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Presented By:

ISR Coordinator: Navpreet Walia


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

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