doi: 10.56294/sctconf2024714

 

Category: Education, Teaching, Learning and Assessment

 

ORIGINAL

 

Education vs Entertainment on the Mobile screen time spent per day by Students in Higher Education in Tami Nadu

 

Educación vs Entretenimiento en el tiempo de pantalla móvil gastado por día por los estudiantes de Educación Superior en Tami Nadu

 

K. Bhagyasri 1  *

 

1Department of Mathematics, National College (Autonomous), Affiliated to Bharathidasan University. Tiruchirappalli-620001, Tamil Nadu, India.

 

Cite as: Bhagyasri K. Education vs Entertainment on the Mobile screen time spent per day by Students in Higher Education in Tami Nadu. Salud, Ciencia y Tecnología - Serie de Conferencias. 2024; 3:714. https://doi.org/10.56294/sctconf2024714

 

Submitted: 19-06-2023                   Revised: 09-09-2023                   Accepted: 02-01-2024                 Published: 03-01-2024

 

Editor: Dr. William Castillo-González

 

ABSTRACT

 

In the modern digital age, mobile phone have become ubiquitous tools in the lives of humans, shaping their daily routines and influencing various aspects of their academic and personal lives, it is travelling with us everywhere all the time. Mobile phone is becoming our primary memory nowadays, though the whole world is in our palm, are we distracted by the entertainment apps. This study helps us to investigate and examine the students mobile screen time used per day was for educating or entertaining. Apps send frequent alerts that disrupt focus and encourage immediate interaction, the ability to switch between multiple apps seamlessly can fragment attention and reduce productivity. This research aims to shed light on the prioritization and distribution of time spent on mobile devices.

 

Keywords: Education; Entertainment; Mobile Screen; Time Spent; Students; Higher Education; Tami Nadu.

 

RESUMEN

 

En la era digital moderna, el teléfono móvil se ha convertido en una herramienta omnipresente en la vida de los seres humanos, configurando sus rutinas diarias e influyendo en diversos aspectos de su vida académica y personal; viaja con nosotros a todas partes todo el tiempo. El teléfono móvil se está convirtiendo en nuestro principal recuerdo hoy en día, aunque el mundo entero esté en la palma de nuestra mano, nos distraemos con las aplicaciones de entretenimiento. Este estudio nos ayuda a investigar y examinar el tiempo de pantalla móvil de los estudiantes utilizado por día fue para educar o entretener. Las aplicaciones envían alertas frecuentes que interrumpen la concentración y fomentan la interacción inmediata, la posibilidad de cambiar entre varias aplicaciones sin problemas puede fragmentar la atención y reducir la productividad. Esta investigación pretende arrojar luz sobre la priorización y distribución del tiempo dedicado a los dispositivos móviles.

 

Palabras clave: Educación; Entretenimiento; Pantalla Móvil; Tiempo Dedicado; Estudiantes; Educación Superior; Tami Nadu.

 

 

 

INTRODUCTION

Smart phones play a vital role in today’s human’s life. There is no student today without a smart phone, yes it sounds good that every student has a smart phone in this developing country, but at the same time it’s an alarm to study whether the smart phones are used by our students in the right sense who are the future pillars of our country. The study helps us to examine whether the students are spending their precious time in entertaining themselves or educating themselves. Today, there are 8,93 million smartphone apps worldwide, with 3,553 million apps in the Google play store and 1,642 million in the Apple app store. There is a data stating that smart phone users have 40 apps installed on their mobile device, and access 9 to 10 apps daily. In 2022 there were 4 55 000 education apps in the Google play and Apple app store a slight increase on the 4 39 000 apps available in 2021.Mobile apps are expected to generate more than $ 613 billion in revenue by 2025. In 2023, 255 billion app has been downloaded which is 25 billion increase over the previous year. Amazon app store, the third largest app store, has 483 thousand apps available for mobile devices with the android operating system. The ubiquity of smartphones has significantly transformed how today’s youth spend their time, bridging the gap between Education and Entertainment. This study delves into the multifaceted ways in which the younger demographic utilizes mobile phones, exploring the symbiotic relationship between Education pursuits and recreational activities.

 

Education

One of the most noteworthy aspects of the young generation’s engagement with mobile phones is the emphasis on education. With a plethora of educational apps and online platforms readily available, students can access a wealth of information at their fingertips. From interactive learning modules to virtual classrooms, mobile phones have revolutionized the educational landscape. Whether preparing for exams or seeking additional knowledge, the ease of access to educational resources on mobile devices has empowered students to tailor their learning experiences to their individual needs.

 

Entertainment

Simultaneously, mobile phones have become synonymous with entertainment for the young generation. Social media platforms serve as virtual meeting place, enabling individuals to connect, share experiences, and express themselves. Mobile phones have transformed the way young people consume media, allowing them to enjoy their favorite content anytime, anywhere. Gaming, too, has witnessed a surge in popularity, with mobile devices serving as portable gaming to complex multiplayer experiences, mobile gaming consoles. From casual games to complex multiplayer experiences, mobile gaming has become a major recreational outlet.

 

Balance Act

While the integration of mobile phones into education and entertainment is undeniable, the challenge lies in striking a balance. The constant connectivity and access to a wealth of information can lead to distractions and potential misuse. Proponents argue that the ability to multitask and manage various aspects of life through a single device fosters efficiency, while critics highlight concerns about screen time and its impact on mental health.

 

Objective

1.    To examine the total screen time spent per day by the students of higher education.

2.    To study how often students are distracted by the entertainment apps while using education apps.

3.    To examine the usage of mobile phone without Entertainment apps.

 

METHOD

 

Study design

A study was conducted by taking a student survey through Google form containing a set of questions. Screen time you spend per day, which app distracts you a lot, which career option best aligns your aspiration, Academic status, Gender, number of Education apps and Entertainment apps you are aware of, rate the usage of smart phone, can you use your smart phone without Entertainment apps, suggest the screen time not to exceed per day. This Google form was circulated to students among various colleges at different districts in Tamil Nadu. The following study is done based on 1045 responses we received.

 

Participants and eligibility criteria

Undergraduate Students

Currently enrolled in undergraduate programs (such as Bachelor's degree).

Students from various disciplines (e.g., Arts, Science, Engineering, Commerce).

Both male and female students.

Different age groups within the undergraduate level (typically 18-24 years).

 

Postgraduate Students

Currently enrolled in postgraduate programs (such as Master's degree, PhD).

Students from various fields of study.

Both male and female students.

Different age groups within the postgraduate level (typically 21-30 years).

 

Eligibility Criteria

Must be a registered student at the participating college/university.

Should be willing to participate voluntarily and provide accurate information.

 

Survey Methodology

Sampling: use a stratified sampling method to ensure representation from both undergraduate and postgraduate levels across different colleges and districts.

Data Collection: conduct surveys using structured questionnaires distributed electronically (via email or online survey tools) or in person.

Ethical Considerations: ensure adherence to ethical guidelines, including obtaining informed consent from participants and maintaining confidentiality of responses.

Perceptions: attitudes towards balancing education and entertainment screen time, impact on academic performance, etc.

 

Variables

·      V1 - Gender (Male/Female)

·      V2 - Current academic status (UG/PG/ Research Scholar)

·      V3 - More screen time on mobile phone was spent for Education

·      V4 - More screen time on mobile phone was spent for Entertainment

·      V5 - Using mobile phone without entertainment app

·      V6 - Distracted by entertainment apps

·      V7 - Career option that best aligns your aspiration.

 

H0: Null Hypothesis (There is no statistically significant difference between the two variables, p ≥ 0,05).

H1: Alternative Hypothesis (There is statistically significant difference between the two variables, p < 0,05).

 

Figure 1. (V1 versus V3 and V4)

Note: since the p value< 0,001) is less than 0,05, H1 is accepted

 

Expected count: the frequency that would be expected in a cell, on average, if the variables are independent.

 

Figure 2. Gender plays a significant difference on the usage of mobile phone for education and entertainment

 

Figure 3. (V1 versus V5)

Note: since the p value (0,816) is greater than 0,05, H0 is accepted

 

Figure 4. Gender has no significant difference on the usage of mobile phone without entertainment apps

 

Figure 5. (V2 versus V3 and V4)

Note: since the p value (<0,001) is less than 0,05, H1 is accepted

 

Figure 6. Current academic status plays a significant difference on the usage of mobile phone for entertainment and education

 

Figure 7. (V2 versus V6)

Note: since the p value (0,873) is greater than 0,05, H0 is accepted

 

Figure 8. Current academic status has no statistical significance the distraction while using mobile phone for Education purpose

 

Figure 9. (V2 versus V5)

Note: since the p value (0,031) is less than 0,05, H1 is accepted

 

Figure 10. Current academic status plays a significant difference on the usage of mobilephone without entertainment apps

 

 

Figure 11. (V7 versus V3 and V4)

Note: since the p value (<0,001) is less than 0,05, H1 is accepted

 

Figure 12. There is statistical significance between the Career that best aligns you and the more screen time was spent for Education or Entertainment

 

Figure 13. (V7 versus V5)

Note: since the p value (0,863) is greater than 0,05, H0 is accepted

 

Figure 14. There is no statistical significance between the Career option that best aligns with your aspiration and the usage of mobile phone without Entertainment apps

 

RESULTS

The research objectives were successfully met using SPSS software for data analysis. The statistical techniques applied provided some of the major findings as illustrated below.

Figure 1: (V1 Versus V3 and V4) – H1 is accepted. Gender plays a significant difference on the usage of mobile phone for education and entertainment.

Figure 3: (V1 Versus V5) - H0 is accepted. Gender has no significant difference on the usage of mobile phone without entertainment apps.

Figure 5: (V2 Versus V3 and V4) – H1 is accepted. Current academic status plays a significant difference on the usage of mobile phone for entertainment and education.

Figure 7: (V2 Versus V6) – H0 is accepted. Current academic status has no statistical significance the distraction while using mobile phone for Education purpose.

Figure 9: (V2 versus V5) – H1 is accepted. Current academic status plays a significant difference on the usage of mobilephone without entertainment apps.

Figure 11: (V7 versus V3 and V4) – H1 is accepted. There is statistical significance between the Career that best aligns you and the more screen time was spent for Education or Entertainment.

Figure 13: (V7 Versus V5) - H0 is accepted. There is no statistical significance between the Career option that best aligns with your aspiration and the usage of mobile phone without Entertainment apps.

 

CONCLUSIONS

The report of the study released is based on a survey of 1045 respondents from students of various colleges in Tamil Nadu. Some of the major findings states that 3,3 % students do not have their personal mobile phone, 57,9 % use mobile screen time more for Education while 42 % use for Entertainment. 15,7 % rate the usage of mobile is highly rated for Education and less rated for Entertainment while 8,4 % rate the usage of mobile phone is highly rated for Entertainment and less rated for Education but 25,9 % rate both Education and Entertainment equally. 59,4 % suggest less than 2 hrs screen time per day is good for updating and 72,7 % suggest screen time not to exceed 2 hrs per day. 46,2 % say that they are distracted by you tube and 44,4 % say that they are distracted by Instagram. In conclusion, todays young generation navigates a dynamic landscape shaped by the integration of mobile phones into their lives. The synergy between Education and Entertainment reflects the adaptability of this demographic to the technological advancement in the current century. As mobile devices continue to evolve, it is imperative to foster a conscious and balanced approach to their use, ensuring that the benefits of Education and Entertainment are maximized while mitigating potential drawbacks.

 

BIBLIOGRAPHIC REFERENCES

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FINANCING

The authors did not receive financing for the development of this research.

 

CONFLICT OF INTEREST

The authors declare that there is no conflict of interest.

 

AUTHORSHIP CONTRIBUTION

Conceptualization: K. Bhagyasri.

Data curation: K. Bhagyasri.

Formal analysis: K. Bhagyasri.

Research: K. Bhagyasri.

Methodology: K. Bhagyasri.

Drafting - original draft: K. Bhagyasri.

Writing - proofreading and editing: K. Bhagyasri.