researches have suggested about the various harmful effects gadgets have on human health. Electronic gadgets are now very essential to our society today. We need electronic gadgets to do business‚ to have some recreation and help us get through our daily lives. http://www.indiastudychannel.com/resources/105837-Harmful-effects-electronic-gadgets-human.aspx/ Statement of the Problem The study seeks to find the effects of electronic gadget into students‚ particularly in their studying habits. Specifically
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Media on Children 1 The Effects of Electronic Media on Children Feng Sai Guided Research 110A Teacher: Maurice Williams November 10‚ 2010 Media on Children 2 Introduction Children now have much easier access to media than ever before—and to a much wider variety of content of the media. Researchers have shown that‚ until the late 18th century‚ there had been no attempts at developing media specifically aimed at children (Dumitru‚ 2010). There were a few healthy books for adults
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DEFINITION ELECTRONIC GADGETS: 1. Definition of electronics. “Electronics is branch of engineering which deals with the study of transport of information through the magnetic waves.” Most of the electronic gadgets are built on the basis of this definition. As they work through or on magnetic waves. Following is the definition of electronic gadgets. 2. Definition of electronic gadgets. “Electronic gadgets are the instruments which can perform many activities at a time with vast speed
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RUNNING HEAD: Electronic Spillage can be detrimental! Electronic Spillage Regina Jones Professor Scott Bell Strayer University Electronic Spillage is defined by the United States (US) Government‚ as information of higher classification or restrictive in nature such as personal identifiable information that is accidentally or intentionally placed on a network of a lower classification. An Electronic Spillage is something that every computer user must be aware of and know the
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PERSPECTIVE Effect of Electronic Media on Children MUNNI RAY AND KANA RAM JAT From the Department of Pediatrics‚ Advanced Pediatric Center‚ Postgraduate Institute of Medical Education and Research‚ Chandigarh 160 012‚ India. Correspondence to: Munni Ray‚ Associate Professor‚ Department of Pediatrics‚ Advanced Pediatric Center‚ Postgraduate Institute of Medical Education and Research‚ Chandigarh 160 012‚ India. munniray1@yahoo.com Radio‚ television (TV)‚ movies‚ video games‚ cell phones‚ and computer
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A STUDY ABOUT HOW GADGETS AFFECTS THE STUDIES OF 4TH YEAR HIGHSCHOOL STUDENTS OF LITTLE JESUS LEARNING CENTER CHAPTER I INTODUCTION PROBLEM AND ITS BACKROUND For centuries‚ men have unceasingly searched for new discoveries and with those new discoveries come forth new technology. Today‚ the search is long from over despite the fact that there is a wide and fascinating array of gadgets available in the market. Some of these gadgets are portable music players. The evolution of which we
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Positive and Negative impact of electronic devices and gadget to the Children. Nowadays‚ we can easily found children as young as two years old are playing with an electronic devices and gadgets anywhere. That is not only the video games that make the children stay‚ it is also includes television‚ mobile phones and smart phone application‚ computers‚ tablet computers‚ PSP games and etc. Children tend to be active consumers‚ many electronic products and gadgets’ commercial have been targeted to young
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Electronic waste harmful effects • There is a lack of consensus as to whether the term should apply to resale‚ reuse‚ and refurbishing industries‚ or only to product that cannot be used for its intended purpose. Informal processing of electronic waste in developing countries may cause serious health and pollution problems‚ though these countries are also most likely to reuse and repair electronics. • All electronic scrap components‚ such as CRTs‚ may contain contaminants such as lead
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Electronic games are beneficial to humankind Electronic games (video games)‚ are defined as games played on visually-displayed screens (Helicon‚ 2016). Nowadays‚ electronic games are becoming increasingly popular in our daily life. 90 percent of school-aged individuals play video games (Bavelier‚ 2012). And as a matter of fact‚ the average age of gamers of PlayStation is 33 (Bavelier‚ 2012). Since video games are entertaining and addictive‚ there are a considerable amount of criticism about the
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The "lifestyle/exposure theory" was developed by Hindelang‚ Gottfredson‚ and Garofalo (1978:243; e.g.‚ see Goldstein‚ 1994; Maxfield‚ 1987:275; Miethe‚ Stafford‚ and Long‚ 1987:184). This model of criminal events links victimization risks to the daily activities of specific individuals (Goldstein‚ 1994:54; Kennedy and Forde‚ 1990:208).Lifestyles are patterned‚ regular‚ recurrent‚ prevalent‚ or "routine activities" (Robinson‚ 1997b; also see Cohen and Felson‚ 1979; Felson‚ 1994; Hindelang‚ Gottfredson
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