StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

Science fair project - Essay Example

Cite this document
Summary
Presently, there are over five million games played every day. Numerous studies on the question of whether video games affect the brain either positively or negatively…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER98.4% of users find it useful
Science fair project
Read Text Preview

Extract of sample "Science fair project"

Can the Use of Computer Games Increase Memory With the introduction of the television systems, individuals have been spending much of their time on screens. Presently, there are over five million games played every day. Numerous studies on the question of whether video games affect the brain either positively or negatively have escalated. However, most studies explore the undesirable effects of video games on the person’s brain. This research analyzes the influences of computer games in improving individual’s memory.

The record correctly identified words before and after playing the video game Star Front Collision. Word statistics, for students who played for 3 hours a day, five days a week for two months had the largest count. Nevertheless, to those who played for 1 hour every day, three times a week for two months showed less correctly identified words. It approves an increase in neuro cells in the frontal lobe and hippocampus. The research shows that gaming caused an increase in cognitive abilities. Gaming develops one’s mind since the brain structures responsible for memory get constant practice while the individual plays.

The research work is, therefore, a confirmation that playing of video games improves person’s memory.IntroductionScience supports most of our intuitions about the benefits of play. Globally, the number of video games designed yearly estimated at forty million. An estimated 90 percent of children access and play video games (Olesen, Westerberg, and Klingberg 75). Most children learn the tricks in video games before they get to eighth grade. In the western world, nearly every middle-class child plays video games on smartphones, televisions, or computers.

According to Gentile, 60 percent of children carry on with video game addiction to their adulthood (75). In Singapore, the researchers at the Nanyang Technological University found proof that certain video games enhance the individual’s ability to think creatively and keep good memories (Olson). According to Colzato et al., playful behavior appears to have positive effects on the brain as well as the ability of a person to learn (234).The research topic is important in addressing parents and educators ‘concerns on the controversy of utilization of the video games.

According to Garcia, Nussbaum, and Preiss (2086), students who play computer games show enhanced cognitive skills as compared to those who play in the physical playgrounds. Several studies have demonstrated the negative effects of playing video games. On the other hand, very few studies support the claim that computer games have beneficial effects on memory and cognitive skills. This research work seeks to show that in addition to the cognitive skills, students’ fond of playing computer games also pay substantial attention to academic work and have good memories.

To rubber stamp the research question, the study sought to evaluate if there is any correlation between video games playing and enhanced memory. This study attempts to give answers to societal concerns hence bridging the gap on video game dilemma by providing information on whether video games are good for the brain. The experiment will evaluate if playing of computer games improves memory. The experimental design involves presenting a series of words for cognitive tests. The data collection will be by recording the variation of correctly placed words for the various research groups before and after playing the video game.

As cited by Baxter (108), playing video games improves memory and stimulates the growth of the cerebral cortex. In 1964, Marion Diamond together with her colleagues examined the rats’ brain and found out that rats in simulated environments had thicker brains compared to those in a non-stimulated environment. Mehdi confirms that human brains respond to play in similar ways (34). There is a direct connection between video gaming and volumetric brain increase (Gazzaniga, Ivry, and Mangun, 67).

Playing video games arouses memory by improving the growth and development of the brain including the frontal lobe and hippocampus that are responsible for memory. They increase in size after regular gaming, thus an improvement in memory.Materials Test questionsSeries of wordsiPhone or iPodStudentsMethodology1. Thirty students were chosen at random2. The participating students were divided into three batches: A, B and C3. The control group (C) did not play any video game.4. Batch A played for 1 hour every day, three times a week for two months on their iPhones or iPods.5. Batch B played for 3 hours a day, five days a week for two months.6. Participating students were presented with a chain of 40 words from which they had to answer the test questions.

The questions were to examine semantic, structural and phonemic level of word processing.7. The participants were then given an extensive list of 200 words into which the original words existed and asked to pick the original words.8. After two months, the three groups of students were put to the same word testPre Word Test DataRESEARCH SHEETWORD TEST STATISTICSNumber Of Participating Students 30Participating Batches Batch A Batch BBatch C (control)Word TestsCorrectIncorrectCorrect IncorrectCorrectIncorrectFirst Set of words231724162317Second set of words211925152218Third set of words 251519212614Percentage Accuracy 57.556.759.

2Post Word Test DataRESEARCH SHEETWORD TEST STATISTICSNumber Of Participating Students 30Participating Batches Batch A Batch BBatch C(control)Word TestsCorrectIncorrectCorrect IncorrectCorrectIncorrectFirst Set of words271329112416Second set of words281230102317Third set of words 28123372515Percentage Accuracy 69.276.760Results and DiscussionThe record statistics show students who were playing video games garnering more rightly identified words after two months compared to the other groups.

Playing video games advances peoples’ memory. From the research, the students playing video games show more accuracy in word identification. The temporal lobe and hippocampus are the two major brain areas responsible for memory development. All the participants showed an increase in accuracy. Conversely, precision pronounced in batch B whose members played for 3 hours a day, five days a week for two months. Video gaming caused an increase in neuro-cells in the brain regions thus increasing their memory functionalities.

The frontal lobe controls various functions, such as creative thought, attention, and memory while the hippocampus is portion of the brain located in the cerebral hemisphere used for learning memory. ConclusionPeople contemplate play as a form of exercise. Play improves brain functioning therefore enhancing individual’s ability to reason, remember, relate, and process information. The study confirms that there exist a causal link between video gaming and volumetric brain increase. The temporal lobe and hippocampus increase in size after regular gaming, thus improving one’s memory.

Works CitedBaxter, Mark. “Brain Health and Online Gaming.” Generations, 35. 2 (2011): 107-109. Academic Search Premier, EBSCO host (accessed February 8, 2015).Colzato, L.S., Van den Wildenberg, W., Zmigrod, S., and Hommel, B. “Action video gaming and cognitive control: Playing first person shooter games is associated with improvement in working memory but not action inhibition,” Psychological Research, 77(2013): 234-239.Garcia, Lucy, Miguel Nussbaum, and David D. Preiss. “Is the use of information and communication Technology related to performance in working memory tasks?

Evidence from seventh-grade students.” Computer & Education, 57. 3(2011): 2086-2076. Gazzaniga, M., Ivry, R., & Mangun, G. Cognitive neuroscience: The biology of the mind. New York, NY: W. W. Norton & Company, Inc, 2009. Print.Gentile, D. “The multiple dimensions of video game effects.” Child Development Perspectives, 5.2 (2011): 75-81. doi: 10.1111/j.1750-8606.2011.00159.xMehdi, Khosrow-Pour. Encyclopedia of Information Science and Technology. New York: IGI Global, 2014. Print.Olesen, P.J., Westerberg, H.

, and Klingberg, T. “Increased prefrontal and parietal activity after training of working memory,” Nature Neuroscience, 7.1 (2011):75-79.Olson, Samantha. Video games improve memory and problem-solving; Try Cut the Rope for yourself. . 8 February 2015. Web. 16 July 2014.

Read More
Cite this document
  • APA
  • MLA
  • CHICAGO
(“Science fair project Essay Example | Topics and Well Written Essays - 500 words”, n.d.)
Retrieved from https://studentshare.org/sociology/1680761-science-fair-project
(Science Fair Project Essay Example | Topics and Well Written Essays - 500 Words)
https://studentshare.org/sociology/1680761-science-fair-project.
“Science Fair Project Essay Example | Topics and Well Written Essays - 500 Words”, n.d. https://studentshare.org/sociology/1680761-science-fair-project.
  • Cited: 0 times

CHECK THESE SAMPLES OF Science fair project

Optic lenses

According to the historical facts pertaining to lens gleaned from the Science fair project Encyclopedia, the earliest mention of a lens is found in the 424 B.... According to the historical facts pertaining to lens gleaned from the Science fair project Encyclopedia, the earliest mention of a lens is found in the 424 B.... Imaging Properties In opposition to a collimated beam of light (a parallel rays of light) being focused on to the focal point, a point source of light placed at the focal point will be transformed into a collimated beam of light by the lens (Science fair project Encyclopedia)....
3 Pages (750 words) Research Paper

Evaluating the Effectiveness of Diverse Learning Environments into the School

Science fair project Name Professor Institution Course Date Science fair project After managing to conduct the three lessons activities in my class, I was able figure out several issues related all the children who participated in the project.... One of the positive observations I made is that all children were eager to understand and pronounce various terms correctly....
5 Pages (1250 words) Personal Statement

Analysis of science fair fun booklet

Name: Professor: Course: Date: Analysis of science fair fun booklet Purpose This memo's purpose is to determine if the technical communication concerned is relevant to its purpose.... The communication in question is a science fair, fun booklet, which was published for the purpose assisting students in the 6-8 grades to develop effective science projects.... Description The science fair, fun is a scientific booklet aiming to assist student in the 6-8 grades to create effective science projects....
4 Pages (1000 words) Essay

Basic Rhetorical Analysis of Science Fair Project Booklet

This helps to provide the stakeholder with an understanding both for the overall importance of environmental protection, science, learning, and the role that the EPA plays in helping to secure and safeguard the viability of the future environment.... Along with this representation of underlying rubric, the booklet does not stray very far from the core goal that the teacher within middle school is attempting to engage the student with; that both science, inquiry, and learning are all “fun”....
4 Pages (1000 words) Essay

Redesign project

Environmental Protection Agency's science fair Fun project of 2000 (EPA, pp.... he United States Environmental Protection Agency's efforts to promote human health through the designing or environmental science projects suggests that it would hold a science fair aimed to be fun.... Firstly, the fonts used, regardless of whether the science fair targets 6th and 8th graders, is poor and does not give the illusion that the project is to be any serious that just another government-sponsored excuse to waste taxpayers' money....
5 Pages (1250 words) Admission/Application Essay

MemoA Degree in Electronic Engineering

The second accomplishment was receiving a ‘best Science fair project' under a physics science fair held at my high school.... I was tasked as an electrical engineer intern where my responsibilities revolved around developing economic feasibility studies, researching on electrical systems at mining sites, and assisting with reporting on the various stages of project development.... Employees would participate through offering labour or financial aid toward this project....
2 Pages (500 words) Essay

Science Fair Fun

This memo aims at giving a critique of science fair Fun: Designing Environmental Science Projects for Students Grades 6-8 by The U.... … This analysis will be based on the accessibility, usability, and relevance of the science fair Fun project to aid in making a conclusion on the effectiveness of the project as a form of technical communication.... Critique of science fair Fun: Designing Environmental Science Projects for Students Grades 6-8 by The U....
4 Pages (1000 words) Essay

Removal of Urinary Catheters - Midnight vs 06-00 Hours

… CRITIQUE OF A RESEARCH PAPER ENTITLED “REMOVAL OF URINARY CATHETERS: MIDNIGHT VS 0600 HOURS” BY M.... M.... KELLEHER (2002)1.... Context of the paperThe paper on the “Removal of Urinary Catheters: Midnight VS 0600 Hours” which was written by M.... , Kelleher in CRITIQUE OF A RESEARCH PAPER ENTITLED “REMOVAL OF URINARY CATHETERS: MIDNIGHT VS 0600 HOURS” BY M....
7 Pages (1750 words) Essay
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us