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
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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
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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
Described below is a critical appraisal of a qualitative article by Lisa Booth using the frame-work suggested by Ryan, Coughlan and Cronin 2007 to establish its believability, robustness, credibility and integrity (Ryan, Coughlan & Cronin, 2007).
The term methodology refers to the way in which we approach problems and try to find answers and in social science, it applies to how research is conducted, our assumptions, interest and purposes shape which methodology we choose (Steven, 2016:3).Qualitative research is understanding people from their own perspectives, their viewpoint and experiencing reality as they experience it. Qualitative research has many approaches or methods of collecting data and one of them is an interview which I have chosen to explain further based on it as a method of collecting data. The interview is the most common method of data gathering used in qualitative research and it is used in deferent ways by every main theoretical and methodological approach.
In the previous chapters I discussed the problem of the lack of healthy eating promotion programs in schools are leaving parents and students uneducated about how to purchase healthy items which is leading to childhood obesity. I also discussed how the problem is being addressed, as well as the theory of social constructionism. In this chapter, I will discuss the specific methodology I plan to use and the three different types of data collection I plan to employ to carry out my study. This study will use a qualitative approach to study and address the issue of the lack of healthy eating promotion in schools. The three types of data collection I plan to use are: direct observation, focus groups and a questionnaire. These methods will be clarified later in this chapter.
The ideal of interactive, highly-engaging training and education is ancient. A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning.
In this paper, I will define quantitative and qualitative research methods and provide examples in the context of social issues which will hopefully provide insight into how this methods are properly applied.
As technology advances, new and creative forms of entertainment immerge from these advancements. One form that has grown immensely in popularity over the past dozen years has been video games. Taking form nearly four decades ago, video games have been one of the major embodiments of the growth of entertainment technology. Today, video games have taken many shapes, from the general PC and console games to special applications that can be found on social networks and even millions of cell phones around the world.
This essay intends to compare and contrast the strengths and weaknesses of the quantitative and qualitative approaches to research which addresses young people and bullying using two journal articles. The first article (quantitative) aims to “establish the relationship between recurrent peer victimisation and the onset of reported symptoms of anxiety or depression in the early teen years” (Bond et al. 2001, p. 480) while the second article (qualitative) aims to “investigate the nature of teenage girls’ indirect aggression” (Owens et al. 2000, p. 70).The two articles will be critically compared in terms of research design, methods used, approach to data analysis, reported results and the plausibility and appropriateness of the conclusions and recommendations posed. The aim of this essay is thus to evaluate and assess the methods of social science research currently undertaken in published research.
Canadian Council on Learning. (2009). The Video Game Debate: Bad for Behavior, Good for Learning? Lessons in Learning.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
This introduction is only to provide the suggestion that games and life have become meshed over the past century through technological advancements. A combination of social networks, new technology, and readily accessible information propel us into this conversation about the usage of the virtual world. Defined as a MMORPG ...
Virtual reality gives huge benefits in education and helps to improve student engagement. It’s one of the best ways to engage and helps the students to understand the subject through virtual reality system. Especially in the virtual reality game will bring significant impact to teenagers. The major three types of impact are social difficulty (socially impaired), physical and psychological difficulty. Even virtual reality is a great tool to learn, but it is not a universal learning method for all of the educational areas. Too much of virtual reality for students will cause social difficulties because an inescapable aspect of social life is the formation and maintenance of interpersonal relationships (Biocca and Levy 1995). Constantly using virtual reality will cause isolation from the societies because the person already made his or her own social area which only exists in the virtual world. VR will provide a communication environment in which the dangers of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions (Biocca and Levy 1995). It could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts (Cartwright, 1994). VR games could mindlessly, energy sapping diversion, bring electronic isolation, a playground for immortality (Kershner 1995). Virtual Reality game brings physical and psychological difficulties when they over run and it could be called as cyber sickness. VR interventions were able to increase physical activity capacity and performance in children with CP (Cerebral palsy) or early brain injury. Cyber sickness is one of the physiological impacts durin...
A video game is a specific type of software that runs on hardware, a computer or video game console, and today's video games are increasingly realistic and technologically advanced. Social networking has even made its way into the video game industry with online gaming. Video games, especially those that contain violence, are becoming increasingly popular with college students. They are often considered a bellwether of Internet use, but the Internet is not the only technology they have incorporated into everyday life. They are also using other technologies like cell phones, mp3 players and other devices to entertain themselves wherever they may be but still, they are more interested on videogames that internet offers. With the increasing amount of time that students are spending on video games, one is left to wonder what effects video games have on the people who play them.
Additionally, academic institutions use video games for their programs of study, which demonstrate the use of previous technology in the school curriculum. These types of video games document the preceding works of society, and signifies the culture aspects of video use in education.
Research has always been conducted to find different ways to enhance the school curriculum, but the current talk going around the globe is about enhancing school learning through video games. Although this view is criticized by some people, a large number of people believe that video games might enhance the academic performance of an individual. According to Simkova, “there are still problems in the attitudes and prejudices of teachers on the use of games in education” (1227).However, other teachers have an important role in promoting learning through video games. Accordingly, this paper will examine the merits and disadvantages of using video games for educational purposes. First, I will highlight the positive effects of video games on individuals.
Qualitative data analysis is the process of transforming data into information, information into understanding and understanding into knowledge (Davenport & Prusak, 1998). Furthermore, qualitative data analysis can be described as a blend of scientific studies and artistic style to create an innovative product. The research acts as the primary research tool, and must be able to sustain composer throughout the entire study. In addition, the researcher must be able to pay attention to the small details of the study, without losing sight of the big picture of the study (Chenail, 2012).