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I came across a topic online; I’d like to invite chemical industry professionals who are free to discuss it here as well. ----------------------------------------------------------------------------- Mobile application software, also known as APPs, have seen an increase in variety in terms of functions and categories due to the rapid development of the mobile internet. Last November, CCTV News exposed the problem of pornographic content in *-type apps used by primary and secondary school students. Recently, parents in cities such as Chongqing and Guangdong have reported that the problems associated with educational apps have resurfaced; many of the homework apps recommended by schools have turned into havens for online games. There has always been controversy surrounding homework apps. Those who support them argue that they can provide students with personalized homework services, improve the quality of homework, and reduce the workload on students ; Opponents argue that this is nothing more than using electronic devices to implement a heavy workload strategy; the quality of assignments provided by most assignment apps is not high, and students still end up doing a large number of exercises through these apps. Objectively speaking, the issue of some homework apps containing elements from online games and using pornographic or vulgar content to attract students is due to the fact that these apps do not prioritize the quality of their homework assignments; rather, it is a business strategy they adopt in order to survive in the market. However, such practices only lead to even more criticism against these homework apps. To address the problems associated with homework apps, it is crucial to strengthen supervision over them, and for students and parents to make rational choices when selecting such apps. The operators of homework apps must realize that only by providing high-quality homework services can such apps gain the recognition of more students and parents. The homogenization of homework apps, as well as the practice of using large amounts of electronic practice exercises, are issues determined by China’s education evaluation system. When various educational institutions see business opportunities in this area and rush to enter it, it results in homework apps that are largely similar to one another, all aiming to improve students’ grades. Under such circumstances, homework apps that prioritize quality should invest effort in developing personalized homework assignments, but this requires significant research and development costs. Some operators of homework apps believe that even if personalized assignments are created, it does not necessarily mean they will gain greater market opportunities; as a result, they opt for a business approach that focuses on marketing rather than quality. Others, under the guise of providing homework, engage in diverse business activities including gaming. It is worth noting that current regulations on homework apps are not strict, and the games within these apps are not regulated as game products. Their plan is to attract students (and their parents) to download and install the app under the guise of free homework, and then use games and vulgar content to persuade them to spend money on game items. In response to this, regulatory authorities must enforce strict oversight, requiring that these homework apps provide only homework-related services and not offer gaming products beyond their designated scope of operation. Some apps claim that the games contained within them are designed to allow students to take a proper break and relax after completing their homework, but this creates a gray area in terms of regulation. The best way to let students rest after finishing their homework is to put away electronic devices and engage in outdoor activities. The operators of homework apps must work together to maintain the industry’s reputation; only by operating in a regulated manner can these apps continue to function. It should be the quality of the homework that encourages students to use homework apps, rather than games being used as a selling point. Given that some schools currently use homework apps to assign tasks to students, it is even more necessary to clarify the nature of such homework apps. Otherwise, when homework apps incorporate games, parents will surely object to such apps, and they will also turn students into gamers. For homework apps chosen by students (parents) on their own, in addition to supervision by regulatory authorities, parents need to carefully understand the scope of homework-related services provided by such apps when making a choice. They should also provide better supervision and guidance to their children, control the amount of time spent using these apps, and teach their children how to identify harmful information, so as to help them develop healthy habits in using smartphones and the Internet. Not long ago, eight departments including the Ministry of Education and the National Health Commission issued the \"Comprehensive Plan for Preventing and Controlling Myopia among Children and Adolescents\", which explicitly requires parents to minimize the use of electronic devices when spending time with their children. It is important to consciously control the use of electronic devices by children, especially those in preschool age. The use of electronic devices for non-educational purposes should not exceed 15 minutes at a time, with a daily total limit of 1 hour. After using electronic devices for 30–40 minutes, children should take a 10-minute break to look into the distance and relax. The younger the child, the shorter the continuous usage time of electronic devices should be. These specific suggestions provide clear guidance for parents in supervising their children’s use of homework apps.
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