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Dota 2

In: Computers and Technology

Submitted By abcdefghijen08
Words 618
Pages 3
Escalante, Jenalyn
Endaya, Bles Anne
Fontanilla, Jasper Amiel
Gonzales, Carlo
Gonzales, Dennis James
Ikalawang grupo
Escalante, Jenalyn
Endaya, Bles Anne
Fontanilla, Jasper Amiel
Gonzales, Carlo
Gonzales, Dennis James
Ikalawang grupo
Mga Salik na Nakaaapekto sa Pagkalulong sa Paglalaro ng Defense Of The Ancients II ng mga Piling Mag-aaral ng Kursong Batsilyer ng Agham sa Impormasyong Panteknolohiya sa First Asia Institute of Technology and Humanities, Taong Panuruan 2015-2016.

Mga Salik na Nakaaapekto sa Pagkalulong sa Paglalaro ng Defense Of The Ancients II ng mga Piling Mag-aaral ng Kursong Batsilyer ng Agham sa Impormasyong Panteknolohiya sa First Asia Institute of Technology and Humanities, Taong Panuruan 2015-2016.

Konseptong Papel
Konseptong Papel

Rasyunal Sa kasalukuyang henerasyon, hindi na bago sa paningin ng mga tao ang makakita ng mga kabataan na nahihilig sa teknolohiya tulad ng online computer games na kahit saan mang computer shop ay matatagpuan na nilalaro ng mga estudyante. Partikular na dito ang paglalaro ng DOTA 2 o Defense of the Ancients 2 na patok na patok pagdating sa mga kabataan ngayon. Bilang isang pag aaral, minarapat namin na ilagay ang pokus namin sa bagay na ito. Ang aming paksa ay “ “. Nabuo ang paksang ito sa kadahilanang, sa loob pa lang ng silid aralan ay makikita mo na an dami at populasyon ng mga naglalaro nito. Sa katunayan, hindi lamang mga lalaki ang nawiwili dito kundi pati na rin mga babae. Wala ring pinipiling edad ang pagkahilig sa larong ito. Kaya naman, marapat na malaman kung ano ba talaga ang mga dahilan o salik na nakaaapekto sa kanila upang maenganyo pa at mawili sa paglalaro nito kahit may matindi nang epekto.

Layunin
Ang mga layunin ng pag-aaral na ito ay maiparating sa mga estudyante ang mga maling epekto na nadudulot nito sa kanilang pagaaral at mabigyang impormasyon ang mga estudyante kung paano sila makakaiwas sa pagkalulong sa paglalaro ng DOTA 2.
Ang inaasahang resulta sa pag-aaral na ito ay maisip ng mga estudyante ang malaking epekto ng paglalaro ng DOTA 2 sa kanilang pagaaral.
PANGKALAHATAN
1. Makatulong na maiiwas ang mga estudyante sa pagkalulong sa paglalaro ng DOTA 2.
2. Mabigyan ng sapat na edukasyon ang mga estudyante sa pagaaral ng kanilang mga pang akademikong pagaaral.
3. Mabawasan ang paglalaro ng DOTA 2 para maiwasan na maging bisyo ito.
TIYAK
1. Malaman ang mga kadahilanan ng pagpapabaya ng mga estudyante sa kanilang pagaaral.
2. Makapagbigay ng ideya kung paano masosolusyunan ang problema. 3. Ang mapatunayan ang masamang epekto/naidudulot nito sa mga estudyante.

Metodolohiya * Nagbase ang pag-aaral sa sarbey mula sa UNTV News noong nakaraang taon. * “Patok na patok sa mga kabataan ngayon ang paglalaro ng online games na siyang nagkakaroon ng masamang epekto kapag nagkaroon ng adiksyon ditto” -- UNTV News * Maglalaan ng panahon ang mga mananaliksik upang gumawa ng mga katanungan na gagamitin sa sarbey at interbyu sa mga piling mag-aaral ng First Asia Institute of Technology and Humanities na may kursong Batsilyer ng Agham sa Impormasyong Pangteknolohiya. * Ang gagamiting tagatugon sa pag-aaral na ito ay mga piling mag-aaral ng First Asia Institute of Technology and Humanities na may kursong Batsilyer ng Agham sa Impormasyong Pangteknolohiya.

Inaasahang Bunga 1. Maipakita at mailahad ang mga salik na nakaaapekto sa mga estudyante sa paglalaro ng Defense Of The Ancients II. 2. Maipabatid na ang pagkalulong ng mga estudyante sa isang laro ay may dahilan at may pinanggalingan. 3. Inaasahang maibibigay ang lahat ng impormasyong kinakailangan upang malaman kung ano ba talaga ang mga salik na nakaaapekto sa pagkalulong sa paglalaro ng Defense of the Ancients II ng mga piling mag aaral ng Batsilyer ng Agham sa Impormasyong Panteknolohiya sa First Asia Institute of Technology of Humanities, taong panuruan 2015-2016.…...

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