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TERM PAPER

Eric G.Ruivivar IV-O o Mga kabataang nahuhumaling sa online games, ano ang epekto nito? Introduksyon: Ang panahon ay nababago. Sa bawat pagdaan ng panahon ay maraming nagbabagong gamit ang teknolohiya na nakakaagaw atensiyon o pansin sa publiko at lalo na sa mga kabataan, bukod sa bisyo ay pumapangalawa ang online games. Sa paanong paraan natin ito pwedeng maitama sa paglalaro ng online games. Sa pagpasok ng ika-20 siglo, nagsimula ang panahon ng ElectronicDevices. Paglipas lamang ng ilang dekada ito ay lumago at nakilala at naging isang pangkaraniwang bahagi na ng pangaraw-araw na pamumuhay ng tao.Habang lumalago ang industriyang ito, isinilang ang isasa pinakamagandang nilikha ng tao para sa kanyang sarili ang Computers. Isa itong aparato na gumagawa ng trabaho ng tao nang mas mabilis.Ang mga salitang ‘Computer´ ay nangangahulugan noong una na ³isang taoo isang bagay na nagkakalkula at nagbibigay ng resulta base sa isang lohikal na paraan at proseso´. Ang abacus ay maituturing na isang computer noong unang panahon sapagkat ang layunin nito ay mapadali ang kalkulasyon ng mga mangangalakal. Sa kasalukuyan, ang abacus ay hindi na maituturing na computer sapagkat napakalayo na ng agwat ng nagagawa nito sa kilala natinngayon na mga computer. Napaganda, napabilis, napaayos at napadali ng ilangsiglong pag-aaral ang mekanismo ng computer. Ang versatility nito isang resulta ng pagiging malikhain at matiyaga ng mga tao. Naituring ang bagay na ito na isa sa pinakamagandang nalikha ng tao sapagkat isa itong makapangyarihang aparatona nagpapatakbo sa halos lahat ng bahagi ng mundo upang maging mas maayos at madali ang buhay. Hindi naiwasan na gamitin ang kakayahan ng mga Computer upang gawinang isang mundo kung saan maaaring gawing biswal ang imahinasyon ng tao.Dahil sa intensyon ito, isinilang ang Virtual World o mas kilala sa tawag na VirtualReality. Sa mundong ito, napapasok ng tao ang isang mundo na kathang isip sa pamamagitan ng panonood o paglalakbay dito sa tulong na rin ng mga monitor omga telebisyon na ginagamit sa Computer. Di naglaon, pumasok ang ideya namaaaring magamitin ang virtual reality upang makapaglaro at malakbay angimahinasyon ng tao. Dito na rin nagsimula ang paglikha ng tao ng mga laro saComputer at paggamit nito sa paglilibang. Ang paglalaro ng computer games ayhindi nagsimula bilang isang industriya o produkto na agad na inihayag samundo. Ang paglalaro sa computer ay isang libangan na ginagawa ng mgainhinyerong nag-aaral sa pagpapaunlad ng computer. Tuwing sila ay hihinto munasa pagtatrabaho upang kumain at magpahinga, naglalaro sila ng mga larong silarin ang nagdisenyo sa mga computers. Ang unang video game na ipinakilala sa publiko ay ang ³Tennis for two´ na nilikha ni William Higinbotham noong 1959.Gumagamit ang laro ng isang Oscilloscope upang ipakita ang takbo ng bola sa 2 dimensyong paraan. Layunin nitong libangin ang mga bisita ng Brookhaven National Laboratory sa New York (Wikipedia).Sa kasalukuyang panahon, maraming larong lumalabas at tinatangkilik ngmga game enthusiasts. Ilan sa mga pinakakilalang laro sa kasalukuyan ay angDotA (Defense of the Ancient) at WoW (World of Warcraft) na parehong bahaging serye ng Warcraft. Sa ilang pag-aaral, ipinapakita sa istatistika nakaraniwang gumugugol ang isang gamer ng 10 hanggang 20 oras sa isang linggoat ang mga karaniwang gumagawa nito ay mga kabataang nasa edad 13 hanggang18. Dahil sa kakayahan ng computer games na mang-akit ng manlalaro, ilangkabataan sa kasalukuyan ang nalululong dito. Ito ay nagbubunga ng pagbaba ngkanilang grado at minsan ay ang pagbagsak sa isa o higit pang asignatura.Bunga ng epektong ito ay ang pagkasira ng tingin ng mga magulang, paaralan at pamahalaan sa computer games. Bilang pagtugon sa ganitong problema, ang mga magulang ay gumagawa ng ilang mahigpit na hakbangupang mapigilan ang kanilang mga anak. Samantalang ang gobyerno naman aynagpapalabas ng ilang mga batas at ordinansa upang malimitahan ang mgakabataan sa paggamit o paglalaro ng mga computer games.Sa ilang taong pa lang na pananatili ng computer games sa ating bansa,namayani na agad ang mga negatibong epekto nito sa isip ng mga mamamayan.Maituturing na mahalaga ang pag-aaral na ito upang mabigyan ng konsiderasyon ang mga kagandahang maaaring maidulot ng computer games partikular na sa edukasyon. Sa pamamagitan ng appeal ng mga computer games, maaaringmaging isang avenue ito ng mabisa at epektibong pag-aaral. Sa parehongdahilan, maaari nitong mahikayat ang mga mag-aaral na tignan ang pag-aaral saisang masaya at nakalilibang na paraan.Responsibilidad ng pag-aaral na ito na lumikha ng mga bagay namakapagpapaunlad sa buhay ng tao. Naniniwala ako na napapanahon ang pagtalakay ng usaping ito upang magbago ang tingin ng mga Pilipino sacomputer games at magamit ito upang mas
Mapadali ang pagkatuto at mapapasaya ang mga karanasan sa pag aaral

Sanligang pangkasaysayan: Ang computer ay inilabas noong 1985 na sinundan na agad ng virtual world kung saan kumokonekta ang mga tao o mas kilala ngayong internet na ginagamit ng maraming mamamayan sa mundo at di nagtagal ang internet ay nag karoon ng laro na tinatawag nating online games, at dun na naglabasan ang mga laro galling sa virtual world,ang dota o deffence of the aciencts ay isa ng halimbawa kung bakit ang mga kabataang edad 13 to 18 ay adik sa larong ito umabot na sa ibat ibang bansa na kinaaadikan ngaun ng mga kabataan at dahil na pumatok ang online games sa publiko ay lalong dumami ang kaso ng mga batang hindi nakakapag-aral ng mabuti dahil sa online games,nagagawa na ng mga kabataan magpaliban sa klase dahil sa larong ito. Malak na ang ikinabago ng mga kabataan ngayong panahong ito dahil sa online games dahil sa panahong ito ay maraming kompanya ang nag didivelope ng makabago at realistic na laro na tinatang kilik naman ng mga kabataan at sa bawat pagdaan ng panahon ay marami pang lalabas na laro at hanggang napapakinabangan ng mga tao ang virtual world o internet sa negosyo,laro,pag-uusap,libangan at iba pa, magpapatuloy ang paglalaro ng mga kabataan sa online games at pag di naagapan ng gobyerno at publiko ang pag ka adik ng mga kabataan ay mag papatuloy sa susunod pang henerasyon ang ganitong kalagayan. Balangkas konseptuwal teoritikal Ang online game ay napakalaki ng pakinabang sa bawat manglalaro dahil sa katagalan nito ay nagkaroon na ng tournament para sa pinaka magaling na manlalaro at malaki ang epekto nito sa bawat bagay dahil kaya nito magpabago ng isang tao maaaring maging bayolente ang isang tao kung ang nilalaro niya ay barilan at patayan,may malaking epekto rin ang online games sa paaralan dalawa ang posibilidad na maging epekto nito puweding masama at mabuti: ang masamang ipekto ng online game sa tao at pag-aaral ay ang pag liban sa klase para lamang sa laro at maaari pang mapunta sa bisyo ang isang bata dahil sa paglalaro nito,nagsisimula ang bisyo sa pustahan na kaaaliwan ng bata dahil kumikita ang bata ng pera at hindi niya gagamitin sa sarili kung di sa paglalaro ng online games. At ito na nga ang dahilan kung bakit nakakasama sa isang bata ang sobrang paglalaro ng online games, Ang mabuting epekto naman ng online games sa bata ay maaaring maging matalino ang isang bata at maging eksperto napatunayan na nang siyensya na pag ang bata ay naglalaro ng online games ay bumibilis ang takbo ng utak kaya sa ibang bansa ay ginagamit ang online game para pang patalino sa bawat istudyante at ito naman ang dahilan kung bakit mabuti ang online games sa bata. Ang online game ay pwedeng magpabago ng ugali ng tao dahil may epeckto ito sa tahanan,komunidad,pamilya at iba pa lahat nang ito ay maaaring di mapag tuunan ng pansin dahil masyado ng kinakaadikan ang ganitong bagay kaya wala ng oras ang mga kabataan para sa pamilya, at dahil adik na sa online games ay din na tumutulong sa bahay wala ng ginawa kung di mag laro ng maglaro ng online games , kahit na sa kumunidad ay may resulta ito hindi na lumalabas ang bata dahil may kinakaadikang laro marami sa atin ay ganito ang ipinapakita at lalabas lang para maglaro ulet ng ibang online games. Maaaring bumaba ang marka ng isang bata sa paglalaro ng online games at pagnagpatuloy pa ito ay magkakaroon na ang isang bata ng dahilan para lumiban sa klase.
Paglalahad ng konseptuwal

1. Ang paglalaro ng online games ay isang panandaliang kasiyahan lamang na kung saan ang mga tao ay nahihikayat na maglaro nito at gamitin ito upang pang pasaya ng sarili, May magagawa pa bang tama ang online games , paano nga ba masusulusyonan ang pagka baliw ng maraming kabtaan sa online games. Wala na nga bang maidudulot ito nang maganda o may posibilidad nga ba na maitama ang paglalaro nito. 2. Ang naidudulot nito sa atin ay panandaliang kasiyahan lamang at nakakasama ito dahil lahat ng pangangailangan ng isang tao sa sarili ay hindi na matugunan, tulad na lamang ng sapat na pagkain ng tama wala ng sapat na pagkain ng tama dahil masyado ng nahuhumaling sa online games at is na rin dito ang pag gastos ng pera para lamang sa online games at kalimitang problema ng isang pamilya dahil ang mga bata ay ayaw ng sumunod sa magulang at ang pangunahing sinisisi nang magulang ay ang online games. 3. Ang mga kabataang adik sa paglalaro ng online games ay gumagastos mahigit 100 kada araw para lamang sa online games kasa ma na roon ang pustahan, ginagastos ng mga kabataan ang pera para lamang sa online games na dapat ay di masyadong tinatang kilik o pinapabayaan ang bata na maadik sa larong ito para hindi niya kaadikan o maging bisyo ito balang araw, marami sa atin ang magulang pa ang nag hihikayat sa bata imbis na pigilan ay magulang pa ang pasimuno nito at marami ng ganito ngayon. 4. Ang paglalaro ng online games ay dipende sa tao na gumagamit nito dahil kung hindi magpapa-epekto ang isang tao sa online games ay maaaring magbago ang ugali ng tao o behavior nito maaaring manakit ang taong adik sa laro sapagkat ang paglalaro ng seryoso ay maaaring maging isang gulo o di pag kakaunawaan dahil na focus ang taong ito sa laro. May mga taong daludhasa na naglalaro ng online games at ito ay napapakinabangan sa pagsali ng mga tournament na nagbibigay kasiyahan sa bawat manlalaro at ang napanalunan ng manlalaro na premyo ay tumutugon sa pangangailangan ng isang tao at nagamit ng taong ito ang online games sa tama. 5. Sa pamamagitan ng tournament ay napapakinabangan ng mga kabataan ang kinakaadikan nilang laro o online games may roon din namang paraan para ito ay mapagkakitaan tilad na lamang ng pustahan, ang pustahan ay isang laro na pagalingan at karaniwang ito nagaganap sa loob ng computeral o com shop, sa pamamagitan ng pustahan ay natutugunan ng bawat manglalaro ang kasiyahan at pangangailangan ng bawat isa, may mga tao rin naman na adik pero hindi nito pinagtutugunan ng pansin isa lamang itong libangan para sa kanya at ito ay may limitasyon sa paggamit kaya ang taong ito ay hindi napapasama sa online games.
Kahalagahan ng pag-aaral Ang kahalagahan ng pag-aaral sa online games aykung paano ito nakokontrol ng isang tao ang kanyang sarili sa kinahuhumalingang online games . Marami sa atin ang baliw na baliw sa mga ganitong laro halos lahat na ng kabataan ay nahuhumaling dito sino nga naman sa kabataan ang hindi mahuhumaling at maaadik sa online games ,bukod sa maganda at sa kakaibang imahinasyon ang naibibigay sa manlalaro ay higit pang na papalawak an gating kaisipan at pananaw sa mundo , ngunit ang ganitong mga bagay ay hindi nagbibigay kasipagan sa bawat tao na dati ay kaya kahit walang teknolohiya pero nung nagkaroon ay tila ba ayaw ng kumilos simula ng magkaroon ng computer: halimbawa na lamang nito ang pag liban sa klase hindi na sinisipag mag aral ang istudyante dahil may roon namang computer ito na ang pinagtutuunan niya ng pansin ang online games kaysa sa pag-aaral dahil ang taong ito ay adik na sa online games at katatamaran na ng tao na mag aral dahil nandiyan naman ang computer umaasa na lamang ang mga tao sa computer lahat na lamang ng bagay ay puwedeng itanung sa computer ay naitanung na at lahat ito ay may sagot , pero kung ang isang tao ay natuto na magbigay limitasyon sa paglalaro ng online games ay hindi sana tatamarin ang isang tao sa pagpasok sa eskuwela at maipagpapatuloy niya ang pag aaral ng matino dahil hindi adik sa online games. Ang online game ay isang laro na kayang mag control sa tao ng di niya nalalaman halimbawa na lamang ng pagkakaadik sa isang laro hindi namamalayan ng isang tao na pag inulit ulit niya ang paglalaro ng online games ay unti-unti na siyang

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