The Effect of Smartphone Use on Children's Behaviour and Attitudes

Abstract

The 21st -century technological advances, especially the Internet-based services, have tremendeaously changed our lives. Young children today have easily access to smartphones and gadgets and their dependence on them is relatively high. There is no denying that technology has greatly helped educators and learners in carrying out remote and distance learning during the COVID-19 pandemic. However, this has also opened the doors for the children to several inappropriate online applications such as tik-tok, YouTube, and online games. Recently, it was found that the content shown in various games that children were playing were unsuitable for them and some even triggered aggression and indifferent attitude towards parents. This study investigated the relationship between children’s addiction to smartphone use with particular focus on Android users and their general attitudes and behaviour. A systematic literature review was conducted for related articles published between 2017 and 2021 on lens.org and between 2016 and 2021 in DOAJ. Based on the results, the researchers recommend parents to assist their wards while they’re using a smart phone or a computer, limit their use of gadgets, establish gadget-free areas, and teach them the importance of self-restraint.


Keywords: Android generation, moral formation, COVID-19 pandemic

References
[1] Billio M, Varotto S. A new world post Covid-19: Lessons for business, the finance industry and policy makers. Innovation in Business, Economics & Finance. Volume 1 2020. https://doi.org/10.30687/978-88-6969-442-4


[2] Ali MQ. Epidemic of fear: Cause and effect. 2020. AIJR Preprints. Available from: https://preprints.aijr.org/index.php/ap/preprint/view/50


[3] Mahajan P, Patil V. Making it normal for ‘new’ enrollments: Effect of institutional and pandemic influence on selecting engineering institutions under the COVID-19 pandemic situation. Heliyon. 2021;7(10):e08217. 1-12. https://doi.org/10.1016/j.heliyon.2021.e08217


[4] Király O, et al. Preventing problematic internet use during the COVID19 pandemic: Consensus guidance. Comprehensive Psychiatry. 2020;100:1–4. https://doi.org/10.1016/j.comppsych.2020.152180


[5] Herliandry LD, Nurhasanah N, Suban ME, Kuswanto H. Pembelajaran pada masa pandemi Covid-19. JTP - Jurnal Teknologi Pendidikan. 2020;22(1):65–70. https://doi.org/10.21009/jtp.v22i1.15286


[6] Ashawa M, Morris S. Host-based detection and analysis of android malware: Implication for privilege exploitation. International Journal for Information Security Research (IJISR). 2019;9(2):871–880. https://doi.org/10.20533/ijisr.2042.4639.2019.0100


[7] Aldridge FMD, Msn EM. ‘Finding my own way’: The lived experience of undergraduate nursing students learning psychomotor skills during COVID-19. Teaching and Learning in Nursing. 2021;16:4.347-351 https://doi.org/10.1016/j.teln.2021.07.002


[8] W PM Knight FW. Computerized method and system for providing customized entertainment content. Patent Publication Number WO/2015/148693. https://patentscope.wipo.int/search/en/detail.jsf?docId=WO2015148693


[9] Zhang H, Wu H, Rountev A. Automated test generation for detection of leaks in Android applications. Proceedings of the 11th International Workshop on Automation of Software Test. May 2016 Pages 64–70https://doi.org/10.1145/2896921.2896932


[10] Litvak RA, Zhunusova KS. The development of spiritual and moral qualities of the individual as the basis for the formation of the civic position of students. (Chelyabinsk State Institute of Cultur. 2020;3:131–138. https://doi.org/10.7442/2071-9620-2020-12- 3-131-138


[11] Tam K, Khan SJ, Fattori A, Cavallaro L. CopperDroid: Automatic reconstruction of android malware behaviors. 2015;Feb:8–11. https://doi.org/10.14722/ndss.2015.23145


[12] Columb D, Griffiths MD, O’Gara C. Online gaming and gaming disorder: More than just a trivial pursui.t Irish Journal of Psychological Medicine. 39 (1) 2019. 31-42 https://doi.org/10.1017/ipm.2019.31


[13] Iswantiningtyas V, Pascarini AR. Interaksi sosial dan konsep diri dengan kecanduan games online pada dewasa awal. Jurnal Psikologi. 2016;173(1):167–173.


[14] Cakiroglu S, Soylu N, Gormez V. Re-evaluating the digital gaming profiles of children and adolescents during the Covid-19 pandemic: A comparative analysis comprising 2 years of pre-pandemic data. ADDICTA Turkish Jurnal Addicta. 2021;8(1):51–57. https://doi.org/10.5152/addicta.2021.21019


[15] Madi M, Kumar M, Vargas P, Vineetha R, Pentapati KC. Changing trends in the outpatient dental visits during the COVID–19 pandemic in a tertiary care hospital. Saudi Jurnal Biologi Science. 2021;28(8):4437–4441. https://doi.org/10.1016/j.sjbs.2021.04.038


[16] Sahay SK, Sharma A. A survey on the detection of android malicious apps. Advances in Intelligent Systems and Computing. 2019;924:437–446. https://doi.org/10.1007/978-981-13-6861-5_38


[17] Luo L, et al. Context-aware system service call-oriented symbolic execution of android framework with application to exploit generation. Arxiv. 2 nov 2016.1-16


[18] Brown DJ, Hagger MS, Hamilton K. The mediating role of constructs representing reasoned-action and automatic processes on the past behaviourfuture behavior relationship. Social Science and Medicine. 2020;258. https://doi.org/10.1016/j.socscimed.2020.113085


[19] Zahara S, Mulyana N, Darwis RS. Peran orang tua dalam mendampingi anak menggunakan media sosial di tengah pandemi Covid-19. J. Kolaborasi Resolusi Konflik. 2021;3(1):105-112. https://doi.org/10.24198/jkrk.v3i1.32143


[20] Mcgucken E. Morality system and method for video game and methode forcreating, story, deeper. Patten US20070087798A1.USA.Malibu. https://doi.org/11/546,737


[21] Steenkamp JBEM. Global versus local consumer culture: Theory, measurement, and future research directions. Journal of International Marketing. 2019;27(1):1–19. https://doi.org/10.1177/1069031X18811289


[22] Giuliani L, Revez A, Sparf J, Jayasena S, Faber MH. Social and technological aspects of disaster resilience. International Jurnal Strategy. Property Management. 2016;20(3):277–290. https://doi.org/10.3846/1648715X.2016.1185477


[23] Bureau I. Technologies for resolving moral conflicts during automated operation of a machine. Patent No. US2017285585A1, USA. https://doi.org/PCT/US2017/020398


[24] Ilmanto AH, Fahyuni EF, Harahap A. The problems of online learning : The role of parents during the Covid-19 pandemic. Nazhruna Jurnal Pendidikan Islam. 2021;4(2):284–293.


[25] Kartikadarma E, Listyorini T, Rahim R. An android mobile RC4 simulation for education. World Transactions on Engineering and Technology Education. 2018;16(1):75–79.


[26] Kusumandari RB, Wibawa B, Muchtar H. Game learning to optimize learning in disaster area. KnE Social Sciences. 2019:530–543. https://doi.org/10.18502/kss.v3i18.4744


[27] Phongtraychack A, Syryamkin V. Understanding of android-based robotic and game structure. IOP Conference Series: Materials Science and Engineerin. 2018;363(1). 1-12https://doi.org/10.1088/1757-899X/363/1/012029


[28] Cotton RMV, Andrew A. Device and process for instructing children in goal and succes. JUSTIA Patent No. 62/628,052 ,2019. https://doi.org/62/628,052


[29] Hairina Y. Prophetic parenting sebagai model pengasuhan dalam pembentukan karakter (akhlak) anak. Jurnal. Studi Insan. 2016;4(1):79-83. https://doi.org/10.18592/jsi.v4i1.1115