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 children market. Parent may find it easier to make their children stay in one place by giving them a gadget to play with.

The benefit of exposure of electronic devices and gadgets to children

Everything has its usefulness and also its negative aspect on over-exposed to the devices and gadgets. Besides the abovementioned points, let us look at the benefit of using the devices.
For younger children below preschool age, the gadgets may positively help them to stimulate their senses and imagination. Some may helps to promote listening ability, learning of sounds and also speaking ability.
Electronic devices and games play positive effects in encourage cognitive learning and development of analytical skills. This may helps in build-up innovative thinking, investigative skills, strategic thinking and foster the creativity potential of kids.
They may improve manual dexterity and making the children computer literacy. Besides that being an educational and learning media, a lot of people have an opinion that they are good medium to distract peoples stress and providing funs and entertainment to them.
It is started to enhance the confident level of the children by mastering certain games,. It also helps to develop a good coordination of eye, hand and mentally coordination over a period of time.
Most of the games designed to encourage kids to moving levels and earning score to survive the game. This may have positively encouraging quick mathematical and engineering skills. Besides that, it also motivates goods attitudes of always moving ahead in life for achieving their aims.

The Negative Impacts of exposure of electronic devices and gadgets to children

These advantages may not be obvious or observed in short period of times. However there are some impacts on the usage of the electronic devices and gadgets games.

According to the sources from a survey of Kaiser Family Foundation, children are spending an average of more than 7 hours per day on the electronic device which includes television, electronic games, internet and some mobile devices. These data show that, kids today are easily used up more than 50 hours weekly, which means the time consume is more than working hours of an adult, if we take an average of 8 hour per days for 6 working days.

Surveys showed that these young kids know how to play with the smart-phone, make a mobile phone calls and even open internet browsers on their own without any aid. However, on the same survey found that there are lesser kids on the same age range know how to tie a shoelace without help or swim unaided. A concern on children may be fluent in technical driven skillset rather than real-life practical skills. The devices and games tend to keep the children out of touch of reality.

It is important to children to spend some time for outdoor activity with family and friends. The times spent on the devices may curb some outdoor activities.

When the children play violent games for a long period of time, they are tends to be more aggressive, and they are more prone to confront their elderly and teachers. This may not be a good sign, and may let the children easily involved in fighting and verbally scolding with peers.

If children spend too much time on the devices, this may affect their studies and school achievements. The more time the spend they are more crazy after the devices and affects their concentration and focus in their school works.

The addiction of games may also make them get used to the sedentary lifestyles, and develop unhealthy lifestyle and poor time management and poor eating habits.