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  2. Mobile phone use in schools - Wikipedia

    en.wikipedia.org/wiki/Mobile_phone_use_in_schools

    A 2015 study published in the journal Computers in Human Behavior demonstrated that among undergraduate students total usage of mobile phones, measured in number of minutes per day and not limited to school time, was "a significant and negative predictor of college students' academic performance, objectively measured as cumulative GPA."

  3. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    According to a report by the Electronic Frontier Foundation, large amounts of personal data on children are collected by electronic devices that are distributed in schools in the United States. Often, far more information than necessary is collected, uploaded, and stored indefinitely.

  4. Social media and the effects on American adolescents

    en.wikipedia.org/wiki/Social_media_and_the...

    The authors explain that: "However, excessive use of these SNSs may also promote negative outcomes, such as addiction, distraction, reduced positive emotions, low performance, and poor health". [15] SNS can have positive effects on work such as communication, but excessive use makes it affect you at work and may cause different mental disorders ...

  5. Technology and society - Wikipedia

    en.wikipedia.org/wiki/Technology_and_society

    The importance of stone tools, circa 2.5 million years ago, is considered fundamental in the human development in the hunting hypothesis. [citation needed]Primatologist, Richard Wrangham, theorizes that the control of fire by early humans and the associated development of cooking was the spark that radically changed human evolution. [2]

  6. Gadget - Wikipedia

    en.wikipedia.org/wiki/Gadget

    The X11 [8] windows system 'Intrinsics' [9] also defines gadgets and their relationship to widgets (buttons, labels, etc.). The gadget was a windowless widget which was supposed to improve the performance of the application by reducing the memory load on the X server. A gadget would use the Window id of its parent widget and had no children of ...

  7. Cyberpsychology - Wikipedia

    en.wikipedia.org/wiki/Cyberpsychology

    Cyberpsychology is a broadly used term for inter-disciplinary research that commonly describes how humans interact with others over technology, how human behavior and psychological states are affected by technology, and how technology can be optimally developed for human needs. [2]

  8. Problematic smartphone use - Wikipedia

    en.wikipedia.org/wiki/Problematic_smartphone_use

    At any given daylight moment in the US, approximately 660,000 drivers are using cell phones or electronic devices while driving. [60] A significant number of injuries and accidents from distracted driving can be attributed at least partially to use of a mobile phone, and many phone-related crashes are not reported due to drivers' reluctance to ...

  9. Mobile device - Wikipedia

    en.wikipedia.org/wiki/Mobile_device

    An example of a true mobile computing device, where the device itself is mobile, is a robot. Another example is an autonomous vehicle. There are three basic ways mobile devices can be physically bound to mobile hosts: Accompanied, Surface-mounted, or; Embedded into the fabric of a host, e.g., an embedded controller in a host device.