Breaking Online Distraction Cycle for Students: A Smart App Framework for Conditional Social Media and Game Access Post Learning Goal Completion

  • Unique Paper ID: 184371
  • Volume: 12
  • Issue: 4
  • PageNo: 946-950
  • Abstract:
  • The rapid growth of social media and mobile gaming has led to a significant increase in digital distractions among students, affecting their focus, time management, and academic performance. This paper proposes an intelligent, goal-oriented application framework designed to allow access to social media and gaming applications only after students complete predefined learning goals. The framework introduces structured learning modules aligned with academic curricula, integrated with a conditional unlocking system that restricts entertainment apps until academic objectives are achieved. The model employs gamification techniques to increase student engagement and uses adaptive algorithms to personalize learning goals based on student performance. By transforming social media and gaming access into a reward mechanism, this approach not only improves concentration but also fosters a healthy balance between education and leisure in the digital era.

Copyright & License

Copyright © 2025 Authors retain the copyright of this article. This article is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

BibTeX

@article{184371,
        author = {S.Abhinav},
        title = {Breaking Online Distraction Cycle for Students: A Smart App Framework for Conditional Social Media and Game Access Post Learning Goal Completion},
        journal = {International Journal of Innovative Research in Technology},
        year = {2025},
        volume = {12},
        number = {4},
        pages = {946-950},
        issn = {2349-6002},
        url = {https://ijirt.org/article?manuscript=184371},
        abstract = {The rapid growth of social media and mobile gaming has led to a significant increase in digital distractions among students, affecting their focus, time management, and academic performance. This paper proposes an intelligent, goal-oriented application framework designed to allow access to social media and gaming applications only after students complete predefined learning goals. The framework introduces structured learning modules aligned with academic curricula, integrated with a conditional unlocking system that restricts entertainment apps until academic objectives are achieved. The model employs gamification techniques to increase student engagement and uses adaptive algorithms to personalize learning goals based on student performance. By transforming social media and gaming access into a reward mechanism, this approach not only improves concentration but also fosters a healthy balance between education and leisure in the digital era.},
        keywords = {Adaptive Learning, Conditional Access, Digital Distractions, Gamification, Goal-Based Learning, Student Productivity},
        month = {September},
        }

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