Project Bed
Project Bed
Project Bed
INTRODUCTION
Technology plays vital role in our daily lives. Technology changes the life style of people
living and makes people lives more proficient and easy. In our present generation students
are obsessed in using gadgets. Gadgets include telephone, games, Xbox, iPod and stereo
system, video games, tablets, home computers, handheld devices. They usually want to
buy latest release of these gadgets to satisfy their desires in term of entertainment and
getting up to date themselves. As the gadgets are increasing day by day, it is leading to the
quality unfortunately, with excessive use of technology human life become complicated
and away from real human relations and near toward virtual world. Every age group is
affected with excessive use of technology but student will become affected through gadget
usages during learning process. Student not focuses on their academic content just
wandering on internet and divert from studying which make them lazy and dull minded.
Many researchers have studied that children spend average of their time on
different gadgets. Kids use gadgets for various purposes like playing games, watching
videos, listening songs, chatting with their friends, browsing different websites. They
spend most of their time in these activities and don’t pay attention to their posture, screen
brightness, and screen distance from their eyes which ultimately affect their vision and
health. Staring at electronic screen continuously for long time causes distress . Kids suffer
various problems like eye irritation or have difficulty to focus for a while. If we are facing
problems to cope with screens, imagine how our child’s eyes must be going through. In
this era, we can’t keep ourselves or our children away from these devices so we can try to
minimize the impact of these devices on our children. It’s really surprising a 2 year old
baby can and knows how to use a gadget, similar to how a kid knows to use a feeding
bottle. A study has been conducted in USA on kids and result shows 1 out of 3 children
In 2013 Daily mail reported that 29% of the toddlers can easily use the gadgets and
remaining 70% are master by primary school age. Really Surprising! According to the
USA Centres for Disease Control and Prevention, an average child spends about 8 hours a
day watching electronic screens. As they are growing older the use of gadgets also
increases. Too much gadget use can also affect the long-term vision problem . Plus chance
of myopia also increases in children when they spend about 8 hours daily on gadgets.
When people use electronic screens, they blink less. On an average, a person blinks about
15 times in a minute. Due to the high attention required while using an electronic screen,
this rate can drop to less than 5 times in a minute. A lot of research has been done on this
type of phenomena; this paper describes the positive and negative impact of gadgets on
children.
people all over the world use modern technology. Of the most profound changes in the past
technologies (UNICEF, 2011). The growth of technology has changed the world, which in
world. The youth have unprecedented access to modern technologies and use them in
expected and unexpected ways. Teens all over the world are growing up in a world in
which the Internet, cellphones, text messaging, television and video games, and other
technologies dominate their communication and are an integral part of everyday life.
While technology is often described as the most important influence upon society, it
remains a subject which has undergone little study. Recognizing that technology lies at the
very heart of society, this study wishes to investigate its impact on adolescents.
Technological advancement is one of the most essential factors for teenagers in many
societies. Due to the enormous development of technologies, this era can also be called the
Age of Technology. With the purpose of serving in the social, educational, and
sites and gadgets, such as iPods and mobile phones are now fixtures of youth culture
(UNICEF, 2011). They have so permeated youth lives that it is hard to believe that less
than a decade ago, these technologies barely existed. Modern technologies have altered
how youth socialize and learn and that raises a new set of issues that educators, parents,
and policy makers should consider. An important question which this paper tries to address
understand the impact it has on academic achievement. According to Honey (2005), Pew
Internet and American Life Project carried out a survey that explored technology use
among 802 youth ages 12 through 17. The survey was conducted between 26 July and 30
78% of the teens have a cellphone and almost half of them, 47%, own smart phones;
23% of the teens have a tablet computer, a level comparable to a general adult
population;
95% of teens use the internet, and 93% of teens have a computer or have access to one at
home.
The study focused on “To study the Impact of Gadget on the academic performance of
1. To examine how many students got addicted of gadget usage at secondary level.
students. This proposed research project would be beneficial for the students, teacher,
parents and future researchers. Teachers know about the students interest level toward
studying and how to keep involve student in learning activities. Teacher will try to focus
on improving student cognitive skills and keep motivating in learning process and find
out weak areas of student and work out on student progress. Teacher find out the student
interest level and student causes of student distraction from learning and implement any
strategy which involve student actively toward learning process.. The Student find out
their weakness during learning process and analyze how much time they append on
studying and how much time on gadgets. This will also give awareness to parents how to
control children gadget using time and monitor children activities on gadgets. This study
may help future researchers on their own research. This may widen the scope of their
This study is descriptive case study which explains gadget effect on student academic
performance and as well as health. Yes gadget have a lots of benefits for student
school works give a lots of information related to any topic but in this research just
focus on negative factors of gadget using . Tables and bar start are shown in this case
For this research purpose i select the secondary section (6th to 10th) of private school
A sample is a group of people, objects, or items that are taken from a larger
ensure that we can generalize the findings from the research sample to the population
d) Research Instrument:
This study made use of the quantitative research design with the questionnaire as the
main gathering tool. Well survey was arranged and used in data collection.
of this study. For fulfill the objective of this study make multiple questions for each
of the study, all the data were coded directly on questionnaires and then entered into
personal computer.
Total 10 student selected for pilot testing 2 from 6 class, 2 from 7 class , 2 from
8 class , 2 from 9 class and 2 from 10 class were selected to check reliability of the
research instrument
Validity of the instruments is judgmental as the expert’s opinions were taken. In
the light of their comments instruments were improved. All test items was discussed
with teachers. We used different test to find out validity of study by pilot testing.
going to my population area which is secondary level of Abdul Qadeer khan school. I
and distribute questionnaire and allow the student to fulfill question easily and if
facing any problem during questionnaire filling . Please asked me and I will help you
.Also telling them provide correct information no false answers. When student filled
questionnaire then I will collect from them and say thank you for your coordination.
Same lie this I will go to 7, 8, 9 and 10 classes and choose student randomly.
Data will be analyzed on SPSS version 20 and MS Excel. Apply statistical operations
mean median, mode and apply T-test. The data were tabulated into a contingency
table and treated with the proper statistical measures. Also make a bar chart and pie
To make the study easier to understand, the following terms are defined operationally and/
or lexically:
1) Gadget. This refers to an often small mechanical or electronic device with a practical use
but often thought of as a novelty. In this study, gadgets refer to cellphones, tablets and
2) Impact. This refers to the effect of gadgets on the respondents in their learning.
3) Frequency of use. This refers to the number of times or how often the gadgets are used
.
CHAPTER 2