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Survey of Possible Negative Consequences of Use of Computer To Humanity
Survey of Possible Negative Consequences of Use of Computer To Humanity
http://www.cisjournal.org
ABSTRACT
Computer has become one of the most important tools in human life, in-fact it has become an integral part of human life,
because of its relevance in learning, communication and information, multimedia, business and entertainments. Despite all
its advantages it has posed some negative effects on humanity. This paper shows the survey conducted to actually unveil
some possible effects that users of computer encountered, and the result analysis has shown a great significance in
educational research and the study.
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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.
http://www.cisjournal.org
half of their favorite games had violent themes [6]. Yet (containing animated blood, gore, and violence and strong
parents often are unaware of even the most popular sexual content), but fewer than 5% of parents had heard of
violent titles, despite the rating system from the it [7].
Entertainment Software Ratings Board in place since
September 1994 (see Box 3). In a 1998 survey, 80% of
junior high school students said they were familiar with
Duke Nukem—a violent computer game rated “mature”
Fig 1
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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.
http://www.cisjournal.org
on children’s eyes, backs, and wrists; however, given
children’s increasing use of computers, sometimes for
prolonged periods, it is likely that children will begin to
experience the same kinds of injuries frequently reported
by adult computer users [15]. To reduce the possibilities of
such injuries, children should be given similar instructions
as adults regarding safe computer use, including such
precautions as taking frequent breaks and positioning
equipment properly. In addition, game manufacturers
should avoid producing games with flicker frequencies
known from clinical experience to induce seizures in
epilepsy-prone patients.
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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.
http://www.cisjournal.org
carried-out data collection with a focused/target group 3.3 Target Groups and Sampling
using questionnaire. This section starts first with We designed a questionnaire to source for data
methodology of the research design; Data collection (information) so as to ascertain the possible effect of use
method, survey target group and sampling. The survey of computers, sourcing of the data (survey) was carried
was carried-out in five universities/colleges of different out in five (5) different universities/colleges of five
countries across the world, namely; (1) United Kingdom different countries namely are; University of Southwales,
(2) Nigeria (3) Turkey (4) China and (5) Jordan. This is Cardiff Pontypridd City, United Kingdom, Liaoning
because, to get the present real situation of effect of use of University Of Technology Jinzhou Liaoning Province
computer from different part of the world. After which, China, Sa’adatu Rimi College of Education Kano Nigeria,
the survey graph of the result of the survey are designed Yaser University of Izmir, Turkey, and Jordan University
and with possible tables and diagrams, which depict the of Science and Technology Irbid, Jordan, all the five
current trends of effect of computer to humanity. higher institutions and locations (countries) were choosing
because of their peculiarity in the region/continent, and
3.2 Data Questionnaire Design the questionnaire gathering of information (data) was
The questionnaire was designed with three scale target at youths ranging from the age of 16-45 years of
option for respondent to choose the scale suited by him, age. Special preference was not given in-terms of gender.
the questionnaire consist of 12 questions and three scale Universities/Colleges were choosing because of their high
of option for respondent to select, this is to make the numbers of computer users. Table 3.1 shows the
questionnaire easier for response from respondent and for instruments used, the response scale, and the areas of
data analysis. Questionnaire has three scales of options as focus included for each instrument.
follows; strongly agree, fairly agree or do not agree. Instruments Used in the Study
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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.
http://www.cisjournal.org
lead to a serious problem concerning our health.
10 Through the use of computer we put our self out for the world to Strongly Agree 80
see on sites like e.g. facebook and which is easier for some bad Fairly Agree 46
people to fine out our information. Do Not Agree 6
11 Kids who spend a very high amount of time on computers are less Strongly Agree 64
likely to exercise. Fairly Agree 46
Do Not Agree 22
12 The use of computer can make children engage In browsing social Strongly Agree 88
media websites and chat rooms which exposes them to the risk of Fairly Agree 32
potentially dangerous child predators who seek to deceive them. Do Not Agree 12
The above Table 3.1: represents the complete institutions of 5 different countries during the survey.
questions asked, choice of answers and total percentage of Total of 671 students were questioned and total of 660
answers given by the respondent from 5 different higher students responded by filling and returned back their filled
questionnaire form.
Table 3.2: Aggregate of Respondents on a scale of (Strongly, fairly and Do not agree) with respect to Various
University/Colleges.
From the above table 3.2 shows the aggregate of responded by filling and returned back their filled
respondents with respect to scale of (strongly, fairly and questionnaire form. Total of 120 questionnaires from
Do not agree). That is, it shows the total number of LUTJ China, 130 from SRCOEK Nigeria, 160 from YUI
respondent who select base on the three scales of the Turkey, 130 from JUSTI Jordan and 120 questionnaires
entire questions for each university/colleges. from USCP United Kingdom.
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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.
http://www.cisjournal.org
100
90
80
70
60
SA
50
FA
40 DA
30
20
10
Fig 3: Pie Chat Representation of Data Collected.
0
Q1
Q2
Q3
Q4
Q5
Q6
Q7
Q8
Q9
Q10
Q11
Q12
120
100
Fig 3.2: Respondent on a scale of (Strongly agree (SA),
80 fairly agree (FA) and Do not agree (DA)) with respect to
various Questions
60
SA The graph in figure 3.2 represents the total
number of respondents with respect to total aggregate of
40 FA
questions answered in the five different
DA universities/college of five different countries; This shows
20 that out of the twelve questions in the instrument
(questionnaire) ten questions have greater percentage of
0 50% and above of strongly agree, while only two
questions has fairly agree, this show that most of the
computer users have the believe or understanding that
almost all the questions asked have negative effects on
humanity and the society at large.
4. CONCLUSION
Findings from this study strongly suggest and
show that despite the widely use and importance of
computer to the society it also pose some negative effect
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Vol. 5, No. 5, May 2014 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences
©2009-2014 CIS Journal. All rights reserved.
http://www.cisjournal.org
to humanity which cannot be overlooked or ignored. This [9] Provenzo, E.F. Jr. The video generation. The
study has demonstrated that use of computer and American School Board Journal (March 1992)
technological equipment has posed many threats to human 179:29–32.
health, life and security. Also based on these findings, one
could posit that most of the brutal, criminal, sexual and [10] Whether electronic games are played on a stand-
deadly behaviors demonstrated by both Adult and alone game set (for example, Nintendo or Sega), an
Children could be from free access to information which arcade console, or a computer, they all share
is dangerous from computer, computer games and the essentially the same capabilities and interactive
internet. Finally, we conclude that the use of computer nature, and thus are also likely to share the same
could either impact negatively or positively to humanity risks.
except we try to regulate the way we use this technology.
[11] Glista, G.G., Frank, H.G., and Tracy, W.F. Video
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