Student Coordinator: Shantam, Pulkit Chechi, Manjot Kaur Electronic gadgets are specialized electronic devices that require a form of electric power to operate. Examples of these gadgets are video games, television, computers, PSP games, phone apps, mobile phones, and tablets. These devices are results of invention and technological developments. Young people and children tend are active consumers and users of most electronic devices. Consequently, most electro0nic devices are targeted at these age brackets. Some of these devices play a vital role in the education fields, enhancing the skills and knowledge of students. It also helps students improve their teaching strategies. In recent years, these devices have become increasingly general-purpose as they combine several functions, including making calls, streaming video and playing games. Other examples of electronic gadgets include e-book readers, smart watches, digital fitness trackers, GPS devices and video game machines. helps children younger than preschool age to arouse the senses, improve listening abilities and imagination. (games in particular) encourage cognitive learning and enhance the development of analytical skills. improved communication allows users several miles apart to communicate and share information in real time. sharpen innovative abilities, innovation skills, creativity and strategic thinking
increase manual dexterity and increase
computer literacy regardless of the age of the user.
promote independent learning;
Using electronic gadgets, teachers can create
exciting educational atmospheres that stimulate and enhance learning.
They speed up work;
meetings can be held in any location.
Reduces cost of starting businesses
Mastering different computer games build
confidence, increase accuracy and improve hand-eye coordination.
Auto-pilot allows the training of pilots in real-life
situations ensuring that fatal accidents are not caused by trainees.
Certain intensive games have been found to develop
engineering and mathematics skills. Electronic devices have revolutionized the world of shopping, Gadgets help us stay personally and professionally connected Children waste time they would use to study on the devices.
Gives rise to aggression
Leads to obesity
Causes sleep disorders
•Dries up the eyes
•Causes hearing problems
•Increases chances of cancer
•Triggers back pain
•Reduce social fabrics
•reduces exercise leading to lifestyle diseases.
•Thedevices are not biodegradable and as such cause land and water pollution.
•Contributeto cyber-crime and exposure of
underage children to explicit content. Computer Vision Syndrome The blue light emitted by sharp displays prevents the release of melatonin – an important sleep inducing harmone. This in turn, leads to sleep impairment in children. Too much contraction of eye muscles can make it difficult for them to relax easily, causing pseudo myopia. Insomnia is a sleep disorder that is characterized by difficulty falling and/or staying asleep. People with dev Singh, 15, got addicted to playing the popular game 'Pokemon Go', spending hours on his smartphone. This continued till the itchiness in his eyes led to redness and pain. Little did his family know that the blue light emissions from digital devices were causing a severe damage to the teen's eyes. "One day, he complained of pain in his eyes that had become watery. Not only this, he had regular headache. We decided to take him to a doctor where we got to know that the incessant exposure to the mobile light had affected his eyesight," said Deep Kiran , his sister who works as a marketing professional. A class XI student, Singh has been now advised to spend less time on any type of gadgets. Nine hours per day -- that's how much time the average indians spends in front of cell phone, tablet, computer or television screens. All that screen time is causing eye strain and other vision problems, according to a new report by the Vision Council, a nonprofit trade association. early 70 percent of india adults experience digital eye strain as a result of the growing use of these devices," the researchers wrote in the report. "Adults aged 18 to 34 report feeling eye strain at a higher rate (45 percent) than their older counterparts.” Avoid watching TV in a dark room for extended periods of time.
Adjust brightness of your screen to reduce
reflection
Place the screen within 20′-24′ of your eyes and
at a comfortable angle Blinking constantly helps too.
Use the ’20-20-20 rule’ to reduce your risk
Reduce the amount of blue colours on your
screen
Use e-readers to read digital e-books.
The invention and subsequent widespread use of electronic devices of ever increasing variability and difficulty open a whole new panorama of human ability. Their use, nonetheless, needs to be controlled to avoid theabove drawbacks