Epekto ng Paglalaro ng Kompyuter Games sa Pag-aaral ng mga Mag-aaral ng BSCS sa DYCI; Kahiligan at mga Kaugnayang Baryabol Isang Pamanahong Papel na iniharap sa Kaguruan ng Departamento ng Filipino, Kolehiyo ng Arte at Syensya sa Dr. Yanga’s Colleges Inc. Bilang Pagtupad sa Isa sa mga Pangangailangan ng Asignaturang Filipino: Pagbasa at Pagsulat Tungo sa Pananaliksik Ian Lorenz Pascual Maridine Reyes Vensient Roy Santiago Prof. Virgilio J. Valenzuela January 25,2011 PASASALAMAT Buong pusong pasasalamat ang nais ipaabot ng mga mananaliksik sa mga sumusunod na indibidwal dahil sa kanilang pagtulong at kontribusyong ibinibigay nila pati na rin sa walang sawang pagsuporta upang matagumpay na maisaayos at maisagawa ang pamanahong papel …show more content…
Mula sa mga simpleng cathode ray tubes at oscilloscopes na ginamit upang i-visualize ang takbo ng laro, naging mas advance at kumplikado ang pagvi-visualize ng mga ito sa tulong na rin ng mga LCD Screens at Graphic Card Devices. Ang unang di makulay at 2 Dimensional na laro ay naging 3 Dimensional at naging mas makulay at mas maganda. Hanggang sa kasalukuyan, maraming larong lumalabas at tinatangkilik ng mga manlalaro. Ilan sa mga pinakakilalang laro sa kasalukuyan ay ang DotA (Defense of the Ancient) at WoW (World of Warcraft) na parehong bahagi ng serye ng Warcraft. Sa ilang pag-aaral, ipinapakita sa istatistika na karaniwang gumugugol ang isang manlalaro ng 10 hanggang 20 oras sa isang linggo at ang mga karaniwang gumagawa nito ay mga kabataang nasa edad 13 hanggan 17. Dahil sa kakayahan ng kompyuter games na mang-akit ng manlalaro, ilang kabataan sa kasalukuyan ang nalululong dito. Ito ay nagbubunga ng pagbaba ng kanilang 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 kompyuter games. Bilang pagtugon sa ganitong problema, ang mga magulang ay gumagawa ng ilang mahigpit na hakbang upang mapigilan ang kanilang mga anak. Sa ilang taon 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
Video game addiction is not yet recognized by the American Medical Association as a diagnosable disorder, but addiction has become a very real problem for many video game players. An addiction is when the person needs more and more of a substance or behavior to keep them going, and if the person does not get more, they can become irritable and miserable. Compulsive gaming meets these criteria, and there have been many studied instances where severe withdrawal symptoms in game addicts are seen when parents take away the child’s electronic gaming system. According to chapter three of the book, a study in Singapore of 3,000 middle schoolers found that the
The purpose of this report is to identify the effects of gaming on students VCAA study scores. My method of testing is a prediction of scores of gaming and not gaming results for the students study score. The results of the testing conclude that students do better when they don’t play video games rather than playing video games. I will further explain on the hypothesis, testing, research findings, effects of gaming on the health and brain, my final conclusion.
Three years ago, Chelsea McClammer approached the starting line for her first race of the Beijing 2008 Paralympic Games when, suddenly, her coach began to panic.
Bumuo ng kalusugan,kaligtasan at patakaran sa pamamahala sa peligro, Pamamaraan at kasanayan sa kalusugan at panlipunang pag-aalaga, o sa mga bata at mga kabataan
Gaming may be the most satisfactory and effective means by which the youth or anyone who plays can generate positive feelings.
Bacigalupa’s drew a conclusion that social development is hindered by video games especially when compared to other activities as well that parents should give children better alternatives. This is an extreme reflection on video games effects on young children, which has positive and negatives aspects. During Piaget’s preoperational stage, where these children fall into, a child is said to start to understand the world with words and images. If video games are not reality based, or portray extreme fantasy, and even violence, children might take the incoming data as how to behave in real life. Therefore, there needs to be a caregiver monitoring the video games being played. The children in this stage are also egocentric only beginning to see other people’s viewpoints. If video games are time consuming and make it difficult for child to experience other areas or discus
Computer games can offer us some assistance with succeeding at life. It's an uncommon assessment to have. As one who grew up swamp in gaming society, I can verify that a few aspects of my life were negatively impacted by my gaming habits. I can likewise bear witness to that games have molded me into a more productive individual from society.
According to research one in five schoolage gamers are addicted to games (Bavelier, alt, 2011). It is sad to think that today’s society is built around internet and gaming.
Video games are very interesting things because the help you learn to manipulate electronic devices, which help in the modern world (“Why Gaming”). In games you see images, words or items at very fast which helps you with very fast thinking and reactions. This could be helpful in the business world and in real life. There have been studies to show that doctors who play video games for about three to seven hours a week make about 37 percent less mistakes and finish 27 percent faster during laparoscopic surgery
Most Filipino families often define education as an investment placed on their children for them to continuously grow and pursue success on their line of interest by achieving higher education. My learning experiences in the Philippines are completely different from my learning experiences here in the United States. In the article entitled Play Deficit, the author states that “Children there spend more time at their studies than US children, and they score higher on standardized international tests” (Gray 6). Indeed, most of the students in the Philippines dedicate their life to learning and gaining more knowledge. High school students have to go to school early. Classes start as early as seven or seven-thirty in the morning until five in the
In this book by McGongial, she states why video games make us better and how they can change the world as we see it. McGongial is a game designer and a Director of Game Research. She believes that games can change the world and make us better. By playing games we certain to improve our cognitive knowledge, psychology, and one’s philosophy. Moreover, McGongial shows the relation between how playing games improve our productivity and psychological health.
With over 1,000 islands, the different populations and ethnic groups inhabiting the islands come from many different cultures. In fact, the national motto of Indonesia is ‘’Bhinneka Tunggal Ika,’’ which translates to Unity in Diversity, an apt saying for a nation of islands. While the various citizens may enjoy different languages, cultures, home lives, and beliefs, games seem to be a common factor across the islands. The thousands of years of international trade via the shipping routes through the islands helped spread fun games and toys from one island to the next and brought games from all over Southeast Asia.
Along the lines of Patankar's own feelings about gaming, it is true that video games have been associated with positive experiences. In particular, games can be greatly beneficial for children and teens. Research studies show that certain education-focused video games enhance students' learning performance in multiple subjects (AlShaiji). Additionally, Agudo conducted a study that found that video games have the ability to enhance a child's, “fine motor skills, alphabet recognition, concept learning, numerical recognition, counting skills and pre-language knowledge, cognitive development, and self-esteem or self-concept” (AlShaiji). These studies are able to indicate that gaming can have a positive influence in an educational context. Video games are also able to provide students with an engaging and individualized problem-solving space. The NYU-based
We are surrounded by the products of technology that can advanced the life we used to or ruin and even messed up with the usual way of living we have. The purpose of this research is to identify the beneficial use of such technology - computer and the online games to mankind most especially the young minds of todays fast growing generation. Of you are a keen observer, many people of all ages are now into this type of addiction, we should say. Spending almost all their time, playing, hitting those cute little keyboards, cursing the mouse, sitting all day long, shouting procrastinating and abusive language just to say they are enjoying the game. Really? Well, it might see enjoyment with that routine but never did they realize how would it destroy themselves and the people around
When we were young, most of us used to sneak out of house and play with our friends that are outside playing. The weather and temperature of our surroundings is not a hindrance for us to play outside. Gadgets do not exist back in the day, there are but a few and we are not yet used to those things until it appeared in our late childhoods. The young generation we have nowadays use gadgets whereas everything is easy to access, low Social Interaction can have a huge impact to their personality, that could make a huge difference on how they communicate to others. Unlike before, we had hard but memorable times with our friends. Traditional Filipino Games used to be our entertainment and that helped us a lot when we were young, Physical activities has supported the body to sustain its good health Unlike kids