dissertation question, psychology homework help

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In the files section below I have included the document you should used to answer the following DQ 1 and 2  questions  if you have any questions please feel free to e-mail me.

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DQ 3/1 Describe three theories of psychology, which you draw from the empirical literature and are potentially related to your broad topic area. Select one or two of these theories as the basis for your dissertation or project application, justifying their relevance to your defined problem statement. DQ 3/2 Based on the selected theories in DQ 1, propose two potential overarching research questions for your dissertation or two overarching objectives for your project application. These research questions or objectives must be based on the problem statement and selected psychological theories. Discuss which one overarching research question or objective best addresses the problem statement and why. Games Technology Name: Institution: Date: Module 2 DQ1 Evaluate two of the articles collected in Module 1. Discuss the strengths and weaknesses of the articles. Discuss innovative approaches, emerging technologies, or learning and/or communication solutions that could have been used to strengthen the articles/studies you examined. Answer Article 1: Use of Gaming Technology in Education is Serious Games and Learning Effectiveness Victoria Guillén-NietoMarian Strengths     The study’s objective is clearly stated: establishing the influence of game technology on intercultural communication teaching and determining whether the technology improves the knowledge of the learners targeted. Finding then factors responsible for the expected success of the project was also another objective clearly stated. The research’s objectives are achieved. The technology was found to influence the teaching. Keyword definitions have been clearly stated. The difference in the meaning of “serious games” and “video games” have been explained. The methodology used in obtaining results of the study is reliable and appropriate to produce the required results Weaknesses       The degree of application of the article is limited to Spanish and British people and may not work well in other parts of the world. The author does not provide information about past research on similar topic The study is limited to only one situation, that is, the business environment The author did not consider variables of the factors that contributed to positive (expected) results. The article does not state the problem behind the undertaking of the project The article assumes that the target audience and users of the software are intellects who are highly literate and can use the technology without difficulties, and that will give required data. Solutions to improve the article Use of open source managing tools like Moodle could be used for monitoring interventions of students using the technology using reliable databases, shared online documents in order to make data collection easier (Kavanagh, 2004). Also improving the appropriate teaching pedagogy in order to increase the accuracy of the data collected from the study group. Use of suitable teaching pedagogy improve teaching effectiveness and thus, the results of data gathered could be reliable and accurate, and this could improve the strength of the article by aiding in making an accurate conclusion that is based upon the objectives of the study. Article 2: Use of Serious Games in Learning is Computer-Game-Based Tutoring of Mathematics by Fengfeng Ke Strengths    The area of study is relevant regarding the topic of study The study yielded some expected positive results The results were obtained from the fits hand information and therefore the decisions made based upon the date collected are reliable Weaknesses        The article lacks objective of carrying out the study. Though the objective can be derived from the results stated within the article. The author has failed to examine impacts of factors that influence the use of serious gaming technology in teaching and learning of mathematics though the author mentions such factors. The research is limited to only one discipline of learning, which is, mathematics and ignores other disciplines as well. The article also lacks a build of past studies concerning the topic in question. The study is insufficient since the factors affecting the use of serious gaming technology have not been adequately exploited or covered. This calls for further studies on the same topic. The article does not explain the target audience and The significance of the study is also lacking. Solutions to improve the article Use of online interviewing where the students can answer questions on the utilization of the serious gaming technology during data collection. This could enable a better understanding of the factors that affect use if the technology rather than making inferences of data by observing. Content analysis can also be used in analyzing the relevance of the utilization of the serious games by examining views of the students who were using the technology (Franzosi, 2008). Use of reliable databases such as the ABC database and high accuracy programs in collecting and analyzing data. Module 2 DQ 2 Post your synthesis table with the summary of the defined gap or need, topic, and the proposed project application or dissertation problem statement. Post the table by copying and pasting it within the discussion question reply. Do not post it as an attachment. Provide constructive feedback to at least one of your peers. Answer Identified Gap in the Literature Synthesis Matrix Components From Each Article 1. Title of Article With Citation Article 1 Article 2 Games and Immersive Participatory Simulations for Science Education (Barab & Dede, 2007) AR Trends in Education: An Efficient Review of Research & Applications (Jorge, Silvia, Sabine, & Kinshuk, 2014) Article 3 Learning Through Games: Essential Features of an Educational Game (Kannan, 2012). Article 1: Factors that necessary in realizing the significant use of the simulations in learning ought to be studied further. Article 2: Further studies require being carried out to establish the difference between learning experiences of AR. It is also quite vital to examine the evolution of knowledge and skills over a given period. This is because it will offer significant inputs on the appropriateness of backing important learning. Article 3: Plays and game shave not been fully exploited in learning and education in various disciplines. Proposed Problem Statement 2. Literature Review 3. Problem Statement There is a rapid increase in the use of sophisticated technology penetrating in the society for various applications in this 21st century. The challenges experienced in coping up with the advanced technology are quite important because the knowledge and skills help in preparing for victory in life (Gurría, 2010). Whenever new technologies are innovated, people question themselves about their relevance and effectiveness in use. The article attempts to provide advantages and relevant use of the Augmented Realit7 systems permit augmenting tangible things with simulated things or overlaid data such that the virtual objects seem to be existing in the real word. AR systems have been and are applied to teaching the basics of electromagnetism (Cheng & Tsai, 2012). Up to now, there are a few review research studies that have a focus on scrutinizing the advantages, uses, effectiveness, features, challenges and limitations of AR systems in Play, as well as games, have been forms of activity of human from the past. Understanding of modern education requires games in educational context. I some countries such as India, in fact, in cosmology, games is the loftiest idea (Parlett, 1999). Various disciplines employ games in content delivery to students, and they include Christianity, anthropology, among others. Achievement of science by students in the USA is declining due to lack of technically qualified teachers of trainers. Investment in mathematics and science education is necessary as it is demonstrated in the Article 1: The rate at which dynamics of different sectors of the economy are changing and that call upon the use of sophisticated technology is high and growing. It is quite challenging in adopting the new technologies that are now being used in almost all sector including education and learning. Therefore, with emphasis on education and learning, simulations will be vital for enhancing gain in knowledge and skills amongst students undertaking various disciplines in the teaching including mathematics and science. Article 2: AR systems have not been exploited I the context of education. Employing these systems will for sure improve the quality of education at all levels. Article 3: There is an increase in inefficiency in various sectors of the economy due to lacking the required skills or knowledge because of deficiency in training. Use of game technology tools helps achieve the greatest from mathematics and science regarding knowledge acquisition. 4. Methodology digital and simulations games. The article is justifiable and significant since it is promising in that informative video games can be utilized as tools for learning in schools. educational circumstances. Personalization for endorsing a comprehensive education by exhausting AR is a developing area as well. The article provides a systematics review on the AR in educational conditions, highlighting the factors mentioned earlier on. The articles significance is exploiting the educational situations of the AR systems. day to day life sector such as agriculture, defense, transportation, communication, health, education and occupations that require research and also in engineers and scientists’’ education (Klopfer, 2008). Therefore, games are useful tools that can effectively enhance creative and critical intellectual of students in resolving problems. The study aimed to determine whether games back operative learning and investigating whether challenging factors affect outcomes of learning the games bring about. The method involved planning (definition of the aims of the study journal selection and review), data collection using The procedure involves planning that entails (journal selection, defining exclusion and inclusion study criteria Methodology involved definition of goal and research questions of study, study design formulation, data extraction (oral observation and recording, data analysis using content analysis technique and final report reviewing. and defining categories for the purpose of analysis), reviewing (selection of study, collection of data-analysis of content technique was utilized, synthesis and coding of data) and reviewing of report interviewing), data analysis, results analysis (statistical analysis,) and report reviewing. References Barab, S. A., & Dede, C. (2007). Games and Immersive Participatory Simulations for Science. Journal of Science Education and Technology, 3-50. Cheng, K. H., & Tsai, C. C. (2012). Affordances of Augmented Reality in Science Learning. Journal of Science and Technology , 449-462. Franzosi, R. (2008). Content Analysis. London: SAGE Publications. Gurría, A. (2010). Presentation of the PISA 2010 Results. Washington DC.: Washington Publishers. Jorge, B., Silvia, B., Sabine, G., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic Review of Research and Applications. Edmonton: Institute of Informatics and Applications. Kannan, A. (2012). Learning Through Games: Essential Features of an Educational Game. Syracuse University. Kavanagh, P. (2004). Open Source Software: Implementation and Management. Amsterdam: Elsevier Digital Press. Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games. Cambridge: MIT Press. Parlett, D. S. (1999). The Oxford History of Board Games. Oxford: Oxford University Press.
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Running head: HOW CAN GAMING BE USED IN LEARNING

How Can Gaming Be Used In Learning?
Students Name
Institutional Affiliation

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HOW CAN GAMING BE USED IN LEARNING

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QUESTION ONE
Problem Statement

People are very difficult when it comes to learning things for work. When it comes to
learning research shows that it takes someone three times to learn something and that a person has
to see something, repeat it, and then try it themselves to make sure that they understand the
processes. Technology has given companies and schools an advantage that will ensure that it is
possible to create the situations and the scenarios that will allow learners to have a virtual
experience that will empower and be used for learning. Virtual reality has completely changed the
way that people learn and the affordability of headsets like the HTC Vibe as well as the Oculus
has made gaming technology available to companies all over the world (Germano and Lugosi, 2007).
In the past when companies were focused on gaming technology one of the main issues
with it was the cost that was associated with the technology (Fudenberg and Levine, 1998, or
Young, 2004). Some companies like SAP before the introduction of these affordable solutions had
created other new items that used such expensive pieces of technology like the Google glasses.
These had interfaces that were written with custom code that would ensure that they were able to
simulate and interact with the daily role of the employee so that they would be able to learn in the
moment. The purpose of gamification is to ensure that the learner knows how to perform their
function and also to introduce a sense of competition among the workers that are there. That means
that there are many new options that are available for the businesses to utilize and to share with
their learning and development teams.

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HOW CAN GAMING BE USED IN LEARNING

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The gaming industry has been working overtime to develop tons of games tha...


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