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Prep 1 · Digital Culture
Digital well-being · Health and technology

Healthy Usage Habits

Phone when you wake up, phone on the bus or the Metro, phone in bed before sleeping. According to the 2023 ENDUTIH survey, users ages 12 to 17 spend about 5.6 hours a day on the internet. Using it a lot is not the problem in itself: what matters is when, how, and whether you decide to stop or the screen decides for you.

How much time do you spend in front of a screen?

Donut chart of how the 24 hours of the day are divided: sleep 8 h, school and study 6.5 h, and the rest of the time (screens, eating, family) 9.5 h. 24 h per day sleep: 8 h school + study: 6.5 h rest (screens, eating...): 9.5 h

Of the hours that are neither sleep nor school, part goes to the phone. To know whether that is a lot or a little, the first step is to measure it: almost every phone has a "digital wellbeing" report with the real time, not the time you think you used.

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State three effects that spending many consecutive hours on your cell phone or computer can have on your health, and propose a simple guideline to prevent each one.

State three effects that spending many consecutive hours on your cell phone or computer can have on your health, and propose a simple guideline to prevent each one.

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The digital well-being report on a cell phone summarizes average daily use: $2\ \text{h}\ 30\ \text{min}$ of social media, $1\ \text{h}\ 45\ \text{min}$ of video and…

The digital well-being report on a cell phone summarizes average daily use: $2\ \text{h}\ 30\ \text{min}$ of social media, $1\ \text{h}\ 45\ \text{min}$ of video and $45\ \text{min}$ of gaming. Express each time in hours as a decimal (remember that $30\ \text{min} = 0.5\ \text{h}$), calculate the daily total and the weekly total, and determine how many hours per week would be gained for physical activity if that screen time were halved.

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The figure divides the twenty-four hours of a student's day between sleep, school and leisure screen time, as shown in the figure. Calculate how many hours remain free…

The figure divides the twenty-four hours of a student's day between sleep, school and leisure screen time, as shown in the figure.

24 h Sleep: 8 h School: 6 h Leisure screen time: 5 h Free time: ?

Calculate how many hours remain free (the sector marked with ?), assess whether this distribution is healthy, and propose an alternative distribution, using numbers that also sum to $24\ \text{h}$, explaining what it improves.

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The body pays the price: eyes, neck, and sleep

Side view of a person looking down at a cell phone: the eyes are marked, which blink less and dry out; the tilted neck, whose cervical vertebrae bear more weight; and the blue light from the screen, which suppresses melatonin and delays sleep. 1 2 3 1 Eyes you blink less when looking up close: dry, tired eyes 2 Neck and back tilting the head down multiplies the weight borne by the cervical vertebrae 3 Sleep blue light suppresses melatonin: harder to fall asleep and the sleep is worse

Text neck and posture

An upright head weighs about 5 kg (11 lb). When you tilt it toward your phone, the neck holds the same weight with a longer lever, and the strain multiplies. This is called "text neck." To reduce it: raise the phone to eye level, rest your elbows against your body or on a table, and change your posture often.

A healthy study setup has the screen about 50–70 cm (20–28 in) from your eyes, with the top edge at eye level, your feet flat on the floor, your back straight against the backrest, your forearms at keyboard height, and enough light that does not reflect off the screen.

Blue light and sleep

Sleeping too little: consequences

If you go to bed very late and get up early for school, the effect shows the next day: it is hard to concentrate, your memory fails, you are in a bad mood or irritable, you feel like falling asleep in class, and your school performance drops. This is what happens to someone who plays online until the early morning on school nights.

If the habit continues for months, the effects add up: chronic fatigue, more anxiety and sadness, a weaker immune system, a higher risk of gaining weight, and problems learning. During adolescence the body needs about 8 to 10 hours of sleep. A first concrete change: set a shutoff time and charge your phone outside your bedroom.

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The figure represents a study workstation in front of a screen. Indicate the approximate recommended distance between eyes and screen (the gap ?) and explain two more…

The figure represents a study workstation in front of a screen.

? cm

Indicate the approximate recommended distance between eyes and screen (the gap ?) and explain two more guidelines, visible in the scene or deducible from it, that help protect your eyesight and back.

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Explain what the 20-20-20 rule for resting your eyes consists of (every twenty minutes, look for twenty seconds at something about six meters away) and what specific…

Explain what the 20-20-20 rule for resting your eyes consists of (every twenty minutes, look for twenty seconds at something about six meters away) and what specific problem it relieves.

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Explain what "text neck" is, why tilting your head far forward towards your phone multiplies the weight supported by your neck, and describe two ways of holding your…

Explain what "text neck" is, why tilting your head far forward towards your phone multiplies the weight supported by your neck, and describe two ways of holding your phone that reduce this.

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Explain what blue light from screens is, how it interferes with melatonin and sleep, and which phone settings (night mode, brightness, scheduled times) help reduce its…

Explain what blue light from screens is, how it interferes with melatonin and sleep, and which phone settings (night mode, brightness, scheduled times) help reduce its effect at night.

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Describe how you would set up an ergonomic study workstation at home: height and position of the screen, chair, keyboard and lighting. Explain what health problem each…

Describe how you would set up an ergonomic study workstation at home: height and position of the screen, chair, keyboard and lighting. Explain what health problem each decision prevents.

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A friend plays online until two in the morning on weekdays and arrives at school having barely slept. Explain what immediate and long-term consequences this habit can…

A friend plays online until two in the morning on weekdays and arrives at school having barely slept. Explain what immediate and long-term consequences this habit can have and what specific change you would propose to them to start with.

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Why it is so hard to put the phone down

On "free" platforms, your attention is the product: the longer you stay, the more ads they show. That is why many apps are designed to make it hard to stop.

Comparison between a chest that always gives the same prize, with few repetitions, and a wheel of random prizes that causes many more repetitions. fixed prize prize? 10 10 10 0 500 20 150 0 40 300 repeated rarely repeated much more

Swiping to see "what comes up" in the next video, or opening a chest with a random reward, uses the same mechanism as a gambling machine. It is no accident: the more unpredictable the prize, the harder it is to stop. One sign that a game is built so you won't stop: it rewards you for logging in every day, offers you "just one more" without end, punishes you if you miss a day, and has no natural stopping points.

Attention, concentration, and food

The mere presence of your phone on the table, even on silent, uses up attention: part of your brain stays tuned to it. To study, keep it far away, silence notifications, and work in blocks with planned breaks.

Something similar happens with food: if you eat while watching your phone, your attention is not on your plate and you take longer to notice you are full, so you eat more and worse. A simple rule: no screens at the table.

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Eating while looking at your phone has been linked to eating more and less healthily. Explain what role attention plays in the feeling of satiety and propose a simple…

Eating while looking at your phone has been linked to eating more and less healthily. Explain what role attention plays in the feeling of satiety and propose a simple rule for mealtimes at home.

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Many games offer "loot boxes" with random rewards. Explain why unpredictable rewards are more addictive than fixed ones, how this mechanic resembles slot machines, and…

Many games offer "loot boxes" with random rewards. Explain why unpredictable rewards are more addictive than fixed ones, how this mechanic resembles slot machines, and what sign indicates that the game is designed to keep you playing.

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Studies on attention show that the mere presence of a phone on the table, even if silent, reduces concentration. Explain why this happens and design your "study mode":…

Studies on attention show that the mere presence of a phone on the table, even if silent, reduces concentration. Explain why this happens and design your "study mode": what you do with your phone, notifications and breaks to perform well.

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An app measures your "screen time" while rewarding you with badges and streaks for opening it every day. Analyse the contradiction between its stated well-being…

An app measures your "screen time" while rewarding you with badges and streaks for opening it every day. Analyse the contradiction between its stated well-being objective and the techniques it uses to hook you, and evaluate whether this type of tool really helps reduce usage.

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A video platform replaced the manual "Watch next" button with autoplay featuring a 3-second countdown. Following the change, the average time spent on the platform…

A video platform replaced the manual "Watch next" button with autoplay featuring a 3-second countdown. Following the change, the average time spent on the platform increased by 35 %, but user ratings of wellbeing and satisfaction dropped significantly.

  1. a) Explain this phenomenon using the concepts of "design friction" and "choice architecture" versus conscious self-control.
  2. b) Design two technical or interface modifications that return conscious control to the user and make "the time to stop" easier without simply resorting to forcing the app to close.
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Healthy habits in everyday life

Three habits: eating without a phone on the table, charging the phone outside the bedroom, and getting up to stretch and drink water after working at the screen. eat without a phone charge it outside the bedroom active breaks every so often

Technology can also help

Used wisely, technology supports physical health: workout apps (limit: do not train when you are in pain or injured), step challenges with friends (limit: it should not become an obsessive competition), and sports-technique videos (limit: be wary of "miracle methods" and consult a trainer).

When social media affects how you see yourself

The images of "perfect" bodies on social media are filtered, edited, shot from the best angle, and picked from many photos. Comparing yourself with them can lead to skipping meals and harming your health. If a friend is going through this, listen without judging, remind them that the image is artificial, and encourage them to talk to a trusted adult (family, teacher, doctor).

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Explain why it is not a good idea to use your phone in bed just before going to sleep and propose two specific alternatives for the last half hour of the day.

Explain why it is not a good idea to use your phone in bed just before going to sleep and propose two specific alternatives for the last half hour of the day.

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State three physical signs that you have been playing or looking at the screen for too long at a stretch (dry eyes, neck pain, heavy head...) and explain what should be…

State three physical signs that you have been playing or looking at the screen for too long at a stretch (dry eyes, neck pain, heavy head...) and explain what should be done as soon as each one appears.

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Propose three ways to use technology to benefit physical health (workout apps, step challenges with friends, sports technique videos) and one precaution or limit for…

Propose three ways to use technology to benefit physical health (workout apps, step challenges with friends, sports technique videos) and one precaution or limit for each, so that they remain healthy.

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A friend compares themselves to the "perfect" bodies seen on social media and has started skipping meals. Explain what is artificial about those images (filters, angles,…

A friend compares themselves to the "perfect" bodies seen on social media and has started skipping meals. Explain what is artificial about those images (filters, angles, editing, picking the best moment), what risks their health faces, and how you would speak with them and with a trusted adult.

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Build your healthy usage plan

Three phases of the phone-usage plan: measure a normal week with daily usage bars, set a limit with a nighttime shutoff time, and measure again, checking that the bars stay below the limit and below the first week. 1. measure 2. set a limit 3. measure again LMMJVSD LMMJVSD Week 1 LMMJVSD

Active use and passive use

Not all screen time counts the same. An hour spent creating a video, programming, or on a video call with a friend does not weigh the same as an hour of passive scrolling: active use trains something, while passive use mostly just entertains and is the easiest to stretch out. When judging a habit, ask yourself what you are doing and whether you chose the amount of time.

Rules and streaks

Banning phones entirely in secondary school or having no rules at all usually fails. A middle-ground rule (put it away on arrival, use it in class only when the teacher asks) protects attention and community life without shutting out its learning uses. Streaks work similarly: a workout streak can build consistency, but it becomes dependence if you train while injured or feel anxious when you miss a day. And weekend "digital detoxes" usually don't last: small, permanent daily changes work better.

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Based on the following weekday usage log of a 3rd year ESO student (4.2 h of daily screen time: 2.5 h on social media, 1.2 h on video games, and 0.5 h on schoolwork;…

Based on the following weekday usage log of a 3rd year ESO student (4.2 h of daily screen time: 2.5 h on social media, 1.2 h on video games, and 0.5 h on schoolwork; last connection at 00:30 from bed; recurring morning sleepiness):

  1. a) Design a realistic healthy use plan for their Monday-to-Thursday afternoons. It must redistribute digital leisure time and establish two concrete measures (one regarding device configuration and another regarding physical space organization) to ensure disconnection.
  2. b) Justify why the mobile phone should not be charged in the bedroom from the perspective of sleep quality and nighttime impulsivity.
  3. c) Define two measurable indicators (one quantitative and one qualitative) to evaluate after one month whether the plan has been successful.
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The weekly digital wellbeing report issues the same red alert ("Excessive use: 3.5 h daily") for two students. Lucía spent that time programming an application in…

The weekly digital wellbeing report issues the same red alert ("Excessive use: 3.5 h daily") for two students. Lucía spent that time programming an application in Scratch and editing a school podcast; Dani spent it scrolling through short videos on a social network.

  1. a) Technically refute the report's conclusion ("Both present the same digital health risk") by justifying the cognitive, emotional, and mental fatigue differences between active and passive use.
  2. b) Propose two alternative metrics or criteria that a digital wellbeing tool should incorporate to reflect the real impact of screen time beyond total minutes.
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A student wants to test whether using her mobile phone in bed reduces her sleep quality. For one week, she uses her phone until falling asleep, and the following week,…

A student wants to test whether using her mobile phone in bed reduces her sleep quality. For one week, she uses her phone until falling asleep, and the following week, she turns it off one hour earlier, but stays up late reading notes under intense light. Noticing no improvement in her grades or in her morning fatigue, she concludes: "I have proven that screens have no influence whatsoever on rest".

  1. a) Identify two methodological flaws in her experiment (uncontrolled variables or sources of bias).
  2. b) Redesign the experiment for two weeks: define the independent variable, two measurable dependent variables (at least one quantitative), and which factors must be kept constant for the data to be reliable.
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A school is debating a total ban on cell phones. Argue from the perspectives of health, social cohesion and learning for and against it, and propose a realistic…

A school is debating a total ban on cell phones. Argue from the perspectives of health, social cohesion and learning for and against it, and propose a realistic compromise rule (stored away upon entry, specific educational use), defending why it would work better than a total ban or total freedom.

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A sports app rewards training every day with "streaks", the same mechanic used by social media. Analyse why in one case it is considered healthy and in another…

A sports app rewards training every day with "streaks", the same mechanic used by social media. Analyse why in one case it is considered healthy and in another dangerous, where the line is drawn (training when injured, anxiety if a day is missed) and what difference there is between consistency and dependency.

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Evaluate weekend "digital detoxes" (leaving your cell phone behind for two days) as a solution to bad habits: what they can offer, why their effect is usually…

Evaluate weekend "digital detoxes" (leaving your cell phone behind for two days) as a solution to bad habits: what they can offer, why their effect is usually short-lived and what daily habit change, more modest but permanent, you would suggest instead.

Solve

Back to the beginning: if you look at your phone as soon as you wake up or right before bed, the design of the apps is deciding for you. Charge it outside your bedroom and take back control of when your day starts and ends.

Summary

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