Please i want action research for my study the impact of

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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. 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.

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.

Findings:

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)

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).

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:

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.

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.

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. 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.

Reference no: EM13478304

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