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Impact of Computer-Based Video Games on Learning - Research Proposal Example

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The paper "Impact of Computer-Based Video Games on Learning" states that among the benefits of computer-based video games are that they help in making classroom sessions more interesting and engaging, promoting interactivity and engagement, challenging and motivating. …
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Impact of Computer-based video games on learning Name Institution Date Table of contents Table of Contents Table of Contents 2 Executive Summary 4 Introduction 5 Current situation 7 Project plan 9 Data analysis 9 Research question 1 9 Research question 2 9 Research Question 3 9 Findings in relation to Research questions 1 and 2: 12 Findings for Research question 2 and 3: 12 Discussion 13 Conclusion: 13 The survey Link 14 References: 15 Appendix 16 Executive Summary This research proposal focuses on the use of computer-based video games to enhance learning of mathematics among the primary grade kids. The research proposal paper is going to be divided into a number of parts. First, there will be the introduction section. In this section, the paper will discuss on the changes in skills and knowledge transmission that come about because of the birth of the digital media platforms. In addition, the section will also introduce the research by pointing out that the study concerns the examination of the utilization of digital educational games in boosting basic mathematical knowledge and skills as well as the investigation of the utilization of computer based games in schools for reinforcing the number sense among the primary grade students. The paper will also highlight the past suggestion or view or research concerning the proposal topic. In this case, the paper will, for example argue that as per a research carried out by (Jonassen, et al. 2012), kids display a higher sensitivity and understanding of numerical skills as well as the other related mathematical representations while they are in their primary stage of development. The paper also has the rationale section. This is the part that justifies the use of computer-based video games in enhancing learning process. This forms the base of the proposal. It forms the base because the paper claims that in the people, most of the non-cognitive and cognitive skills develop during their childhood stage. In other words, most of these skills are seen developing during the formative stages of the life of a child. With the rationale of conducting the research in mind, the paper will go ahead to bring out the specific aims of the proposal. Consequently, the aim of the proposal is to investigate the impact of computer-based video games as far as the learning of such mathematical operations as multiplications is concerned. This means that the objectives of the research proposal will include the determination of the negative and positive impact of the use of computer-based video games on learning as well as the determination of the impact of educational games among the kids on the learning of such mathematical or arithmetic operations as multiplication. The paper will focus on three research questions. The first question concerns the impact that computer based games have on learning among students. The second question concerns the way video games assist in improving the learning of mathematical skills among the students. The last question tries to explain whether there is a distinction between the learning results of kids who are supported in their learning with video games that are computer based and those kids who are not aided. Introduction The research on the use of computer-based video games in enhancing the learning process is an important topic in information technology. This can be explained using the different researchers, who have made some contributions in this field. For instance, Children’s Digital Media Centres together with Kaiser Family Foundation carried out a study related to this and found out that kids in the United States of America take many hours each day playing video games, using computer and watching television. Reiser & Dempsey, (2012) also argued that the kids are exposed to technologies and media at a much earlier stage of development. While this is the case, the very important question that the parents, caretakers, teachers and even the Information technology experts should ask themselves is whether these computer-based video games is having a positive or negative impact on the learning process of these kids. In this case, a number of studies have obtained some evidences that when kids are exposed to violent computer-based video games, they can contract a violent behaviour and aggressive play. In other words, research has found out that computer-based violent video games are good at teaching aggression as well as promoting the attitude that is self-centric. At the same time, a review of different studies carried out in this area shows that the increased exposure of kids to video games boost aggression and physiological related effects. At the same time, this increased exposure is also known to enhance antisocial behaviour (Tapscott, 2009). According to a number of psychological studies, which focus on the behavioural effect of the computer-based video games, the video games can result in five negative effects. One of these effects is that kids tend to become more violent, more aggressive and meaner. The second effect is that the kids tend to become less sympathetic and more callous. Third, the kids tend to view the world as a frightening place. Fourth, the eating rate among the kids becomes more. Last, the kids display a lack of social attitude. In addition, Roe and Mujis (1996), conducted a study and discovered that when kids are exposed to frequent gaming, they will have a reduced time allotted for homework. In addition, these researchers found out that boys who took much time playing computer-based video games had higher chances of being unsuccessful academically. These boys also displayed an attitude that was lethargic towards learning. Perhaps these negative effects of recreational computer-based video games are the cause of the main problem in which schools and parents do not think about the computer-based video games that ate helpful to their children (Tapscott, 2009). However, there are also a number of studies, which justify the contrary opinion. Among these studies is the one carried out by Benoit, Milyo, & Hansen, (2006). This study sheds some light on the claim that when kids play computer-based video games for recreational reasons and not as an inevitable part of their lives, the games will have a high influence in promoting the educational tasks that are computer based. Benoit, Milyo, & Hansen’s findings are supported by psychological stream of researches on this topic. These researchers have shown that video games boost auditory discrimination skills, hand-eye coordination, visual scanning and spatial skills. When used for recreational purposes, computer-based video games have aggression and violence as their integral elements. However, when used for educational purposes the computer based instruction obtained from the video games have been discovered to have a positive influence on the learning process among the kids because they do, among other things, increase curiosity, motivate, promote and control fantasy. They are therefore, seen as invaluable tools that enhance learning since they act as a means of giving encouragement to the learners who often lack interest or confidence in studies. Children can, through educational video games, improve such important learning skills as application of numbers, group decision making, communication, planning and strategic thinking (Reiser & Dempsey, 2012). Current situation Currently, the advancement in information technology has affected children in so many ways. Information technology has come up with so many products for the children. Among the products valued so dearly by the children are the computer-based video games. Children like spending their time playing these games mainly for recreational purposes. The computer-based video games can be good for the children during their free time or even during classroom setting especially if they tailored to serve more meaningful educational roles apart from recreational roles. However, the current situation is that many schools and homes have not taught of the idea of introducing the computer-based video games to the children. People have not taught about looking for computer-based video games tailored to serve educational roles, to give to the children who love video games very much. There is therefore, the need of researching on the computer-based video games so as to find out whether they can be valuable to the children when tailored to serve educational roles. Consequently, a number of studies have found out that when the computer-based educational video games are designed appropriately, they can improve the learning process of kids especially in the discipline of mathematics, science, language and literature. Specifically, the computer-based video games are found to be effective in boosting the performance levels in the domain of mathematics, not only in children but also in adults. Consequently, in mathematics, it is easy to state specific objectives. With the specification of the learning objectives in mathematics, the computer-based video games have positive impact on the classroom dynamics and motivation of students (Benoit, Milyo, & Hansen, 2006). Different educational scholars and researchers have proved the fact that the use of educational video games in the classroom setting is very effective when it comes to the improvement of the attitude of students towards mathematics. The computer-based video games not only attract the student’s attention in the classroom but they also make the learning environment in class more motivating, engaging and friendly. Therefore, from the evidence of these studies, educational tools that are appropriately designed have the capacity of enhancing the learning environment of children (Reiser & Dempsey, 2012). In the arena of mathematics, the studies on the impact of computer-based video games show that playing video games boosts the fundamental mathematical skills and abilities. It enhances innovation as far as the mathematical thinking skills are concerned. It does this by bringing an ideal platform that teaches can use in facilitating transmission of basic mathematical skills. The studies reveal that the computer-based video games that are tailored specifically to teach the mathematical skills are very effective when it comes to the improvement of academic performance among primary students. The computer-based video games aided in the promotion of learning process by boosting the concentration levels in students and promoting the tendency of the learners to do more (Reiser & Dempsey, 2012). The effectiveness of the computer-based video game used for administering instruction plays a key role in transforming the game into an effective learning tool. By suing computer-based educational games, kids can develop and acquire such invaluable skills as data handling, decision making, group activities, negotiation, communication, application of numbers, planning and strategic thinking (Benoit, Milyo, & Hansen, 2006). Project plan The project plan involves a number of things. First, the research proposal does the examination of different published literature regarding the use of computer-based video games as well as the impact of these games on learning mathematical skills. Apart from using the published literature, the study also involves the administration of questionnaire on computer-based video games to children in their primary grades. From the data obtained from these children, analysis of the findings will be done so as to draw conclusion and make recommendations. Therefore, the design of the study is that a total of hundred students from different schools but all in grade 3 are selected. Half of the students are given an educational computer-based video game for a period of one month. The other half of the selected students are left with no exposure to the video game. After one month, a questionnaire is administered both to the teachers and to the students and data is collected. Data analysis In the executive summary, the three research questions were as follow: Research question 1 What impact do the computer-based video games have on the learning process of students? Research question 2 How do computer-based video games assist in improving the learning of mathematical skills among the students? Research Question 3 Is there a difference between the learning results of kids who are supported in their learning with video games that are computer based and those kids who are not aided? The results from the survey questionnaire administered to the students are given in the table below: Item Percentage Introduction of Computer-based video games in schools Yes 0% No 100% Changes in Post exposure performance Very High 80% High 15% Reasonable 5% Low 0% Very Low 0% Changes in performance with no exposure Very High 0% High 5% Reasonable 5% Low 70% Very Low 20% Effectiveness of exposed children Very effective 85% Effective 15% Reasonable 0% Less effective 0% None of the above 0% Effectiveness of unexposed children Very effective 0% Effective 0% Reasonable 0% Less effective 20% Very Low 80% Mathematical scores of children exposed to computer-based video games Very High 80% High 15% Reasonable 5% Low 0% Very Low 0% Mathematical scores of children not exposed to computer-based video games Very High 0% High 5% Reasonable 5% Low 70% Very Low 20% The participation level of students when a computer-based video game is brought into classroom Very High 80% High 15% Reasonable 5% Low 0% Very Low 0% The participation level of students when a computer-based video game is brought into classroom Very High 0% High 5% Reasonable 5% Low 70% Very Low 20% Experience on computer-based video games before the research Yes 5% No 95% Attitude towards multiplication among the exposed students Very High 80% High 15% Reasonable 5% Low 0% Very Low 0% Attitude towards multiplication among the none exposed students Very High 0% High 5% Reasonable 5% Low 70% Very Low 20% Scores in mathematics in the past one month 80-100 5% 60-80 20% 40-60 70% 20-40 5% 0-20 0% Scores in mathematics in the after one month 80-100 60% 60-80 30% 40-60 10% 20-40 0% 0-20 0% Findings in relation to Research questions 1 and 2: The findings in this case involve the data obtained from the teachers. Consequently, the teachers were asked to report on the performance of the 100 students selected for this study after one month. From the collected data, it can be concluded safely that the computer-based video games had a positive impact on learning. This is because there was a notable increase in the scores of those students exposed to the educational computer-based video game than those students who were not exposed. Findings for Research question 2 and 3: The findings in this section concerns the data obtained questionnaire administered to the students. Consequently, this section investigates the impact that video games have on the learning of multiplication skills. According to the data, the students who were exposed to the educational computer-based video games showed a higher improvement in their mathematical scores than the conventional group of students. In addition, the conventional group of students showed no or little improvement in the tests that they were given after the one month. Last, the use of computer-based video games in the classroom made the learning sessions engaging and more interesting. Discussion From this paper, it is true that most schools and parents have not taught about the idea of bringing computer-based video games that can aid the learning process of their children. The reason for this is the fear of the negative effects of the recreational computer-based video programs. However, the findings from this study are that educational computer-based video games have promising impact on the children. These findings therefore, open up way for more technological education research. It also prompts the government and education stakeholders to consider the idea of bringing educational video games to schools as learning tools. For the students pursuing information technology, they are prompted to be more innovative so that they can tailor the video games and make them more helpful academically. Conclusion: In conclusion, if the educational computer-based video games are used by the students in the correct manner, they can offer appositive impact on the performance levels of primary students. Among the benefits of the computer-based video games are that they help in making classroom sessions more interesting and engaging, promoting interactivity and engagement, challenging and motivating. It brings significant and positive effects on the students’ learning of mathematical operations- multiplication facts. The survey Link https://www.murvey.com/s?51b19a3c43c2f90a0500184f References: Benoit, P. J., Milyo, J., & Hansen, G. (2006). The effects of traditional vs. web-assisted instruction on student learning and satisfaction. Columbia,MO: University of Missouri Graduate School. Jonassen, D., Howland, J., Marra, R. M., & Crismond, D. (2012). Meaningful learning with technology (4 ed.). Upper Saddle River, NJ.: Pearson. Reiser, R., & Dempsey, J. (2012). Trends and Issues in instructional design and technology (3 ed.). New York, NY: Pearson. Rogers, E. M. (2003). Diffusion of innovations (5 ed.). New York, NY: Free Press. Tapscott, D. (2009). Growing up digital: How the net generation is changing your world. New York, NY: McGraw Hill. Appendix Questionnaire Impact of educational computer-based video games on learning Kindly, give answers regarding the impact of educational computer-based video games on learning. Questions 1-8 are related to the teachers and questions 9 to 12 are related to the students. Your participation in answering this questionnaire confirms that you give consent or permission for the results of this research to be used for the purpose of fulfilling the objectives of the study. It should come to your attention that the responses you give will remain anonymous.. Computer-based learning Questionnaire 1. Have you introduced educational computer-based video games in your school? Yes No 2. How has the performance of the children exposed to the computer based video program changed after the exposure? Very high High Reasonable Low Very Low 3. How has the performance of the children not exposed to the computer based video program changed after the exposure Very high High Reasonable Low Very Low 4. How has the effectiveness of the children exposed to computer-based video games been after one month? Very Effective Effective Reasonably Less effective None of the above 5. How has the effectiveness of the children exposed to computer-based video games been after one month? Very Effective Effective Reasonably Less effective None of the above 6. How would you rate the mathematical scores of children exposed to computer-based video games? Very Good Good Reasonable Poor Very Poor 7. How can you rate the mathematical scores of children not exposed to computer-based video games? Very Good Good Reasonable Poor Very Poor 8. How would you rate the participation level of students when a computer-based video game is brought into classroom? Very High High Reasonable Low Very Low 9. Do you have any experience on computer-based video game? No Yes 10. How do you like doing multiplication? Very Poor Poor Reasonable Good Very Good 11. What did you score in math one month ago? 80-100 60-80 40-60 20-40 0-20 12. What did you score in math after the past one month? 80-100 60-80 40-60 20-40 0-20 Thanks you for participating in this study. Your assistance is highly regarded. Read More

This can be explained using the different researchers, who have made some contributions in this field. For instance, Children’s Digital Media Centres together with Kaiser Family Foundation carried out a study related to this and found out that kids in the United States of America take many hours each day playing video games, using computer and watching television. Reiser & Dempsey, (2012) also argued that the kids are exposed to technologies and media at a much earlier stage of development.

While this is the case, the very important question that the parents, caretakers, teachers and even the Information technology experts should ask themselves is whether these computer-based video games is having a positive or negative impact on the learning process of these kids. In this case, a number of studies have obtained some evidences that when kids are exposed to violent computer-based video games, they can contract a violent behaviour and aggressive play. In other words, research has found out that computer-based violent video games are good at teaching aggression as well as promoting the attitude that is self-centric.

At the same time, a review of different studies carried out in this area shows that the increased exposure of kids to video games boost aggression and physiological related effects. At the same time, this increased exposure is also known to enhance antisocial behaviour (Tapscott, 2009). According to a number of psychological studies, which focus on the behavioural effect of the computer-based video games, the video games can result in five negative effects. One of these effects is that kids tend to become more violent, more aggressive and meaner.

The second effect is that the kids tend to become less sympathetic and more callous. Third, the kids tend to view the world as a frightening place. Fourth, the eating rate among the kids becomes more. Last, the kids display a lack of social attitude. In addition, Roe and Mujis (1996), conducted a study and discovered that when kids are exposed to frequent gaming, they will have a reduced time allotted for homework. In addition, these researchers found out that boys who took much time playing computer-based video games had higher chances of being unsuccessful academically.

These boys also displayed an attitude that was lethargic towards learning. Perhaps these negative effects of recreational computer-based video games are the cause of the main problem in which schools and parents do not think about the computer-based video games that ate helpful to their children (Tapscott, 2009). However, there are also a number of studies, which justify the contrary opinion. Among these studies is the one carried out by Benoit, Milyo, & Hansen, (2006). This study sheds some light on the claim that when kids play computer-based video games for recreational reasons and not as an inevitable part of their lives, the games will have a high influence in promoting the educational tasks that are computer based.

Benoit, Milyo, & Hansen’s findings are supported by psychological stream of researches on this topic. These researchers have shown that video games boost auditory discrimination skills, hand-eye coordination, visual scanning and spatial skills. When used for recreational purposes, computer-based video games have aggression and violence as their integral elements. However, when used for educational purposes the computer based instruction obtained from the video games have been discovered to have a positive influence on the learning process among the kids because they do, among other things, increase curiosity, motivate, promote and control fantasy.

They are therefore, seen as invaluable tools that enhance learning since they act as a means of giving encouragement to the learners who often lack interest or confidence in studies. Children can, through educational video games, improve such important learning skills as application of numbers, group decision making, communication, planning and strategic thinking (Reiser & Dempsey, 2012).

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