Things like cell phones, video games and computers are affecting the work ethics of teenagers. Electronic activities that are taken on by teenagers have been growing ever since the first imputer was thought up in 1822, the cell phone was invented in 1973, and in 1976, the development of the video game console. These electronics have become a time consuming, grade diminishing lifestyle among students. In education, the USA has dramatically fallen behind Asian countries in test scores.
From the author of an article in the Anytime “U. S. Students Still Lag Globally in Math and Science”, Rich Motor finds that “In the United States, only 7% of students reached the advanced level in 8th grade math, while 48% of 8th graders in Singapore reached the advanced level. The difference is that the American students have grown up in a world of instant gratification. American students lack self discipline to go and study. It seems impractical when there are oncoming streams of stimuli on their electronics.
Teens are proven to have less developed brains than adults, which meaner they have less ability to keep attention on a task that involves more concentration. They easily persuade themselves that the relaxing video game is more important than the future tests that need concentration and hard work. According to the supervisor of the OFFICE project in Niger, Mr.. Taunt Less states, “Social media is a very powerful tool which most youths use negatively. ” Faceable is the main subject of the negative use of social media.
Since Faceable was founded it has grown to 900 million users, high school students being the most involved of those. Teens are always worried about the information that Just showed up on their news feed. This makes it close to impossible to spend more than 10 minutes at a time studying. Teens can’t get high test grades when their are only able to remember what people’s status’ were. The video game console has become a major alternative to the computer. The excitement offered in a video game and unlocking the achievements is very appealing to the modern teenager.
Teenagers get sucked into the story line of the game and might even play all day. But, this need to finish the game in as short a time as possible will result in students skipping homework and staying home from school. Smartness have become popular to the middle class consumer with the production of the Apple phone in 2007. The semaphore incorporates the video game, cell phone, and computer into one secretive device. All kids will hide their smartness in their laps o play games and text their friends. This doesn’t Just keep kids of all ages from school.