Please I want Action research for my study, the impact of educational video games on the children (Quantitative study)</o:p>
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Please I want Action research for my study, the impact of educational video games on the children (Quantitative study) This is about my study may help you, but I want focus more in educational video games how can improve the education… Educator Researcher Research - Effects of electronic games on children Introduction Electronic games have become of the most popular games in the today’s world, especially for Children. They have a positive as well as negative effect on Children. As per the research conducted one of the biggest ill-effect of the electronic games is decrease in physical activity which can lead to health problems for Children in future, one of the most important health problem is the problem of obesity. Research Methods It is important to determine the way that the research will be conducted and the method that will be used for conducting the particular research. Click here for more on this paper.......
Click here to have a similar A+ quality paper done for you by one of our writers within the set deadline at a discountedSaunders et al (2007) through a proper research approach the researcher is able answer the research question appropriately and analyzes the data accordingly so that proper research is made. The researcher also takes into consideration literature review which forms the base for conducting the research. The research that is conducted by the researcher includes quantitative as well as qualitative research. Quantitative research is known as deductive approach whereas qualitative research is known as inductive approach. Both these researches are important as they help in analyzing the particular problem. Quantitative research focuses on collecting primary data, whereas the qualitative research focuses on bringing into picture different theories that helps in supporting the primary data collected and analyzing the data accurately. Qualitative research also helps in building the insight for the research as well as helps in designing different patterns for the research. This research in an exploratory research and the data collection method is ‘Survey’ i.e. primary data collection. This...
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Click here to have a similar A+ quality paper done for you by one of our writers within the set deadline at a discountedPlease I want Action research
for my study, the impact of educational video games on the children
(Quantitative study)
This is about my study may help you, but I want focus more
in educational video games how can improve the education…
Educator Researcher
Research - Effects of electronic
games on children
Introduction
Electronic games have become of
the most popular games in the today’s world, especially for Children. They have
a positive as well as negative effect on Children. As per the research
conducted one of the biggest ill-effect of the electronic games is decrease in
physical activity which can lead to health problems for Children in future, one
of the most important health problem is the problem of obesity.
Research MethodsClick here for more on this paper.......
It is important to determine the
way that the research will be conducted and the method that will be used for
conducting the particular research. Saunders et al (2007) through a proper
research approach the researcher is able answer the research question appropriately
and analyzes the data accordingly so that proper research is made. The
researcher also takes into consideration literature review which forms the base
for conducting the research. The research that is conducted by the researcher
includes quantitative as well as qualitative research. Quantitative research is
known as deductive approach whereas qualitative research is known as inductive
approach. Both these researches are important as they help in analyzing the
particular problem.
Quantitative research focuses on
collecting primary data, whereas the qualitative research focuses on bringing
into picture different theories that helps in supporting the primary data
collected and analyzing the data accurately. Qualitative research also helps in
building the insight for the research as well as helps in designing different
patterns for the research.
This research in an exploratory
research and the data collection method is ‘Survey’ i.e. primary data
collection. This research is all about systematic data gathering for the
purpose of knowing the effect of the electronic games on Children from the
perspective of Children as well as Parents.Click here for more on this paper.......
The sampling method we are using
for the research is Purposive sampling which is a probability sampling. As this
research is to be conducted for a population, so the probability sampling will
be used. The sample of the population will be considered in this research as
the research pertains to a huge population. So, using probability sampling will
be used that give the targeted population nonzero chance of selection.
Some of the methods and designs
that were used by the researcher to conduct the research included three phase
feasibility study. Phase one consisted of focus groups with Children as well as
attitudes so as to know their attitudes and preferences for the computer games.
The result from this analysis showed that Children preferred non active games
whereas Adults preferred that their Children should be involved in active games
which will help in the stimulation of Children as well as their growth.
In this the researcher conducted
the survey of 330 participants with 90% power at 5% level of significance which
helped in detecting the change.
Being an exploratory research,
the researcher has also focused on case study approach which will help in
analysing the qualitative as well as quantitative aspects of the research.
FindingsClick here for more on this paper.......
The main rationale and objective
behind the study was to analyse the effect of electronic games on the physical
activity of children. As per the findings it was analysed that the access to
electronic games decreases the physical activity of the Children which greatly
affects the Children health. Because there are wide ranges of video games that
are available in the market, the effect of each game is different on children,
this more rigorous research is required to analyse the effect of different set
of games on children.
Reflection
The
research paper clearly analyses different aspects of physical activity that are
associated with the electronic games, The research questions that were used in
the analysis are not very clear in the given research paper. Thus the basis on
which the research was conducted is not very clear.
The
research method that was used by the researcher was feasibility, they used
randomised and controlled trial method of research where they took 330 people
as their participants. This research is based only on a set of children and
will not hold true for whole population. (Straker, L, 2009)Click here for more on this paper.......
Yes
this topic was relevant to education as Electronic games along with the a
leisure activity relates to the some education over different topics as well as
physical activities to some extent, depending on the kind of games.
The
findings of the research does not analyse the effect of electronic games on
children effectively, as the research is based on sample people. It is
important to analyse different kinds of electronic games and their effects on
Children, There are some electronic games which have high influence on
Children’s growth and helps in the brain development and growth of Children.
Conclusion
There
are different games which helps Children in their education as well as physical
activity whereas there are some games which are violent in nature. It is
important for Parents to select only educational, creative and activity based
electronic games for their Children as it will help in stimulating growth for
Children.
References
Straker, L, (2009), Rationale,
design and methods for a randomised and controlled trial to investigate whether
home access to electronic games decreases children's physical activity, BMC
Public Health 2009, 9:212 doi:10.1186/1471-2458-9-212
Saunders M, Lewis P and Thornhill
A (2007). Research Methods for Business Studies, 4th edn, Harlow: Pearson
Education
Article Critique
Article: Rosas, R., Nussbaum, M., Cumsille, P., Marianov,
V., Correa, M., Flores, Salinas, M. (2003). Beyond Nintendo: design and
assessment of educational video games for first and second grade students.
Computers and Education, 71-94.
Analysis on the research
This research study was undertaken with the aim of
analyzing the impact of educational video games on the children. Under this
study two groups of children was experimented; one which uses videogames and
other which do not play any videogames and results were evaluated on the basis
of change in their motivation and learning level. Researcher aimed at
integrating playing into cognitive learning process of children by making
videogames as a mean of instruction in schools.
This study shows that how videogames can be used to
improve the learning and motivation level among students. The main objective of
this study was to test the concept of videogames in class; researcher also
aimed at understating whether this game can be used in an effective manner to
motivate children and make them learn new things (Rosas, et al., 2003, pp.
71-74). Click here for more on this paper.......
This study was conducted in six schools of Chile on 1274
students on first and second elementary grades with thirty of their teachers
and directors of these schools. Three groups were formed that is the
experimental group, the internal control group and the external control group.
Various tools have been used in this research, to analyze the behaviour of the
student experimental research design has been used, which include reading,
writing and mathematical test and a preference survey (Rosas, et al., 2003, pp.
80-83). However, to evaluate the impact of this research observation technique
has been used.
Major findings of this paper states that concentration
and attention level among students increased while learning through videogames.
Teacher observation results shows that video games in class room for learning
purpose helped in increasing verbal interaction and per cooperation in the
classroom (Rosas, et al., 2003, p. 91). Researcher claims that there had been
several studies on the violent impact of videogames on children but now it’s
time to incorporate this technology in the field of education.
Reflection Click here for more on this paper.......
This paper has been clearly written in easy language with
clear formatting including proper headings, subheadings, citations and other
relevant information. This paper has been written in comprehensive manner with
adequate research on theoretical aspects as well. This paper provides enough
information for the readers to understand the concept through literature review
part; the methodology and data collection part have been well explained with
detailed analysis on findings. I found the data interpretation part were good
as each finding has been explained very effectively for the readers. The
vocabulary of the research was easy but I think research question could have
been written more explicitly. Click here for more on this paper.......
I believe both the major strategies that are experimental
and observational used in this research paper were appropriate for this type of
research framework. As most of the authors have focused on analyzing the
negative impact of video games on children but this research is analyzing the
positive impact, which has not been done earlier. Therefore, experimental
design is the best strategy as it will facilitate in author in analyzing the
cause and effect of the researcher. However, I think the major con of
observation study was that the studied group was aware of the fact that they
are being analyzed and observed so thins might cause an alteration in their
behaviour. Click here for more on this paper.......
The topic of the research is relevant as it will help in
improving the overall education system; findings of this paper will facilitate
in inventing different ways through which motivation and learning among
children can be improved through videogames. Though there is no major problem
found in this research paper, this paper has been written in detailed manner
with in-depth analysis on the topic; though there is a visible impact of
Hawthorn’s effect on the result but it was difficult to remove this impact from
the research. While conducting research the research has given adequate
training to the teachers on the use of videogames, which was an effective
strategy. This study takes into consideration all major variables for study
that is the impact on student learning, impact on motivation, dynamics change
and technology transfer process.
Though all the major parameters of the study were
undertaken into account by the researcher; before this study technology in
education was represented by the use of computers in the studying process;
however this study showed that videogames can be used as a better and
entertaining way of educating children in a better way.Click here for more on this paper.......
Click here to have a similar A+ quality paper done for you by one of our writers within the set deadline at a discounted However, there must be
a limitation to its use which can only be possible with active participation
from the teacher. Researchers could have lead more emphasis on the ways
teachers could integrate this technology in their teaching process.
The used method of research is
good but I believe that researchers could have used interview method for
collecting data from teachers; this strategy would have helped them better in
analyzing the classroom scenarios and learning process in more detail than
survey method.
Rosas, et al. have not given much
information on his plan regarding future research however, I believe that this
study is complete in itself, however if researcher would like to move further
then more in-depth analysis can be conducted on different types of videogames
that can be used in the classroom for teaching purpose, the ways teachers can
be trained for implementing such technology within classroom and the impact of
culture in accepting such technology within schools.Click here for more on this paper.......
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