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1

V., Roopadevi, Shravanti B. S., and Aravind Karinagannanavar. "Exposure to electronic gadgets and its impact on developmental milestones among preschool children." International Journal Of Community Medicine And Public Health 7, no. 5 (April 24, 2020): 1884. http://dx.doi.org/10.18203/2394-6040.ijcmph20202000.

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Background: The wellbeing of the children including their physical, mental, psychological growth and development and their opportunity to achieve full potential as adults is very important. But there are several factors which affect the normal development of the children. TV, mobiles, video gaming, DVD’s and other forms of electronic gadgets have become pastimes among preschool children. Thus, this study is planned to know the exposure of electronic gadgets and its impact on the developmental milestones among preschool children.Methods: A cross sectional study was conducted at Gadag among 240 preschool children of age 2-5 years attending School. The data was collected from April 2018 to October 2018. Information was gathered from parents and teachers by using pretested semi-structured questionnaire. Frequencies, percentages and chi-square test were used in analysis.Results: In this study children using most common electronic gadgets were mobile and television for less than one hour followed by 1-2 hours usage. On an average each family had 5 members possessing 6 electronic gadgets and 3 mobiles. Majority of the children started using electronic gadget for the first time at 13-24 months. Authors found that there was significant association between electronic gadget usage and personal and social development.Conclusions: The most commonly used electronic gadgets were mobiles and television and, in this study, there is an association between total duration of electronic gadget usage and personal and social development.
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Jey, Gabriel, and Belinda Mau. "DAMPAK PENGGUNAAN GADGET TERHADAP PERKEMBANGAN PERILAKU ANAK REMAJA MASA KINI." Excelsis Deo: Jurnal Teologi, Misiologi, dan Pendidikan 5, no. 1 (June 30, 2021): 99–110. http://dx.doi.org/10.51730/ed.v5i1.70.

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Penggunaan gadget selalu berdampak pada perkembangan tinggkah laku anak, karena gagjed memiliki berbagai fitur dan aplikasi yang menarik, bervariasi, dan feksibel sehingga dapat menambah daya Tarik bagi setiap orang, khususnya dikalangan anak-anak sekarang ini gadjed dapat memberikan dampak negatif bagi perkembangan tingkah laku anak. Perkembangan tingkah laku anak berupaya pada psikologi dimana akibat bermain gadgej anak menjadi mudah marah, suka membangkang, malas belajar, dan bisa menirukan tingkah laku didalam gegjed. Anak-anak kini telah menjadi konsumen aktif dimana banyak produk-produk elktronik dan Gadget yang menjadikan anak-anak sebagai pasar mereka. “ Apalagi jaman sekarang anak-anak, orang tua pun ada yang sangat menyukai gadget sampai disebut gadget freak.Gadget diharapkan memberikan manfaat bagi para penggunanya, dimana para penggunanya harus mampu mengoperasikan gadget dengan baik, mengetahui fungsi gadget, dan mengetahui manfaat dari aplikasi gadget.The use of gadgets always has an impact on the development of children's behavior, because gagjed has various interesting, varied, and flexible features and applications so that it can add attractiveness to everyone, especially among children, nowadays gadjed can have a negative impact on the development of children's behavior The development of children's behavior seeks to psychology where due to playing Gadgej children become irritable, disobedient, lazy to learn, and can mimic behavior in gegjed. Children have now become active consumers where many electronic products and gadgets make children their market. "Moreover, not children, parents are also very helpful gadgets to the point of being called gadget freak Gadget. It is hoped that it will provide benefits for its users, where users must be able to operate gadgets properly, see gadget functions, and see the benefits of gadget applications.
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A, Pushpalatha, Harish Sanmugam J, Jeya Pradeepa, and Madhu Bala S. "A Gadget Recommendation System using Data Science." December 2020 02, no. 04 (December 8, 2020): 213–16. http://dx.doi.org/10.36548/jitdw.2020.4.004.

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Electronic gadgets have become vital in basic need of individual. The advances in technology, makes it necessary to satisfy different functional needs of users. Therefore, it is important to suggest gadgets for users according to personal preference and various constraints of electronic gadgets. We propose a gadget recommendation system by integrating various requirements from users.
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Prakash P, Sooriya Praba V, Esther J, Leo Franka J, Merlin Viju, Santhanalakshmi M, and Sneha Anna Jose. "Effect of Electronic Gadgets on Quality of Sleep Among College Students." International Journal of Research in Pharmaceutical Sciences 12, no. 2 (May 22, 2021): 1452–61. http://dx.doi.org/10.26452/ijrps.v12i2.4715.

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A descriptive study to assess the effect of electronic Gadgets on Quality of Sleep among College Students. This study was conducted at Pondicherry Engineering College, Puducherry. Clearance from the Institutional Review Board and formal permission from the study settings were obtained. 240 samples were selected by the stratified random technique. Structure questionnaire was used to assess the quality of sleep and gadgets usage among participants after the content validity. The data gathered were analysed by using descriptive and inferential statistics. The present study assessed the quality of sleep and gadget usage on college students and it was found that 57.1% of participants had poor sleep quality, 42.9% participants had good sleep quality and in relation to gadget usage, 64.6% of participants had mild addiction, 31.3% participants had moderate addiction and 4.2% participants had severe addiction. The correlation between effects of gadget usage and quality of sleep were assessed. It was found that r=0.378 and it denotes a weak correlation. There is an association between quality of sleep with selected demographic variables, namely age (p=0.026). The research evidence identifies that the majority of college students had poor sleep quality and mild gadgets addiction. Hence, there is a requirement for intervention or psychological measures to reduce gadget students among college students.
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Keswara, Umi Romayati, Novrita Syuhada, and Wahid Tri Wahyudi. "Perilaku penggunaan gadget dengan kualitas tidur pada remaja." Holistik Jurnal Kesehatan 13, no. 3 (October 13, 2019): 233–39. http://dx.doi.org/10.33024/hjk.v13i3.1599.

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Electronic gadgets, psychological behavior and quality of sleep among adolescent Background: In the development stage, adolescents are faced with problems of health problems including poor sleep quality. Globally, the prevalence of sleep quality disorders in the world varies from 15.3% to 39.2%. Data in Indonesia shows that most of the quality of sleep in adolescents is less than 63%. Poor quality of sleep can harm health. Factors that can cause poor sleep quality include the use of gadgets, where 80% say using gadgets> 4 hours 17 minutes a day.Purpose: Known the electronic gadgets, psychological behavior and quality of sleep among adolescent.Methods: The type of research used in this study was quantitative. The design of this study used analytics. The research subjects were class X and XI students at SMKN 1 Terbanggi Besar, Central Lampung, totaling 119 people. Collect data with the Pittsburgh Sleep Quality Index (PSQI) questionnaire and Smartphone Addiction Scale (SAS). The statistical test uses the chi-square test.Results: Univariate analysis was obtained by the majority of respondents who had bad behavior in using gadgets, as many as 68 people (57.1%) and most respondents had poor sleep quality, as many as 77 people (64.7%). Analysis data resulted p-value = 0,000 and OR = 4,696.Conclusion: There were the electronic gadgets, psychological behavior and quality of sleep among adolescent. The advice is to increase health promotion counseling about sleep patterns and the excessive use of gadgets, and for schools to set regulations on the ban on the use of gadgets in-class hours. Keywords : Quality of Sleep, Gadgets, Adolescent; Psychological; BehaviorPendahuluan: Dalam tahap perkembangannya, remaja dihadapkan pada masalah-masalah kesehatan diantaranya kualitas tidur yang buruk. Secara global menunjukkkan prevalensi gangguan kualitas tidur di dunia bervariasi mulai 15,3% - 39,2%. Data di Indonesia menunjukan sebagian besar kualitas tidur pada remaja kurang terpenuhi yaitu sebanyak 63%. Buruknya kualitas tidur dapat menimbulkan dampak negatif bagi kesehatan. Faktor yang dapat menyebabkan kualitas tidur yang buruk diantaranya adalah penggunaan gadget, dimana 80% menyatakan meggunakan gadget > 4 jam 17 menit dalam sehari.Tujuan: Diketahui hubungan perilaku penggunaan gadget dengan kualitas tidur pada remaja.Metode: Jenis penelitian yang digunakan dalam penelitian ini adalah kuantitatif dengan rancangan menggunakan analitik. Subyek penelitian yaitu siswa kelas X dan XI di SMKN 1 Terbanggi Besar Lampung Tengah, yang berjumlah 119 responden. Cara pengambilan data dengan kuesioner Pittsburgh Sleep Quality Indeks (PSQI) dan Smartphone Addiction Scale (SAS). Uji stastistik menggunakan uji chi-square.Hasil: Sebagian besar responden memiliki perilaku penggunaan gadget yang tidak baik, yaitu sebanyak 68 orang (57,1%) dan sebagian besar responden memiliki kualitas tidur yang buruk, yaitu sebanyak 77 orang (64,7%). Hasil uji statistik diperoleh p-value = 0,000 dan OR= 4,696.Simpulan: Ada hubungan perilaku penggunaan gadget dengan kualitas tidur pada remaja. Perlu lebih ditingkatkannya promosi kesehatan konseling tentang pola tidur dan dampak penggunaan gadget secara berlebihan, serta bagi pihak sekolah dapat menetapkan peraturan tentang larangan penggunaan gadget di jam pelajaran.
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Allan, K., and K. Sangani. "Gadgets." Engineering & Technology 4, no. 16 (September 26, 2009): 32–33. http://dx.doi.org/10.1049/et.2009.1605.

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Munk, S. "Gadgets." Engineering & Technology 4, no. 20 (November 21, 2009): 32–33. http://dx.doi.org/10.1049/et.2009.2022.

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Quin, C. "Gadgets." Engineering & Technology 11, no. 5 (June 1, 2016): 78–79. http://dx.doi.org/10.1049/et.2016.0525.

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Quin, C. "Gadgets." Engineering & Technology 11, no. 6 (July 1, 2016): 78–79. http://dx.doi.org/10.1049/et.2016.0627.

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Quin, C. "Gadgets." Engineering & Technology 11, no. 9 (October 1, 2016): 78–79. http://dx.doi.org/10.1049/et.2016.0925.

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Monk, S. "Gadgets." Engineering & Technology 5, no. 11 (July 24, 2010): 78–79. http://dx.doi.org/10.1049/et.2010.1119.

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Sangani, K. "Gadgets." Engineering & Technology 5, no. 16 (October 23, 2010): 78–79. http://dx.doi.org/10.1049/et.2010.1624.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 1 (February 1, 2011): 92–93. http://dx.doi.org/10.1049/et.2011.0138.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 3 (April 1, 2011): 92–93. http://dx.doi.org/10.1049/et.2011.0336.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 4 (May 1, 2011): 92–93. http://dx.doi.org/10.1049/et.2011.0437.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 5 (June 1, 2011): 92–93. http://dx.doi.org/10.1049/et.2011.0531.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 6 (July 1, 2011): 92–93. http://dx.doi.org/10.1049/et.2011.0632.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 7 (August 1, 2011): 92–93. http://dx.doi.org/10.1049/et.2011.0733.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 8 (September 1, 2011): 92–93. http://dx.doi.org/10.1049/et.2011.0830.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 9 (October 1, 2011): 86–87. http://dx.doi.org/10.1049/et.2011.0916.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 10 (November 1, 2011): 90–91. http://dx.doi.org/10.1049/et.2011.1027.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 11 (December 1, 2011): 88–89. http://dx.doi.org/10.1049/et.2011.1130.

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Munk, S. "Gadgets." Engineering & Technology 6, no. 12 (December 1, 2011): 94–95. http://dx.doi.org/10.1049/et.2011.1236.

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"Gadgets." Engineering & Technology 4, no. 2 (January 31, 2009): 34–35. http://dx.doi.org/10.1049/et.2009.0223.

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"Gadgets." Engineering & Technology 4, no. 4 (February 28, 2009): 30–31. http://dx.doi.org/10.1049/et.2009.0426.

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"Gadgets." Engineering & Technology 4, no. 6 (April 11, 2009): 32–33. http://dx.doi.org/10.1049/et.2009.0626.

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"Gadgets." Engineering & Technology 4, no. 8 (May 9, 2009): 30–31. http://dx.doi.org/10.1049/et.2009.0808.

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"Gadgets." Engineering & Technology 4, no. 12 (July 11, 2009): 36–37. http://dx.doi.org/10.1049/et.2009.1224.

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"Gadgets." Engineering & Technology 4, no. 14 (August 8, 2009): 34–35. http://dx.doi.org/10.1049/et.2009.1426.

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"Gadgets." Engineering & Technology 4, no. 18 (October 24, 2009): 30–31. http://dx.doi.org/10.1049/et.2009.1825.

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"Gadgets." Engineering & Technology 5, no. 1 (January 23, 2010): 80–81. http://dx.doi.org/10.1049/et.2010.0124.

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"Gadgets." Engineering & Technology 5, no. 2 (February 6, 2010): 80–81. http://dx.doi.org/10.1049/et.2010.0224.

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"Gadgets." Engineering & Technology 1, no. 1 (April 1, 2006): 48–49. http://dx.doi.org/10.1049/et:20060113.

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"Gadgets." Engineering & Technology 1, no. 2 (May 1, 2006): 50–51. http://dx.doi.org/10.1049/et:20060213.

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"Gadgets." Engineering & Technology 1, no. 3 (June 1, 2006): 50–51. http://dx.doi.org/10.1049/et:20060314.

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"Gadgets." Engineering & Technology 1, no. 4 (July 1, 2006): 50–51. http://dx.doi.org/10.1049/et:20060412.

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"Gadgets." Engineering & Technology 1, no. 5 (August 1, 2006): 48–49. http://dx.doi.org/10.1049/et:20060516.

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"Gadgets." Engineering & Technology 1, no. 6 (September 1, 2006): 48–49. http://dx.doi.org/10.1049/et:20060614.

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"Gadgets." Engineering & Technology 1, no. 7 (October 1, 2006): 42–43. http://dx.doi.org/10.1049/et:20060711.

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"Gadgets." Engineering & Technology 1, no. 8 (November 1, 2006): 46–47. http://dx.doi.org/10.1049/et:20060810.

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"Gadgets." Engineering & Technology 1, no. 9 (December 1, 2006): 50–51. http://dx.doi.org/10.1049/et:20060915.

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"Gadgets." Engineering & Technology 2, no. 1 (January 1, 2007): 44–45. http://dx.doi.org/10.1049/et:20070112.

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"Gadgets." Engineering & Technology 2, no. 2 (February 1, 2007): 50–51. http://dx.doi.org/10.1049/et:20070214.

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"Gadgets." Engineering & Technology 2, no. 3 (March 1, 2007): 46–47. http://dx.doi.org/10.1049/et:20070314.

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"Gadgets." Engineering & Technology 2, no. 4 (April 1, 2007): 46–47. http://dx.doi.org/10.1049/et:20070411.

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"Gadgets." Engineering & Technology 2, no. 5 (May 1, 2007): 48–49. http://dx.doi.org/10.1049/et:20070513.

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"Gadgets." Engineering & Technology 2, no. 7 (July 1, 2007): 46–47. http://dx.doi.org/10.1049/et:20070714.

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"Gadgets." Engineering & Technology 2, no. 9 (September 1, 2007): 44–45. http://dx.doi.org/10.1049/et:20070907.

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"Gadgets." Engineering & Technology 2, no. 10 (October 1, 2007): 50–51. http://dx.doi.org/10.1049/et:20071014.

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"Gadgets." Engineering & Technology 2, no. 11 (November 1, 2007): 46–47. http://dx.doi.org/10.1049/et:20071114.

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