Pertanyaan
2. Bermain game online sangat digemari oleh remaja, termasuk yang masih duduk di bangku sekolah. Sebagian besar remaja cenderung lupa waktu ketika bermain game online. Selain itu, penurunan nilai akademik dialami remaja yang bermain game online secara berlebihan. (diadaptasi dari hrtps: hmparan.com) Berdasarkan informasi pada teks di atas, DUA simpulan yang PALING DIDUKUNG adalah .....
Solusi
Jawaban
### 1. Benar, 2. Benar, 3. Benar, 4. Benar, 5. Salah
Penjelasan
## Step 1: Understanding the Statements### We have five statements related to online gaming and its impact on teenagers. Each statement needs to be evaluated as either "Benar" (True) or "Salah" (False).## Step 2: Analyzing Statement 1### The statement suggests that teenagers often play online games during school hours. This is a common observation, as many reports indicate that students may get distracted by games during school time. Therefore, this statement can be considered "Benar" (True).## Step 3: Analyzing Statement 2### This statement claims that the number of students playing at school is influenced by the smartphones they bring. Given that smartphones are a primary medium for accessing online games, this statement is likely "Benar" (True).## Step 4: Analyzing Statement 3### The statement indicates that online game accounts are mostly owned by children aged 10 to 17 years. This age group is indeed a significant demographic for online gaming, making this statement "Benar" (True).## Step 5: Analyzing Statement 4### It suggests that some children who do not achieve academically are those who excessively play online games. Excessive gaming can lead to reduced focus on studies, so this statement is "Benar" (True).## Step 6: Analyzing Statement 5### The statement claims that students who play online games tend to have high creativity. While gaming can enhance certain skills, it does not universally correlate with high creativity. Thus, this statement is "Salah" (False).