Some children spend hours every day on their smartphone. Why is this the case? Do you think this is a positive or a negative development.

Nowadays, many kids use most of their pace on digital devices in their day-to-day life. From my viewpoint, its positive impacts cannot overcome the negative impacts.
This
discourse will discuss why
this
has become a trend among children and its pros and cons. On the one hand, we cannot deny the fact that mobile
phones
serve as multifunctional electronic devices and because of
this
, many children spend more hours playing games, watching videos
as well as
chatting with their friends.
For instance
,
according to
a survey conducted in Lagos Nigeria, 60% of teenagers and toddlers spend time on their
phones
because they are addicted to cartoons.
As a result
, they consume a large amount of their moment on cell
phones
.
Although
, dives into these have become a nasty behaviour among teenagers despite
it
Correct pronoun usage
its
show examples
useful values.
Moreover
, most guardians buy Android
phones
for their offspring because of
it
Correct pronoun usage
their
show examples
educational value. But youngsters waste valuable time streaming videos, gaming and chatting with peers. Even if digital devices help kids to discover information that may improve their academic performances, it may distract them from achieving their academic set goals. As an example, during covid-19 pandemic lockdown, many students attended most of their lectures online and practical classes were held on mobile applications
such
as Zoom and Telegram.
However
, some students used
such
moments to reply to messages from friends
while
others engaged in downloading movies on YouTube. In conclusion, kids consume more and more hours on mobile
phones
because of their
multifunctionality
Correct your spelling
multi-functionality
show examples
.
However
, its positive impacts cannot overcome its negative outcomes.
Submitted by oludayotemilade on

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Topic Vocabulary:
  • Engrossed
  • Distracted
  • Addictive
  • Digital natives
  • Virtual reality
  • Interactive
  • Online gaming
  • Social media platforms
  • Connectivity
  • Social engagement
  • Information access
  • Learning tools
  • Peer influence
  • Societal pressure
  • Alternative activities
  • Recreational facilities
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