2015), elementary school children who have the most types of gadgets are mobile phones, the second most choice is laptops because they are larger so they are more likely to be satisfied to play games [ 10 ].

Based on the results of the study, the highest distribution of respondents for the number of days of use of gadgets in a week is 1-3 days a week. However, in this study mental, emotional abnormalities obtained the highest frequency is 6-7 days of use in a week, whereas, the most duration of gadget usage is < 5 hours a week. However, in this study, the abnormally emotional category obtained the highest number in duration more than 10 hours.

According to Sari and Mitsalia (2016), the use of gadgets is categorised as high intensity when using a gadget with a duration of more than 120 minutes/day and in one use is > 75 minutes. Also, a day can be many times (more than 3 times usage) the use of gadgets with a duration of 30-75 minutes will cause addiction in the use of gadgets. Furthermore, the use of medium intensity gadgets if using a gadget with a duration of more than 40-60 minutes/day and intensity of use in one use 2-3 times/day for each use [ 11 ].

Based on the research, it was found that the emotional mentality of respondents with an abnormal category was 28.2%. According to Sundus M (2015) about the effect of using gadgets on children that using too many gadgets causes depression in children at certain ages. This also causes mental health problems in children in childhood and adolescence. They may act depressed, or we can see the worst of these symptoms of depression within a few days [ 12 ].

Other studies conducted by Mingli et al ., (2015) say that children who use gadgets for more than 2 hours per day have an increased risk of depression, and that risk increases with increasing screen time [ 13 ]. Ferguson (2017) found a small positive relationship but significant use of the duration of playing gadget with feelings of depression and delinquency in children when playing gadgets for more than 6 hours per day [ 14 ].

Another major concern regarding excessive use of gadgets in the age of children is a negative action. A study in Malaysia conducted in 2011 found that children became very dependent on gadgets, they would have negative sentiments if they lost their gadgets, the majority will say that they will be angry, sad, and insecure [ 4 ]. The use of gadgets for too long duration can affect aggressive levels in children. Also, the child becomes insensitive to the environment around him. Children who are too cool with their gadgets result in forgetting to interact or communicate with people around and their families, and that will have a negative impact on children’s social development [ 2 ]. Many studies have explored the relationship between gadget use and mental emotionality in children, and the results are clear, when using gadgets increase, so too the risk of mental-mental problems including depression, anxiety, ADHD, mood disorders, and suicide [ 15 ].

In conclusion, based on the results of the study, the conclusions obtained are there is a significant relationship between the duration of playing gadgets on mental-emotional elementary school students. Mental-emotional elementary school students also have a significant relationship to the frequency of gadget usage in a week. There is a significant relationship between the respondent’s mental emotionality on the number of hours of gadget usage in a week.

The advice given to parents and teachers is to limit the use of gadgets to children where the duration of playing gadgets should be less than 40 minutes/day and frequency < 3 times/day and 1-3 days/week. For health workers and schools can make counselling efforts on excessive use of gadgets and conduct early detection using the SDQ questionnaire.

Funding: This research did not receive any financial support

Competing Interests: The authors have declared that no competing interests exist

How Electronics Affect Sleep

Headshot of Danielle Pacheco, Staff Writer

Danielle Pacheco

Staff Writer

Danielle is originally from Vancouver, BC, where she has spent many hours staring at her ceiling trying to fall asleep. Danielle studied the science of sleep with a degree in psychology at the University of British Columbia

Want to read more about all our experts in the field?

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Kimberly Truong

Sleep Medicine Physician

Dr. Truong is a Stanford-trained sleep physician with board certifications in sleep and internal medicine. She is the founder of Earlybird Health.

Sleep Foundation

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The Sleep Foundation editorial team is dedicated to providing content that meets the highest standards for accuracy and objectivity. Our editors and medical experts rigorously evaluate every article and guide to ensure the information is factual, up-to-date, and free of bias.

The Sleep Foundation fact-checking guidelines are as follows:

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Table of Contents

Why Do Electronic Devices Keep You Up?

Tips for using technology at night.

Tempting as it might be to use your computer or phone before bed, studies have shown these devices can interfere with sleep by suppressing the production of melatonin Trusted Source National Library of Medicine, Biotech Information The National Center for Biotechnology Information advances science and health by providing access to biomedical and genomic information. View Source , a natural hormone released in the evening to help you feel tired and ready for sleep. This leads to neurophysiologic arousals that increase feelings of alertness Trusted Source National Library of Medicine, Biotech Information The National Center for Biotechnology Information advances science and health by providing access to biomedical and genomic information. View Source when you should be winding down instead.

The biological clock in healthy adults follows a 24-hour sleep-wake cycle Trusted Source National Institute of Neurological Disorders and Stroke (NINDS) NINDS aims to seek fundamental knowledge about the brain and nervous system and to use that knowledge to reduce the burden of neurological disease. View Source . When the sun rises in the morning, your body produces cortisol, a hormone that makes you feel awake and alert. As daylight fades, the body releases another hormone, melatonin, that produces feelings of sleepiness.

Electronic back-lit devices like cell phones, tablets, readers, and computers emit short-wavelength enriched light, also known as blue light. Fluorescent and LED lights Trusted Source Centers for Disease Control and Prevention (CDC) As the nation’s health protection agency, CDC saves lives and protects people from health threats. View Source also emit blue light, which has been shown to reduce or delay the natural production of melatonin in the evening and decrease feelings of sleepiness. Blue light can also reduce the amount of time you spend in slow-wave and rapid-eye movement (REM) sleep, two stages of the sleep cycle that are vital for cognitive functioning.

Children are particularly vulnerable Trusted Source National Library of Medicine, Biotech Information The National Center for Biotechnology Information advances science and health by providing access to biomedical and genomic information. View Source to sleep problems stemming from electronic devices that emit blue light. Numerous studies have established a link between using devices with screens before bed and increases in sleep latency, or the amount of time it takes someone to fall asleep. Additionally, children who use these devices at night often do not receive enough high-quality sleep and are more likely to feel tired the next day.

Certain types of household lighting Trusted Source National Library of Medicine, Biotech Information The National Center for Biotechnology Information advances science and health by providing access to biomedical and genomic information. View Source can also affect melatonin production at night. One study found that bright bedroom lighting can decrease the nocturnal production of melatonin by as much as 90 minutes compared to dim lighting.

Unlike blue light, red, yellow, and orange light have little to no effect on your circadian rhythm. Dim light with one of these colors is considered optimal for nighttime reading. Portable e-readers like the Kindle and Nook emit blue light, but not to the same extent as other electronic devices. If you prefer to use an e-reader such as a Kindle or Nook, dim the display as much as possible.

We recommend avoiding computers, smartphones, and other blue light-emitting devices in the hours leading up to bedtime. However, this may not be an option for certain people, such as those who work or study at night. If you need to use one of these devices in the evening, the following strategies can help you sleep longer and better.

  • Decrease Your Daytime and Nighttime Electronics Use : Using electronic devices for long periods during the day Trusted Source National Library of Medicine, Biotech Information The National Center for Biotechnology Information advances science and health by providing access to biomedical and genomic information. View Source can negatively impact sleep too, especially among adolescents. Common effects include shorter sleep duration, longer sleep onset, and more sleep deficiency. Talk to your teenagers about excessive electronics exposure and, if need be, impose restrictions on their daily use.
  • Establish a Relaxing Bedtime Routine : A regular bedtime that ensures an adequate amount of rest is essential for healthy sleep. The hour before bed should consist of relaxing activities that don’t involve devices with screens.
  • Make Your Bedroom a Screen-Free Zone : While a lot of people prefer to keep a television in their bedroom, watching TV before bed is generally discouraged due to the negative effect it can have on your sleep. In fact, we recommend removing all of your electronic devices from your bedroom – and encourage your kids to do the same.
  • Keep the Bedroom Lights Dim : Light intensity is measured in a unit known as lux. Some studies have shown that normal indoor light levels of 100 lux or more can suppress melatonin production and interfere with your sleep-wake schedule. Dimmer indoor lighting affects your melatonin production to a much lesser extent.
  • Use Nighttime Mode : Many cell phones, tablets, and other portable electronic devices are equipped with a “nighttime mode” that is easier on the eyes before bed. As one study noted, the most effective nighttime modes Trusted Source National Library of Medicine, Biotech Information The National Center for Biotechnology Information advances science and health by providing access to biomedical and genomic information. View Source reduce blue light emissions and decrease the display’s brightness setting. You should manually dim the display if your device does not automatically adjust the brightness in nighttime mode.
  • Invest in Some “Blue Blocker” Glasses : You can purchase orange-tinted eyeglasses specifically designed to shield your eyes from blue light emissions. This may not be ideal, especially if you don’t like wearing glasses, but some studies have found them to be very effective. Blue light blocking glasses are relatively inexpensive, and you should be able to find a decent pair for less than $100.

About Our Editorial Team

Headshot of Danielle Pacheco, Staff Writer

Danielle Pacheco, Staff Writer

Headshot of Dr. Kimberly Truong

Medically Reviewed by

Kimberly Truong, Sleep Medicine Physician PhD

References 8 sources.

Shechter, A., Kim, E. W., St-Onge, M., & Westwood, A. J. (2018). Blocking nocturnal blue light for insomnia: A randomized controlled trial. Journal of Psychiatric Research, 96, 196–202., Retrieved from

Gringras, P., Middleton, B., Skene, D. J., & Revell, V. L. (2015). Bigger, Brighter, Bluer-Better? Current Light-Emitting Devices – Adverse Sleep Properties and Preventative Strategies. Frontiers in Public Health, 3, 233., Retrieved from

National Institute of Neurological Disorders and Stroke. (2019, August 13). Brain basics: Understanding sleep., Retrieved October 26, 2020, from

Centers for Disease Control and Prevention. (2020, April 1). The Color of the Light Affects the Circadian Rhythms., Retrieved October 26, 2020, from

Hale, L., Kirschen, G. W., LeBourgeois, M. K., Gradisar, M., Garrison, M. M., Montgomery-Downs, H., Kirschen, H., McHale, S. M., Chang, A., & Buxton, O. M. (2019). Youth screen media habits and sleep: sleep-friendly screen-behavior recommendations for clinicians, educators, and parents. Child and Adolescent Psychiatric Clinics of North America, 27(2), 229–245., Retrieved from

Gooley, J. J., Chamberlain, K., Smith, K. A., Khalsa, S. B. S., Rajaratnam, S. M. W., Van Reen, E., Zeitzer, J. M., Czeisler, C. A., & Lockley, S. W. (2011). Exposure to Room Light before Bedtime Suppresses Melatonin Onset and Shortens Melatonin Duration in Humans. The Journal of Clinical Endocrinology & Metabolism, 96(3), 463–472., Retrieved from

Hysing, M., Pallesen, S., Stormark, K. M., Jakobsen, R., Lundervold, A. S., & Sivertsen, B. (2015). Sleep and use of electronic devices in adolescence: results from a large population-based study. BMJ Open, 5(1)., Retrieved from

Nagare, R., Plitnick, B., & Figueiro, M. G. (2018). Does the iPad Night Shift mode reduce melatonin suppression? Lighting Research & Technology, 51(3), 373–383., Retrieved from

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72 Best Tech Gifts to Buy in 2024

Get them what they really want this time around.

Try scrolling Amazon's tech section for a few minutes; it's stupid. Another pair of wireless earbuds and a portable charger are not standout gifts, unless they're a need. To really wow the loved one you're buying a gift for, you gotta dig. An under-desk treadmill , a smart home device , a revolutionary tablet , a WiFi-enabled charcoal grill —this is the stuff that's going to blow their minds. For other suggestions, though, I found the 72 best tech gifts for anyone on your list. New blockbuster tech to ol' reliable house tech and everything in between. This is what they want.

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These headphones are powered 100 percent by light, be it sunlight or lightbulb light. The future is now.

Philips Hue Signe Floor Lamp

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Traditionally, we've had a hard-line stance that adults should not own colorful LED lights. But the Philips Hue collection can connect to music or TV, and it displays in tasteful, muted shades.... We'll allow this one.

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How to Thrive as You Age

Got tinnitus a device that tickles the tongue helps this musician find relief.

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Allison Aubrey

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After using the Lenire device for an hour each day for 12 weeks, Victoria Banks says her tinnitus is "barely noticeable." David Petrelli/Victoria Banks hide caption

After using the Lenire device for an hour each day for 12 weeks, Victoria Banks says her tinnitus is "barely noticeable."

Imagine if every moment is filled with a high-pitched buzz or ring that you can't turn off.

More than 25 million adults in the U.S., have a condition called tinnitus, according to the American Tinnitus Association. It can be stressful, even panic-inducing and difficult to manage. Dozens of factors can contribute to the onset of tinnitus, including hearing loss, exposure to loud noise or a viral illness.

There's no cure, but there are a range of strategies to reduce the symptoms and make it less bothersome, including hearing aids, mindfulness therapy , and one newer option – a device approved by the FDA to treat tinnitus using electrical stimulation of the tongue.

The device has helped Victoria Banks, a singer and songwriter in Nashville, Tenn., who developed tinnitus about three years ago.

"The noise in my head felt like a bunch of cicadas," Banks says. "It was terrifying." The buzz made it difficult for her to sing and listen to music. "It can be absolutely debilitating," she says.

Tinnitus Bothers Millions Of Americans. Here's How To Turn Down The Noise

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Tinnitus bothers millions of americans. here's how to turn down the noise.

Banks tried taking dietary supplements , but those didn't help. She also stepped up exercise, but that didn't bring relief either. Then she read about a device called Lenire, which was approved by the FDA in March 2023. It includes a plastic mouthpiece with stainless steel electrodes that electrically stimulate the tongue. It is the first device of its kind to be approved for tinnitus.

"This had worked for other people, and I thought I'm willing to try anything at this point," Banks recalls.

She sought out audiologist Brian Fligor, who treats severe cases of tinnitus in the Boston area. Fligor was impressed by the results of a clinical trial that found 84% of participants who tried Lenire experienced a significant reduction in symptoms. He became one of the first providers in the U.S. to use the device with his patients. Fligor also served on an advisory panel assembled by the company who developed it.

"A good candidate for this device is somebody who's had tinnitus for at least three months," Fligor says, emphasizing that people should be evaluated first to make sure there's not an underlying medical issue.

Tinnitus often accompanies hearing loss, but Victoria Banks' hearing was fine and she had no other medical issue, so she was a good candidate.

Banks used the device for an hour each day for 12 weeks. During the hour-long sessions, the electrical stimulation "tickles" the tongue, she says. In addition, the device includes a set of headphones that play a series of tones and ocean-wave sounds.

The device works, in part, by shifting the brain's attention away from the buzz. We're wired to focus on important information coming into our brains, Fligor says. Think of it as a spotlight at a show pointed at the most important thing on the stage. "When you have tinnitus and you're frustrated or angry or scared by it, that spotlight gets really strong and focused on the tinnitus," Fligor says.

"It's the combination of what you're feeling through the nerves in your tongue and what you're hearing through your ears happening in synchrony that causes the spotlight in your brain to not be so stuck on the tinnitus," Fligor explains.

research on electronic gadgets

A clinical trial found 84% of people who used the device experienced a significant reduction in symptoms. Brian Fligor hide caption

A clinical trial found 84% of people who used the device experienced a significant reduction in symptoms.

"It unsticks your spotlight" and helps desensitize people to the perceived noise that their tinnitus creates, he says.

Banks says the ringing in her ears did not completely disappear, but now it's barely noticeable on most days.

"It's kind of like if I lived near a waterfall and the waterfall was constantly going," she says. Over time, the waterfall sound fades out of consciousness.

"My brain is now focusing on other things," and the buzz is no longer so distracting. She's back to listening to music, writing music, and performing music." I'm doing all of those things," she says.

When the buzz comes back into focus, Banks says a refresher session with the device helps.

A clinical trial found that 84% of people who tried Lenire , saw significant improvements in their condition. To measure changes, the participants took a questionnaire that asked them to rate how much tinnitus was impacting their sleep, sense of control, feelings of well-being and quality of life. After 12 weeks of using the device, participants improved by an average of 14 points.

"Where this device fits into the big picture, is that it's not a cure-all, but it's quickly become my go-to," for people who do not respond to other ways of managing tinnitus, Fligor says.

One down-side is the cost. Banks paid about $4,000 for the Lenire device, and insurance doesn't cover it. She put the expense on her credit card and paid it off gradually.

Fligor hopes that as the evidence of its effectiveness accumulates, insurers will begin to cover it. Despite the cost, more than 80% of participants in the clinical trial said they would recommend the device to a friend with tinnitus.

But, it's unclear how long the benefits last. Clinical trials have only evaluated Lenire over a 1-year period. "How durable are the effects? We don't really know yet," says audiologist Marc Fagelson, the scientific advisory committee chair of the American Tinnitus Association. He says research is promising but there's still more to learn.

Fagelson says the first step he takes with his patients is an evaluation for hearing loss. Research shows that hearing aids can be an effective treatment for tinnitus among people who have both tinnitus and hearing loss, which is much more common among older adults. An estimated one-third of adults 65 years of age and older who have hearing loss, also have tinnitus.

"We do see a lot of patients, even with very mild loss, who benefit from hearing aids," Fagelson says, but in his experience it's about 50-50 in terms of improving tinnitus. Often, he says people with tinnitus need to explore options beyond hearing aids.

Bruce Freeman , a scientist at the University of Pittsburgh Medical Center, says he's benefitted from both hearing aids and Lenire. He was fitted for the device in Ireland where it was developed, before it was available in the U.S.

Freeman agrees that the ringing never truly disappears, but the device has helped him manage the condition. He describes the sounds that play through the device headphones as very calming and "almost hypnotic" and combined with the tongue vibration, it's helped desensitize him to the ring.

Freeman – who is a research scientist – says he's impressed with the results of research, including a study published in Nature, Scientific Reports that points to significant improvements among clinical trial participants with tinnitus.

Freeman experienced a return of his symptoms when he stopped using the device. "Without it the tinnitus got worse," he says. Then, when he resumed use, it improved.

Freeman believes his long-term exposure to noisy instruments in his research laboratory may have played a role in his condition, and also a neck injury from a bicycle accident that fractured his vertebra. "All of those things converged," he says.

Freeman has developed several habits that help keep the high-pitched ring out of his consciousness and maintain good health. "One thing that does wonders is swimming," he says, pointing to the swooshing sound of water in his ears. "That's a form of mindfulness," he explains.

When it comes to the ring of tinnitus, "it comes and goes," Freeman says. For now, it has subsided into the background, he told me with a sense of relief. "The last two years have been great," he says – a combination of the device, hearing aids and the mindfulness that comes from a swim.

This story was edited by Jane Greenhalgh

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THE IMPACT OF GADGETS IN LEARNING AMONG GRADE 11 STUDENTS

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The main objective of this study was to determine the impact of gadgets in learning among Grade 11-STEM students at Urdaneta City National High School during the school year 2017-2018. It looked into the frequency of use of the gadgets in learning which are cellphones, computers, and tablets and the the impact of gadgets in learning as perceived by the students. Further, it determined the significant relationship between the frequency of use and the impact of gadgets. The study was conducted at Urdaneta City National High School, Urdaneta City which included 70 Grade 11 student respondents who are enrolled in the Science, Technology, Engineering and Mathematics (STEM) strand during the school year 2017-2018. This study made use of the quantitative research design with the questionnaire as the main gathering tool. The data were tabulated into a contingency table and treated with the proper statistical measures. For problem number 1 and 2, the Average Weighted Mean method was used; a four-point scale and five-point scale Likert scale was used in the analysis. The problem number 3 and the null hypothesis were tested for its significance using the Pearson Product Correlation method. Relative to the analyses and interpretation of data, it was deducted that cellphones are always used by the students, computers are sometimes used by the students and tablets are seldom used by the students in learning. This study also deducted that the use of gadgets has a moderately positive impact in learning but it also has a slightly negative impact. It was also deducted that there was no significant correlation between the frequency of use and the impact of gadgets.

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This research aimed to evaluate the usage of gadgets in demographic variations regarding gender among secondary school students form urban and rural areas of Islamabad. The detail review of the literature was taken on the uses of electronic gadgets. The positive and negative uses of the electronics were discussed in the society. To explore the effects of electronic gadgets on academic performance of secondary school students, structured questionnaire was designed to collect the data. All questionnaire consisted on the Likert scale. The students’ responses were tabulated, analyzed and interpreted by using percentage and mean score. Linear Regression was used for calculating the impact level of variables using SPSS package. Independent sample t test was opted to validate the findings of this study. The data was further segregated to analyze the difference of academic performance in female and male students. The findings of the study revealed that the use of gadgets has positive effe...

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This research aims to determine how much influence gadgets have on the learning outcomes of grade 4 elementary school students. This research is quantitative research with an ex post facto research design. In this study, the sampling technique used random cluster sampling with a population of 859 students and a sample of 141 students. The research instruments were questionnaires and tests. Instrument test using validity test and reliability test. The data analysis of the normality test, linearity test, and hypothesis test with the regression test, f-test, t-test and the coefficient of determination. The study’s results showed a significant effect of the use of gadgets on student learning outcomes by 23.5%, with a correlation value of 0.491. Τhis indicates that the relationship influence of the role of parents, students&#39; learning motivation and the use of gadgets on student learning outcomes is powerful and significant.

Abby Shien Kasim

THE POSITIVE EFFECTS OF UNRESTRICTED USAGE OF GADGETS TO THE ACADEMIC PERFORMANCE OF GRADE 12 SHS STUDENTS OF ESPERANZA NATIONAL HIGH SCHOOL

2 Abstract The term technology comes from the Greek word "techne", which means the art or skill used in order to solve a problem, improve a pre-existing solution to a problem, achieve a goal, handle an applied input/ output relation or perform a specific function; technology is the making, modification, usage and knowledge of tools, machines, techniques and method of organisation (Liddel, Scott, Jones & McKenzie, 1940). That means, it can refer to the collection of tools,

International Journal of Social Learning (IJSL)

Lilik Sugianti

Using gadgets cannot be avoided in daily life. It becomes more primary for students in higher education since they change to learn online during the covid−19 pandemic period. They should use gadgets focusing on education, but unfortunately, studies had reported that students are addicted to using gadgets to access some entertaining applications. Therefore, it was essential to investigate how the students manage using gadgets and their effects on their achievement. This survey research required the student&#39;s responses to a Gadget Scale-Short Version (SAS-SV) Addict item. The researchers collected data using a survey questionnaire on Google Form to determine how using gadgets affects the students&#39; achievement. This research was done from August to December 2020. The results showed that both male and female students were identified as high-risk addicted. Moreover, the gadget addiction had terrible effects on the student&#39;s physical and psychological even though it did not si...

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Thandar Soe Sumaiyah Jamaludin

International Journal of Multidisciplinary Research and Analysis

mildred lozano

Technology has always flourished for the gain of mankind. Broadly speaking, all cellular phones, laptops and computers belong to technological devices. Thus, students used these devices for learning. This quantitative inquiry investigated the use of technological devices of students and its relationship to their academic performance. Hence, a researcher-made questionnaire was utilized to answer the descriptive and inferential questions. It was found out that there is no significant difference between the use of technological devices and the academic performance of students. But there was a significant relationship found between the two variables. A recommendation on the use of both traditional method and use of technological devices was made to augment and improve the learning needs of the students.

The Asian Institute of Research Education Quarterly Reviews

Widodo Zuhdi , Widiputera Ferdi

Abstract This study aims to determine the impact of using gadgets on psychosocial, socio-emotional development, selfreliance, responsibility, and student learning outcomes. The focus of this study is elementary school students in urban areas with samples taken from six schools, three each in East Jakarta and South Jakarta in the Indonesian capital city, DKI Jakarta. The results showed that the use of gadgets had a significant influence on psychosocial, socio-emotional, self-reliance, responsibility development, then this variable became mediation which had a significant influence on student learning outcomes. Although it can have a positive or negative impact, it is difficult to limit the use of this gadget to students. For this reason, it is recommended that teachers be able to develop and utilize the use of gadgets in teaching and learning activities to students, encourage creativity, critical thinking, collaborative learning, and encourage problem solving learning. Every element in the school (headmaster, class teacher, guidance and counseling teacher, and others) must intensively explain to students about the impact of using positive or negative gadgets. Schools also need to work with parents to pay more attention to and control the use of gadgets by their children at home. Keywords: Gadget, Psychosocial, Socio-Emotional, Self-Reliance, Responsibility, Student Learning Results

https://www.ijrrjournal.com/IJRR_Vol.7_Issue.4_April2020/Abstract_IJRR0071.html

International Journal of Research & Review (IJRR)

Technological advances are now very rapid and increasingly sophisticated. Many of the technology that have been created make such a great change in human life in various fields. Likewise, the Gadget can be used as a learning resource for students of class XII SMA Panca Budi Medan. The purpose of this research is to know the monitoring of gadgets as a source of learning in grade XII SMA Panca Budi Medan, to know the constraints on Gadget use as a source of learning students in the class XII SMA Panca Budi Medan. The study was conducted at the class XII SMA Panca Budi Medan located at Jalan jendral Gatot Subroto Km. 4,5 Sub-district of Simpang Tanjung Sub-village of Medan Sunggal Medan Municipality of North Sumatera Province. This research uses a qualitative approach. Data acquisition can be through primary data sourced from teachers and principals, while secondary data from the students of class XII SMA Panca Budi Medan. Gadgets are one of the supporting tools and learning resources for students. Nowadays we often find the utilization of gadgets to be one of the technology that can help teachers, students in obtaining materials in teaching and learning poses. In order to obtain the proper use of gadgets in the school teachers must always supervise the participants in order not to be wrong in their use. The use of gadgets should also be something that can help students gain data, make it easier and help students in achieving achievements. The use of Gadget as a source of learning for class XII SMA Panca Budi Medan is used by students during the learning process after receiving instruction from teachers who teach subjects to find materials or issues related to learning topics from the teacher concerned, but when the teacher does not instruct the student then Gadget can not be used freely.

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June 17, 2024 feature

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An ingestible device to record gastric electrophysiological activity

by Ingrid Fadelli , Medical Xpress

A ingestible device to record gastric electrophysiological activity

Recent technological advancements have enabled the development of new cutting-edge medical devices, including surgical robots, sensors that can monitor physiological processes and VR platforms to train doctors. A long-standing goal for medical technology engineers is to also create devices that can be ingested or otherwise inserted within the human body to observe or track the activity of specific organs.

Researchers at Massachusetts Institute of Technology (MIT) and Harvard Medical School recently developed a new ingestible device that could be used to record electrophysiological signals in users' gastrointestinal tracts. This device, introduced in a paper published in Nature Electronics , could help doctors to safely diagnose and monitor the progression of disorders affecting the digestion of food and liquids.

"The ability to record high-quality electrophysiology data from the gastrointestinal tract and enteric nervous system is of use in understanding a variety of disorders and improving health care via early diagnosis ," Siheng Sean You, Adam Gierlach and their colleagues wrote in their paper.

"However, such measurements remain challenging because electrodes must be implanted surgically or worn on the skin, which results in a trade-off between signal quality and invasiveness. We report an ingestible device for gastric electrophysiology."

The enteric nervous system (ENS), one of the three key divisions of the autonomic nervous system, is comprised of millions of neurons and cells regulating the secretion of hormones in the gastrointestinal tract. Many disorders of the gastrointestinal tract , including gastroparesis and functional dyspepsia, are associated with dysfunctions in these neurons' electrical signaling.

Reliably tracking the electrical signaling of cells in the gastrointestinal track could thus help doctors to diagnose various disorders, better understand their underpinnings and devise personalized treatment strategies. The ingestible device developed by You, Gierlach and their colleagues can record these electrical signals and send them to a receiver outside of a patient's body.

The device developed by the team consists of an electronic module and various flexible measurement electrodes, contained inside a 3D-printed case that looks like a capsule or pill. This case, along with the electrodes, are all made of biocompatible materials that should be safe to introduce within the human body.

"The non-invasive system, which is termed multimodal electrophysiology via ingestible, gastric, untethered tracking (MiGUT), consists of encapsulated electronics and a sensing electrode ribbon that unrolls in the stomach following delivery to make contact with the mucosa," You, Gierlach and their colleagues wrote.

"The vc device then records and wirelessly transmits biopotential signals to an external receiver. We show that the device can record electrical signals—including the gastric slow wave, respiration signal and heart signal—in a large animal model and can monitor slow wave activity in freely moving and feeding animals."

You, Gierlach and their colleagues have so far evaluated their device by inserting it in anesthetized pigs and then collecting measurements when the pig woke up and started moving again.

Their findings were highly promising, suggesting that the device can be safely introduced inside a living animal and can record high-quality electrical signals of its gastric environment.

The device could soon be evaluated further in additional animal tests and eventually in human clinical trials. In the future, its development could open new avenues for medical research and practices, while also potentially informing the development of other ingestible medical devices .

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Electronics Weekly

By Steve Bush 18th June 2024

MEMS ultrasonic transducers key to detecting deep vein thrombosis

German research incubator Fraunhofer IPMS is working on a portable cuff that can be used to detect deep vein thrombosis (DVT) using ultrasound scanning from CMUTs – capacitive micromachined ultrasonic transducers.

ThrombUS FraunhoferIPMS CMUT silicon

“They are considered to be the next generation of medical ultrasound sensors,” according to Fraunhofer. “The low-cost mass production of CMUTs makes them widely available. Their advantages, such as miniaturisation with a high number of channels, high bandwidth and sensitivity, open up the possibility of developing a completely new diagnostic system.”

ThrombUS-FraunhoferIPMS cmut ultrasound trasducerThrombUS FraunhoferIPMS cmut ultrasound trasducer

The transducer development is part of an €9.5m European Horizon Europe Innovation Action programme to develop the cuff called ThrombUS+, which has 18 members across Greece, Lithuania, France, Germany, USA, Italy, Finland and Spain, ending in mid-2027.

“There are many challenges in developing a portable solution for the diagnosis and prevention of thrombosis,” said ThrombUS+ co-ordinator Professor Eleni Kaldoudi, coordinator of the project and a medical scientist at the Athena Research Center in Greece. “We are addressing these challenges not only from a technological perspective. One of the strengths of the consortium lies in the application of a compliance-by-design approach, which integrates legal, regulatory and safety requirements for complex medical devices as early as possible in the development process, thus shortening the innovation’s path to the patient.”

Fraunhofer IPMS has teamed up with French/US transducer maker Vermon to complete the CMUT-based sensor.

CMUTs have a thin membrane suspended over a substrate to form a wide flat cavity. The membrane is one electrode of the capacitor and the substrate the other. Changing the potential across this capacitance flexes the membrane, and this is exploited to radiate ultrasound.

In about half of DVT patients, according to Fraunhofer IPMS, the blood clot breaks away from the vein wall and travels to the lungs, where it can cause a pulmonary embolism. Approximately 25% of people who suffer a pulmonary embolism die as a result. It is third cause of cardiovascular death worldwide after stroke and heart attack. In up to two-thirds of all thrombosis cases, people have no initial symptoms.

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research on electronic gadgets

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COMMENTS

  1. Prevalence and impact of the use of electronic gadgets on the health of children in secondary schools in Bangladesh: A cross‐sectional study

    Among all the gadgets, 67.11% of the participants were reported to use mobile phones on a daily basis. Due to the ongoing COVID‐19 pandemic, 24.48% of respondents used electronic gadgets for attending online classes. The participants were reported to use gadgets significantly more (P < .05) in 2020 as compared to 2019. Children showed less ...

  2. Addictive use of digital devices in young children: Associations with

    Previous research has linked specific use of digital devices (e.g. online gaming, smartphone screen time) with impulsive behavior in the context of intertemporal choice among adolescents and adults. However, not much is known about children's addictive behavior towards digital devices and its relationship to personality factors and academic ...

  3. Effects of Electronic Gadgets in the Academic Perfomance of ...

    This descriptive research was designed to find out the effect of electronic gadgets on the academic performance of senior high school (SHS) learners, study habit and level of proficiency in the use of electronic gadgets. This was conducted at four small implementers of SHS in the municipality of Sara, Iloilo.

  4. Gadgets and Electronics

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  5. Electronic Device Use: How It Affects the Well-being of Children and

    Rodriguez, Sabrina and Merryman, Amandalee, "ELECTRONIC DEVICE USE: HOW IT AFFECTS THE WELL-BEING OF CHILDREN AND ADOLESCENTS" (2021). Electronic Theses, Projects, and Dissertations. 1215. https://scholarworks.lib.csusb.edu/etd/1215. This Project is brought to you for free and open access by the Ofice of Graduate Studies at CSUSB ScholarWorks.

  6. Prevalence of Excessive Electronic Gadgets Use and Its Impact on

    The study Result: nding revealed that, the majority of samples 128 (51.2%) were moderately use electronic gadgets, whereas 110 (44%) samples having excessive use of electronic gadgets and 12 (4.8% ...

  7. Effects of Electronic Gadgets in The Academic Perfomance of ...

    Figure 1. Research Paradigm Dependent Variable Figure 1: The Paradigm showing the relationship between the effect of electronic gadgets on the academic performance of the Senior High School Students when they are taken as an entire group and classified according to age, grade level, sex, and

  8. Original research: Gadget addiction among school-going children and its

    Introduction. Around the world, people are increasing their reliance on technology devices at a rate that has never been seen before. 1 Not only adults but also children are excessively immersed in electronic gadgets in today's times, which generates issues and worries regarding the effects these devices have on children in terms of their physical and cognitive development. 2 3 Regarding the ...

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  11. Prediction on Impact of Electronic Gadgets in Students Life using

    Nowadays electronic gadgets play an important role in students' life as a source of learning. The Dependency of services provided by electronic gadgets has reached a large scale. Electronic gadgets like smart phones have a major impact on people in their day-to-day life. Among all, students are the important one, as they rely on electronic gadgets for their academic activities. The major ...

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    Mobile phones, internet, social networking sites, and texting have changed the way we see the world. There are ~6.9 billion mobile users, almost as many as people on earth. People who excessively use electronic gadgets develop musculoskeletal disorders. Repetitive strain injury is a chronic condition that develops because of repetitive, forceful, or awkward hand movements for prolonged periods ...

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    Electronic gadgets like video games, internet, cellphone and television has become widely and unrestrictedly used tools. These gadgets have become a central force that fuels the rhythm of daily life. But for a growing number of adolescents its on out ... A descriptive correlational research design was used. The instrument used for data ...

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    Results: Among all the gadgets, 67.11% of the participants were reported to use mobile phones on a daily basis. Due to the ongoing COVID-19 pandemic, 24.48% of respondents used electronic gadgets for attending online classes. The participants were reported to use gadgets significantly more (P < .05) in 2020 as compared to 2019. Children showed ...

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    ABSTRACT. Background: Electronic gadgets and media have become an inadvertent part of our lives in today's era. Growth in mobile phone density has increased exponentially since the last 5 years.The adolescent populationhas seen a very significant increase in t he mobile-phone usage, mainly because this gadget acquires much greater relevance in adolescence than it does in other developmental ...

  17. (PDF) Effects of Gadgets on Students' Academic ...

    The effects of electronic gadgets on secondary school students are 1 Assistant Director, Higher Education Commission, Islamabad Pakistan Head of Department -Management Sciences, Shifa Tameer-e-Milat University, Islamabad 3 PhD Scholar Alhamad Islamic University, Islamabad Corresponding Author: [email protected] / [email protected] 2 SJCMS ...

  18. The Relationship between the Duration of Playing Gadget and Mental

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  19. (DOC) Research Topic: Effects of Different Electronic Gadgets Research

    Fritz Joseph S. Benitez Grade 10 San Pedro Calungsod Jerome Tom D. Deiparine Research Topic: Effects of Different Electronic Gadgets Research Title: Effects of Different Electronic Gadgets on Students' Academic Performance Background of the study Technology has affected and changed the way people live and it has made people's lives more ...

  20. EFFECTS OF ELECTRONIC GADGETS IN THE ACADEMIC PERFOMANCE OF ...

    Research Instrument A researcher made questionnaire-checklist was constructed to fit the kind of objects of this research and was divided into three (3) parts. Part I is a structured type intended to obtain the respondents' personal and academic profile. ... The level of proficiency on the use of electronic gadgets of senior high school ...

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    The ethical approval for this research was taken from the Ethical Review Committee of Chittagong Medical College (Memo no.-CMC/PG/2020/122). ... It is an area of major concern as Liu et al suggested that the use of electronic gadgets for more than 2 hours daily has a detrimental effect on a person's physical and mental status. 38 A previous ...

  22. Effects of Electronic Gadgets in the Academic Perfomance ...

    A descriptive randomized study among 80 Senior High School students of Sara, Iloilo showed that the effect of electronic gadgets on the academic performance of SHS is very effective (Balbaguio ...

  23. Can Electronics Affect Quality Sleep?

    Want to learn more about how electronics affect sleep? Read our guide to learn about technology in the bedroom and best practices for screen time before bed. ... Plitnick, B., & Figueiro, M. G. (2018). Does the iPad Night Shift mode reduce melatonin suppression? Lighting Research & Technology, 51(3), 373-383., Retrieved from. https://pubmed ...

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  26. THE IMPACT OF GADGETS IN LEARNING AMONG GRADE 11 STUDENTS

    This research aimed to evaluate the usage of gadgets in demographic variations regarding gender among secondary school students form urban and rural areas of Islamabad. The detail review of the literature was taken on the uses of electronic gadgets. The positive and negative uses of the electronics were discussed in the society.

  27. Breakthrough in next-generation memory technology!

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  28. An ingestible device to record gastric electrophysiological activity

    More information: Siheng Sean You et al, An ingestible device for gastric electrophysiology, Nature Electronics (2024). DOI: 10.1038/s41928-024-01160-w Journal information: Nature Electronics

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    Electronics Weekly is the market leading and longest-established electronics magazine, read in print and online by key decision makers throughout the industry for more than 50 years. Electronics Weekly is at the heart of the electronics industry and is reaching an audience of more than 120,000 people each month.