Qualitative Research Question

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Draft Research Questions and Hypotheses

Integration of Video Game into Learning Environments
The unquestionable success of video games leads to some great ideas concerning utilizing this technology in productive educational and training environments. This technology has shown evidence for the possible implementation as an educational and learning tool. With the successful use of internet-learning environments currently employed the next logical evolution of this technology merits further research. The significant barrier to the adoption of this technology into educational environments is the connection between two-dimensional scenarios and three-dimensional simulations. Immersive Massively Multiplayer Online Games or MMOGs have shown that …show more content…

The primary qualitative research question to explore in this study will be:
Can virtual video game environment benefit students by facilitating learning? This element of the study will be supported by the second question that relates to the environment, what are the sources of hesitation towards the implementation of video games into a learning environment?
Hypothesis:
Initial studies have found that video games hold the potential for teachers and trainers to reach out to their students and provide a better understanding of the coursework (Anyaegbu, Wei, & Yi, 2012). This study’s rational examines how this could be used to benefit learning environments and the barriers toward their implementation. These questions arise because there is a need to understand the reasons for the hesitation of the implementation of video games in an educational system and to examine the benefits of this type of …show more content…

Specifically, Electronic Art’s Franchise called “The Sims” offers users the ability to study social behavior within their three dimensional framework. The latest incarnation boasting over 18 million users, shows this technologies potential to be used as a substantive form of study in social behaviors. Hyungsung (2010) states that these types of systems should be used for social experiments associated with behaviors and phenomenon. This type of software implementation includes a method of testing social trends and convergence without risk or bias. To accomplish this further development is needed in the proprietary programing in culmination with the construction of a much larger virtual world. This feat would allow researchers to emulate real people’s actions and choices without the adversities posed by a real world

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