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This article contains about the influence of online games on student achievement. Online game itself is a place to play a very popular teen, where online gaming itself has some charm that makes teenagers prefer playing than learning, it is evidenced by the many teenagers often truant and spend time on the computer of the book, causing disrupted school activities. 

The purpose of this research is to explain and describe the factors that cause teens prefer online games, as well as identify the impact of online games on adolescent achievement and describe how to overcome addiction to online games. This research was conducted using qualitative methods, the selection of informants, people taken based on the criteria defined by the researchers in accordance with the background and purpose of the study, while the informant in the study is the online game players, parents informant, and also the owner of the game the online. From the research found the causal factors of online gaming is preferably online gaming more attractive than a lesson in school, its effect on achievement adolescent ie decline in learning achievement adolescence, and how to overcome addiction to online games is educated parents are needed, especially in matters of learning, teens more emphasis on learning than on online gaming, providing motivation to learn for adolescents.

Keywords: online games; Addiction; Motivation to learn: Students; Learning achievement

preliminary


The development of technology in today's era of very rapid. Various technological advances can be obtained with ease. Along with the times and the rapid development of technology that human communication can be done with different tools or means, one means for refreshment, such as playingonline games.
Online gaming is growing rapidly lately, the longer, more enjoyable game. Starting from the look, the style of play, game graphics, image resolution, and so forth. Equally also bervarisasinya types of games such as war games, adventure, fighting and other types of online games that make pulling the game. The more attractive a game the more people who play the game online.
Who dominated play online games is the students, ranging from kindergarten, elementary, middle, and high school. It can be seen from the many cafes and gaming centers in big cities and small cities that play games online in them are students. Students who often play an online game will cause the child to become addicted. Play online game addiction would affect her, especially in terms of academic due to school-age.
 

Online game
            Online game, a word often used to represent a digital game that is emerging in this modern age, these online games are often found in everyday life. Although some people think that online games are identical to the computer, the game not only operates on the computer. Game consoles can be, handled, even games are also there in the mobile phone. Online games are useful forrefreshing or eliminate saturated taste of the good players from day-activities day (work, study, and other factors) or simply fill in spare time.

1.       The history and development of online games
The development of online games themselves are not separated also from the development of computer technology and computer network itself. The explosion of online gaming itself a reflection of the rapid growth of computer network that was formerly a small scale (small local network) to become Internet and continues to expand today. Online games are not the same today as it was when the online games were introduced for the first time. At the time of its first appearance in 1960, the computer can only be used for a second person to play games. Then the computer with time-sharingcapabilities so players can play the game can be more and do not have to be in the same room (Multiplayer Games).
Then in 1970 when it appeared the network of computer-based packet (packet-based computer networking), the computer network is not only limited to LAN only, but already includes WAN and into the Internet. Online game first appeared mostly games war simulation or aircraft used for the benefit military who are eventually released and commercialized, these games then inspire other games that emerged and developed.

2.       Negative and positive impacts of online games

The positive impact of the online game for students.
1.       Student association will be more easily monitored by parents.
2.       Students' brains are more active in thinking.
3.       Reflex thinking of students will more quickly respond.
4.       Emotional students can luapkan by playing games.
5.       Students will be thinking kreatif.s
The negative impact of online games for students.
1.       Students will learn lazy and often use their spare time to play games online.
2.       Students will steal steal time from their study schedules to play the game online
3.       Time to learn and help their parents after school hours are lost due to play games.
4.       An allowance or money to pay the school will be perverted to play the game online
5.       Forgetting the time
6.       Eating patterns will be disrupted
7.       Emotional students will also be affected because of the effects of this game.
8.       Beribadahpun schedule sometimes will neglect by students.
9.       Students tend to skip school for the sake of their kasayangan game.

learner
Students we mean here is a child, whether male or female, aged 8-17 years who are still exploring the world of education, especially at the elementary, middle, and high school. Students, in addition to having the right to be accepted, also have obligations to fulfill. One of the obligations of a student who we know are studying and learning. At the present obligation of a student begin to erode their globalization on the advancement of technology, students over deciding who to learn from the playonline games, in the daily life of students more quickly affected by invitation of friends, in addition to solicitation of friends curiosity for something new that encouraged them to try to try things they have never done.
Students themselves easily influenced their new things, generally they detracted from the association, friends and friends of the association is trying to influence students trsebut to playgames online. These effects are better than invited to a more negative direction as drunken carousing, gambling, drugs etc. In this situation, the role of parents is to be taken to overcome these problems, the elderly at home is more important role in regulating the behavior and personality of the student, while parents in the school is set to direct where the students hang out.

Motivation to learn
Motivation to learn is a good overall driving forces from within and from outside the student (by creating a series of businesses to provide certain conditions) which ensures continuity and provide direction on learning activities, so that the desired objectives can be achieved.

Definition of motivation according to the experts:
Motivation to learn   can also be interpreted as a series of businesses to provide certain conditions, so someone willing and wanting to do something, and if he does not like, it will seek to eliminate or circumvent the feeling did not like it. (AM Sardiman (2005: 75)  

Motivation to learn themselves is essential to reap satisfactory academic achievement, high motivation to learn comes from self-learner itself, all those who decide they want to be successful in the future, then their motivation is very passionate, that's what made ​​the achievement learn to satisfy, they have a high motivation to achieve a goal that they want, in this case citalah ideals to motivate learning that allows them to satisfy their learning achievement.
Students need a motivation to learn to be able to continue to be consistent, following the example of motivation that can be given to students
1.       Motivation can be a compliment, when students successfully work on a problem or an exam, give them praise
2.       As a parent should always give encouragement and direction are correct
3.       Motivation to learn can be a way to give homework or assignment, would not want it kana mendorkong students to learn (for Teachers)
4.       Provide enticing lure, it's very motivating students to learn
5.       Punishment, this is an alternative if the previous motivation has not been successful, and it will make students more active learning.
Learning achievement
The learning achievement is susatu activities proceed in order to increase knowledge, skills. The learning achievement could also be interpreted as the results obtained in the study in the form of knowledge and attitudes acquired during the pelajarna school students expressed in the form of numbers
Good learning creates a learning achievement, in order to produce a learning achievement of students should know the principles of learning. Principles of learning are
1.       Learning should be oriented towards clear objectives
By determining the direction and clear objectives, the success or learning achievement can be easily achieved,
2.       Learning occurs when a person faces a problematic
Something that contain problematic (issue) can stimulate the mind to think, how to solve the problem
3.       Learning by understanding more meaningful than by rote
Learning to use a greater understanding allows someone to be more successful dala, apply and develop everything that has been learned, sebailknya use rote learning may result only appear in the form of the ability to remember the lesson only.
4.       Learning is a continuous process
Learning should be a continuous deilakukan within the given time schedule with the amount of matter in accordance with our abilities
5.       Learning requires a strong will
Back to point 1, learning should have a strong willingness to learn, the first one we did was set a clear goal before choosing something to learn. Clear objectives and desired a person, would cause people trying to study diligently so what the goal is reached
6.       Learning is determined by many factors
Factors that influence the success of studying it a lot, in general there are two parts, the internal factors and external factors. Internal factors are factors that come from yourself, such as health, intelligence etc. While external factors, such as factors outside the home environment, school, community.
7.       Overall learning more successfully than learning to split the
The principle of learning allows a person to be able to understand a lesson more quickly and easily, while studying with divided for, complicate a person if it is difficult to remember what was taught, because it uses the system to be continued
8.       The learning process requires proper methods
Mertode students' right Akkan allows a student to master the science easily and faster sesuaidengan power capacity and minds issued
9.       Learning requires an ability to capture the essence of the lesson itself
Intsari capture subjects very prerlu dimilik students, this way students will be able to make a summary of what has been dipelajarinnya. The subject matter that feels very much be felt less, lightweight and easy to learn.

Factors influencing learning achievement
1.       Internal factors. Relating to the impact that the arrival of students learning itself, for example: intelligence, readiness, motivation, minatm and habits of students, it is derived from self
2.       External factors. Factors that comes from outside of a learner that can affect student achievement, for example: the cost of education, facilities students, educators, parental guidance, etc.

Qualitative research
In this study, researchers used   a qualitative approach. What is meant by a qualitative approach is an approach in conducting research beroriantasi on the symptoms that are natural for such orientation, the naturalistic and the fundamental nature or naturalness nature and can not be done in a laboratory but had to plunge in the field. Therefore, such a study is called a field study. (Muhammad Nazir, Methods (Bandung: Youth Rosdakarya, 1986), p. 159.) ,
Qualitative research is a series of activities or screening process data or information that is reasonably about a problem in the conditions, certain aspects or areas of the life of the object. (Hadari Nawawi, Scientific Research Methods (Jakarta: Rineka Copyright, 1994), p. 176)
The use of qualitative research methods are based on several considerations, namely:
1.       Qualitative methods adjusts more easily when faced with a double reality.
2.       This method of directly linking between researcher and respondent.

This research method using the phenomenological method, phenomenological is the method used in the study were searching for the meaning of life experiences. Researchers collect data with regard to the concept, opinion, conviction, attitude, judgment, and of giving meaning to a situation or experience in life. The purpose of this study is to find data about gamers, namely the online game players, the method that uses interviews with concerned.
Behavior addicted to online games on the students in question in this research that level of attachment, pleasure, and the dependence of students to play online games that includes aspects, as follows.
1.      Salience: shows the dominance of gaming activity in thought and behavior.
a.      Cognitive salience: the dominance of gaming activity at the level of the mind.
b.      Behavioral salience: the dominance game bermai activity at the level of behavior.
2.        Euphoria: get pleasure in the activity of playing games.
3.      Conflict: the opposition between those who are addicted to those existing in the vicinity (external conflict) and also with itself (internal conflict) on the level of excessive behavior.
4.      Interpersonal conflict (external): conflicts with people around him.
5.      Interpersonal conflict (internal): the conflict in itself.
6.      Tolerance: play games online activity has increased progressively over the period range to get the effect of satisfaction.
7.      Withdrawal: an unpleasant feeling at the time did not undertake to play the game.
8.      Relapse and Reinstatement: a propensity for repetition of the earlier pattern of addictive behavior or even become worse even after many years of lost and controlled. This shows a tendency inability to stop full of game play activity.

Research result
This research was conducted directly by examining the high school students through interviews and direct observation when students are playing games online. The research was conducted for 3 weeks starting on November 1-3, 2013. Here are the data that diperole

No.
Name
Time
Information
Thursday
Friday
Saturday
1
Ranu Men W
19:00 to 1:00 a.m.
( 7 hours)
01:00 -06: 00
(6 Hours)
19:00 to 00:00
(6 Hours)
At home
2
Jefri Setiady
21: 00-02: 00
(6 Hours)
20: 00-04: 0
( 8 hours )
21: 00-00.00
( 4 hours )
At home
3
Dimas Fachrizal P
14: 00-20: 00
( 7 hours )
13: 00-17: 00
(5 Hours)
-
At home
Conclusion of the table shows that students are more than happy to play online gam learn, they played more than hold the book is learning.

Results behavior research
Based on interviews and direct observations, obtained the following data:
Ø   Easy to get along with fellow gamers
Ø   Smart strategy.
Ø   High concentrations.
Ø   Overcoming stress.
Ø   Forgetting the time.
Ø   No matter the surrounding.
Ø   Forgot obligations: prayer, lectures etc.
Ø   Forget the rest, eating etc.
Ø     Often utter obscenities. 
knot
Advances in technology has changed everything, before the advancement of technology students more frequently at home to study, now everything has changed, since the computer internet advent of a gamethat mengaharuskan connected to the internet, namely online games, slowly games online erode the culture first, students also assume that online games more interesting than learning. The results using qualitative research methods showed that students prefer to play games online rather than learning or the other, the role of teachers and parents are very influential in controlling the problem, parents are to regulate habits of children, more children are taught positive things, for studying or playing music, while teachers are better directed to the talent of each child's interests so that their hobby and do not run away channeled towards online gaming.

Online Game Against Impact Student Achievement

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Sony A6300 mirrorless camera image for berbagiteknologi.com
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