In this study, the nomophobia levels of teachers and nomophobia scores gender, age, branch, daily mobile phone usage, mobile phone level and duration, the number of daily mobile phone charges and the duration of mobile phone use It is aimed to examine the variables. The sample of the study, 2018-2019 education in the academic year, teachers from a private school in Western Anatolia were formed. The sample was determined using the appropriate sampling method. Research quantitative research The method was conducted in accordance with the relational screening model; data collection tool was developed by Yildirim and Correia (2015); Yildirim, Shumuer, Adnan and Yildirim (2015) was adapted to Turkish by Nomophobia Scale (NMP-Q). The data obtained in the study were analyzed by entering the excel program. Analysis of data sums and average scores of teachers on nomophobia scale It was investigated. According to the findings of the research, teacher’s nomophobia levels are above average; nomophobia scores among teachers It is concluded that nomophobia scores vary. Teachers, as their age increases, the number of nomophobia falls; mobile phone usage times, levels of playing through a mobile phone, playing time with the mobile phone, the number of daily mobile phone charging numbers and mobile phone usage times increase It is found that the scores increase. Based on results ultra-Domination mobile application developed; In this way, teachers’ telephone dependencies are intended to be taken under control.
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The main purpose of this research is to investigate the effects of the interaction of school-age youth with technological games on the mathematical achievements in rapidly changing and developing lifestyles. In order to explain the effects of the technological games in this project, the following examples are noteworthy. First of all, T46 coded in 40 hours per week lar to the question.How often do you play technological games? It is understood that this student spent some time with technological games for 6 hours daily. Secondly, the World Health Organization announced that in 2018, computer game addiction would be recognized as u mental illness. We hear news of this kind, both in the current news and in our environment. The 4th edition of the Technology Addiction Congress, held annually by the Green Crescent, was held on 27-28 November 2017 in Istanbul. There are many studies and research on the psychological and sociological effects of technological games on people. In this study, the effects of a special Anatolian high school on high school freshmen will be examined to investigate the mathematical effects of technological games.
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Summary of two meetings with 10th graders, Hof Hasharon High School, Israel. 22 students participated: 7 girls and 15 boys.
Most participants seem to be concerned that various entities are monitoring their activity in cyberspace and are using private information about them without their consent.
Some participants even called it “espionage.” The concern was raised that smartphones “listen” to participants without their consent. They believe that the proof of their opinion is that they often see targeted advertisements that match what they said on the phone. To some of them this seems scary. On the other hand, some of the participants said they had no problem with it, because it directs them to products of their own interest and this “makes life interesting”.
There was a short discussion about possible solutions. Although some think that the solution is possibly technical-regulatory (it is possible to prohibit such “espionage” by law), some participants noted that the economic motive of commercial organizations is too strong, and this makes it very difficult to deal with the problem.
Some participants said they would prefer social networks without advertisements, but they are aware that today this would be very difficult to achieve because advertising is the economic basis for such networks.
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Teknolojinin hızlı gelişmesi ve yaygınlaşması, beraberinde birtakım problemler de getirmiştir. Bilhassa ergenler, bu gelişimin olumsuz anlamda en fazla etkilenen kesimi oluşturmaktadırlar. Vakitlerinin önemli bir kısmını internette harcayan gençler, siber zorbalıkta bulunma, siber zorbalığa maruz kalma gibi negatif yönde etkiler görmektedirler. Gençler arasındaki zorbalık ve şiddet eylemleri, artık sanal ortamlarda kendini göstermektedir. Dolayısıyla yapılan araştırmalarda, siber zorbalık mağdurları olan çocuklar ve ergenler psikolojik olarak sıkıntılar yaşadıkları saptanmıştır. Konsantrasyon problemi, okuldaki akademik başarısında düşüş, asosyallik, endişe, hüzün, kaygı, depresyon, intihar gibi eğilimlerin arttığı görülmektedir. Bu çalışmada, araştırma kapsamındaki lise öğrencilerinin siber zorbalık, siber mağduriyet ve insani değerlerinin kendi aralarındaki ilişkisi incelenerek, neler yapılabileceği hususunda öneriler sunulmuştur. İnceleme doğrultusunda, öğrencilerin siber zorbalık konusuna nasıl baktığı, bu konudaki düşüncelerinin neler olduğu, siber zorbalık yapıp yapmadığı, siber zorbalığa uğrayıp uğramadığı ve sonuçlarının neler olduğunu tespit etme amacı yönünde anket çalışması yapılmıştır.
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Autores: Raffaela Bruzzone Torres, Pablo López Rebollo, Noelia del Pozo García
Este producto aborda la importancia de las redes sociales en la sociedad global, en forma de programa de radio.
Reflexionar sobre la importancia de las redes sociales en la globalización
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