Abstract
Abstract
Abstract
ACADEMIC PERFORMANCES
Abstract
Technology is the energy that acts as the driving force to drive or to run our lives. It is nothing but the
results of the innovations and creativity of human beings. It converts the natural resources into
consumer goods which are used by the society and human beings. It has brought the automation level
into such a height that human effort and his time has been saved to a great extent. Due to this, the
access to information has now become easier and the distant locations are getting closer. IT and
communication system has provided such facilities that the world is now feeling like a small globe
virtually. However not all technology has been used for peaceful purposes. The development of
weapons of mass destruction has created serious threat to society throughout history.
Students who spend several hours each day staring into mobile phones or smartphones tend to change
their sleeping habits and stay up late to use the devices, education ministry research published Thursday
showed. According to Cynthia Roberson (n.d.), teaching and learning nowadays is really difficult for both
teachers and students. Teachers expect more to their students and students also expects more to learn
from their teachers, but with gadgets or electronic devices in the system of education, it is not that
difficult anymore for both teachers and students, and with the help of this, it satisfies the growing list of
technology standards and mostly prepare students for the life beyond K-12 classroom.
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.
Internet continues to grow beyond our belief. About 32.7% of the world’s population has access to the
social networking sites like Face book, Twitter, Linked-In, YouTube, Flicker, blogs, wikis, and many more
which let people of all ages rapidly share their interests of the moment with others everywhere. So the
interconnectedness throughout the world is growing rapidly due to internet use (Tsitsika & Janikian,
2013). When students use laptops and other tech- devices by the instructor’s advice they are connected
to course learning objectives.
Although the use of tech-gadgets and services has many positive impacts, they are short lived. In long
run it has negative impacts on the individuals. The digital activities make the youth strong in technical
skills but make them weak in real life practical skills. It takes the young mass away from the reality
helping them to live in their imaginary world. Due to the time spent on the devices the youth
are refrained from some outdoor activities with friends and family. The indulgence in violent games may
create more violence in their mind. The more they use the gadgets, the more they are crazy about it
which may distract them from study. During the time of playing games when they can’t achieve the set
target, it may raise their anxious level higher. After all addiction to the devices may develop unhealthy
lifestyle, poor time management and poor eating habits among the youth. Following studies highlight
some of the negative effects of the tech-devices and services. 10 It would have been a lot better if the
drawbacks or the negative impacts of the use of the digital services would have been known before
some years. As the use of the digital services has negative impacts students should minimize the use of
these tools and should aware about its use (Walsh, 2012).
The respondents using the gadgets for a long period of time have negative impacts on their health. The
respondents are busy with their gadgets for more than6 hours are having several problems like
problems in logical thinking, headaches, depression, anxiety, etc. The respondents of the same category
also have problems in sleeping, worry excessively, are afraid of public speaking and have low
consciousness. But these problems are seen less in the respondents using the gadgets below 6 hours.
The problems faced decreases with the decrease in time spent with the gadgets. The present study
agrees with earlier studies confirming over use of the tech-devices and services leads to addiction to the
gadgets and has impacts on mental health of the respondents (Cabral, 2011, Cotton, 2001, Young, 1998).
Again, the study shows that addiction to tech-gadgets has impacts on the life style of there respondents.
The respondents using the gadgets for more time are observed to do less 37physical work as compare to
others. These respondents of this category often spend less time with their friends and the frequency
of visiting their home is low. They prefer indirect communication i.e. through social media than direct
interaction with others.
REFERENCES
Angres, D. H., & Angres, B. K. (2008). The disease of addiction: Origins, treatment, and recovery. Disease-
a-Month,54(10), 696-721
“Mental health: strengthening our response.” WHO. (1950). Retrieved on 4th May 2014
Http://www.aha-now.com/negative-effects-of-technology/