Module 4 DQ 1, psychology homework help

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Module 4 DQ 1

Post the current progress you have made to date on your dissertation or project application by listing the topic, problem statement, selected psychological theories and emerging technologies, and an overarching research question. Identify any concerns or questions you have on which your instructors and peers can comment.



DQ 2

Discuss two alternative research designs you are considering for the proposed dissertation or two alternative communication/learning solution designs for the project application. Select the optimal design and justify why it is the best design to address the problem statement and research questions for a dissertation or objectives for an application project.


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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 too 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. Franzosi, R. (2008). Content Analysis. London: SAGE Publications. Kavanagh, P. (2004). Open Source Software: Implementation and Management. Amsterdam: Elsevier Digital Press. Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers & Education, 60(1), 448-457. Guillén-Nieto, V., & Aleson-Carbonell, M. (2012). Serious games and learning effectiveness: The case of It’sa Deal!. Computers & Education, 58(1), 435-448. 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 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) Identified Gap in the Literature 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. Professional development has been a major focus of the most debated and encouraged educator developments in recent years. In the 90s progress in the professional development of educators was positioned to be one of eight significant domestic instruction goals, presented by a board of governors and the President (National Education Goals Panel, 1997). Once more, the information offered a portrait of attainment in the delivery of backing for, and educator use of, professional development. Although, the significance of concentration to professional development, there has been less than ample acknowledgement of its significance between teaching activists, even between supporters of education professionals. Undeniably, some faculty crusaders have debated that educator concentrations, particularly at the rudimentary institution classes, is a stride recessive for instruction because it does not necessitate the desires of the complete adolescent, and improperly wastes the instructive practice, and in the future adds to the division of pupils (Sizer, 1992). Is there less being accomplished academically, or more harm being distributed when we fail to act to progressively put new programs in place? National Education Goals Panel. (1997). National education goals report. Washington, DC: GPO. Sizer, T. (1992). Horace’s compromise: The dilemma of the American high school. Boston: Houghton Mifflin. 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. Your Previous Answers Module 1 DQ 1 It saddens me to say that I have dramatically changed my dissertation focus with every class, and I feel that when I finally settle on a dissertation subject or topic I will change it again. But there has been a quiet theme consistently drawing me in involving the evolution of gaming technology on education and learning.Thus, the topic of my research is “Gaming technology incorporated with virtual reality immersion and its effective outcomes on education and learning”. There is today a hefty collection of scholarly work that researches how people acquire knowledge interactively with balance (Fudenberg and Levine, 1998, or Young, 2004). As of lately, there are empirical articles that look into unhinged learning methods that if shadowed by all participants focus toward a stage-game equilibrium in all games (Foster and Young, 2003, 2006, Hart and Mas-Colell, 2003, 2006, Germano and Lugosi, 2007, Kakade and Foster, 2008, Young, 2009). An education method is unhinged if it does not rest on the adversaries' payouts abilities. A proposed meaning for non-connected entity is that adversaries' partialities are typically not unswervingly noticeable. Therefore, knowledge building in this research direction should work, also minus the understanding of the adversaries' payouts. The yearning to find knowledge methods that tip to evenness in all games is possibly inspired by the fact that knowledge is current in all communal or fiscal situations. It is the possibilities of gaming technology influence on the future of learning and education that shows significant promise. There are a variety of empirical articles I have compiled from various institutions of higher learning and scientific journals that have presented intriguing yet innovative research focusing on virtual reality learning. I hope to focus some aspect of my dissertation on emerging technology and emerging models or methods of education and learning. The two empirical articles I have selected two support specific aspects of my research are Ravenscroft, A., & Matheson, M. P. (2002). Developing and evaluating dialogue games for collaborative e–learning. Journal of Computer Assisted Learning, 18(1), 93-101, and Tanriverdi, V., & Jacob, R. J. (2001, November). VRID: a design model and methodology for developing virtual reality interfaces. In Proceedings of the ACM symposium on Virtual reality software and technology (pp. 175-182). ACM. Foster, D. and H.P. Young (2006). Regret testing: learning to play Nash equilibrium without knowing you have an opponent, Theoretical Economics 1, 341-367. Foster, D. and H.P. Young (2003). Learning, hypothesis testing, and Nash equilibrium, Games and Economic Behavior 45, 73{96. Fudenberg, D. and D. Levine (1998). The theory of learning in games, MIT Press. Germano, F. and G. Lugosi (2007). Global Nash convergence of Foster and Young's regret testing, Games and Economic Behavior 60, 135{154. Hart, S. and A. Mas-Colell (2006). Stochastic uncoupled dynamics and Nash equilibrium, Games Hart, S. and A. Mas-Colell (2003). Uncoupled dynamics do not lead to Nash equilibrium, American Economic Review 93, 1830-1836. Kakade, S.M. and D.P. Foster (2008). Deterministic calibration and Nash equilibrium, Journal of Computer and System Sciences 74, 115 and Economic Behavior 57, 286{303.{130. Young, H.P. (2009). Learning by trial and error, Games and Economic Behavior 65, 626{643. Young, H.P. (2004). Strategic learning and its limits, Oxford University Press. DQ 2 Virtual reality is a major topic in the world of computers and application of the machines. The advent of both hardware and software for the original use in playing computer games presents not only a bright future for gaming addicts, but also other sectors. The additional situations in which gaming technology may be helpful include in education and health. The most important aspect of gaming technology that makes it especially important in creating the learning and training environments is the virtual reality function. Virtual reality is the environment that is created by the computers to facilitate the game. Virtual reality is especially useful because it creates environments that are versatile and flexible, enabling the brain to function in dimensions that would normally not be present in the classroom (Ke, 2013). Because of the knowledge that gaming can be important not only for entertainment but other sectors, in the recent years many researchers and authors have focused on the issue and therefore published several articles on the topic of gaming in education settings. One of the research articles that examine the use of gaming technology in education is Serious games and learning effectiveness: The case of It’s a Deal! by Victoria Guillén-NietoMarian Aleson-Carbonell (2012). The researchers in the paper examine the use of gaming technology in the teaching of intercultural communication between people of Spanish descent and British people in the market environment. In the research, special software called It’s a Deal! was used in the teaching. The study was done to establish the factors that may influence the application of the use of gaming software and hardware in the teaching of intercultural communication. Therefore, after the experiment, the researchers wanted to know whether or not the knowledge improved after playing the game. Also, they wanted to know the factors that resulted in the good results in the case of success. According to the results, the learning improved after using the software. To differentiate the conventional games to those to be used in education, the terms video game, and serious games were used to mean games for entertainment and education respectively. The limitation of the research was that even though one of the aims was to study the factors that contributed to the working, the confounding variables that may affect the learning were not considered. The second article that examines the use of serious games in learning is Computer-game-based tutoring of mathematics by Fengfeng Ke (Ke, 2013). In the research, data used was collected from middle school students by observing their learning as they used the gaming software. The author also collected data from analyzing the connected used in tutoring as well as analyzing achievement tests of the students after using gaming in learning mathematics. The author found out that the use of gaming was affected by the initiation of the games, timing, the reaction of the students and the content used in teaching. Based on the empirical articles analyzed, there are several gaps in the literature concerning the use of gaming software in education. One of the gaps is that even though it is clear that the serious games impact positively in education, the potential hazards related to computer games have not been analyzed. For instance, video gaming is addictive and is said to impact children’s behavior (Ferguson, 2007). Therefore, there are chances that such adverse effects would occur in the use of serious games. Also, the study Fengfeng Ke outlines potential factors but does not analyze the impact of factors such as content and timing. Therefore, more studies are needed to understand and therefore standardize content to be gaming technology in education settings used in Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309-316. Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers & Education, 60(1), 448-457. Rutten, N., van Joolingen, W. R., & van der Veen, J. T. (2012). The learning effects of computer simulations in science education. Computers & Education, 58(1), 136-153. Module 2 DQ 1 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 too 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 • • • • • • • 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. 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. Franzosi, R. (2008). Content Analysis. London: SAGE Publications. Kavanagh, P. (2004). Open Source Software: Implementation and Management. Amsterdam: Elsevier Digital Press. Ke, F. (2013). Computer-game-based tutoring of mathematics. Computers & Education, 60(1), 448-457. Guillén-Nieto, V., & Aleson-Carbonell, M. (2012). Serious games and learning effectiveness: The case of It’sa Deal!. Computers & Education, 58(1), 435-448. Module 3 answers DQ1 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. The gaming industry has been working overtime to develop tons of games that are a part of the gaming platforms and billions of dollars have been invested in the learning of individuals. The incorporation of gaming can change the way that learners think about the process as well and that will ensure that there are new ways to have access to the best options (Hart and Mas-Colell 2006). Human behavior is always to learn and to do as little as possible in a job. However, part of keeping up the modern pace is a part daily life. The world is advancing at the rate of 100 years per century and that means that learning is required by an employer and an employee so that it is possible to keep up with the fervent pace. What this means is that with the help of trainers it is possible for the student to be able to access all of the content that is required in the moment that it is necessary. Instead of sitting in a classroom and taking in all of the content is a great way to forget the content that is being learned because it is only a short investment that does not have any doing component by the student. However, when there is an investment of time and an investment of emotion it will ensure that there is a sticky quality for the student and that he will remember the lesson for much longer to come (Fudenberg and Levine, 1998). 1. Theory 1: Learning for Gamification and for Self-Satisfaction: Learning is one of those things that most people do not enjoy doing but it is something that we all have to do. Using virtual reality in tandem with other systems that interface with the games that have been written for training purposes serve two purposes. When there is an interface it allows for the learner to have a moment and to center themselves in the experience. The learner has the ability to focus on how other people are achieving and to focus on being able to surpass those around them. That is a very powerful thing, in the fact that there are many times when the natural desire to compete for people ensures that there is a desire to compete. When you add in the virtual experience and allow the learner to have that moment where he or she is able to have access to the situation and to the virtual world, he or she will want to compete and he or she will also want to make sure that he is able to prove his value to the employer. By naturally putting the person in a position of competition, that means that the learner is in a situation where Darwinan forces of competition will ensure that he or she will try as hard as possible to achieve whatever goal is put in front of them. 1. Theory 2: Learning with Real Life Assessment Allows Employers to Certify Processes In a moment that an employer needs to be able to give a test there is the ability to ensure that the employee knows what he or she is doing and that means that there are many options for testing the learner. Depending on what the job is, it is very important for employers to know that the worker knows the process from end to end. That means that if there is a process that is important for safety that this is the perfect way to make sure that the person really understands. Even if it is something that is not important for safety if the employee knows that he or she is going to be tested in a way that ensures that there are real time tests and that there are also going to be ways that it is impossible to avoid these kinds of assessments it means that there will be a need for continual learning on the part of the employee. In addition to the ways that this can be used in work contexts, imagine how real life testing could be used to ensure that there were new experiences that could help students to know what their new talents were and to be a part of the process. There has never been a better tool to transport a student into the moment and to appreciate learning in a whole new way. For students that are not good at paying attention in class or those that have a difficult time with a traditional school structure this is the perfect solution to ensure that they are going to be comfortable and that they are going to know what can be done as well with all of the options that are out there as well for all of the students. This is a new way to allow for there to be a great new insurgence of students who want to learn because they want to be immersed in virtual worlds (Foster and Young, 2006). 3.Theory 3: Students and Learners Can Be Conditioned to Love Learning and Change: Change is one of the most complicated parts of the world these days and there are constant environments of change in jobs, technology, interfaces and life. For that reason, being able to utilize learning with real life testing is a great way to know that it is possible to have access to all of the best options for the student and the learner. Virtual reality means much more than just a virtual headset it means that there is a huge amount of content that is being injected into the market. There is over 150 million dollars that is being invested in a yearly basis for the creation of new content. In addition to that, there also is a never ending group of games out there that is hitting the market from the private and the public sector. Now that technology has advanced at an amazing rate it is important to take advantage of all of these things so that learning can move into the 21st century. Students are going to be able to have access to new ways to learn and employers are also able to know that they will be able to continue to keep up with the pace of demand. Foster, D. and H.P. Young (2006). Regret testing: learning to play Nash equilibrium without knowing you have an opponent, Theoretical Economics 1, 341-367. Foster, D. and H.P. Young (2003). Learning, hypothesis testing, and Nash equilibrium, Fudenberg, D. and D. Levine (1998). The theory of learning in games, MIT Press. Germano, F. and G. Lugosi (2007). Global Nash convergence of Foster and Young's regret testing, Games and Economic Behavior 60, 135{154. Hart, S. and A. Mas-Colell (2006). Stochastic uncoupled dynamics and Nash equilibrium, Games and Economic Behavior 57, 286{303. DQ 2 3 posts Re:Module 3 DQ 2 The research that is being conducted is to prove that virtual reality can be used as a part of the learning experience and that students and employees can learn faster with its use. Whether used in a school or in an office there are many ways that a learner can benefit from the use of technology. Objective: The objective is to see how much it is possible for learning to improve when injected with technology and virtual reality. Hypotheses 1. Hypothesis 1: When virtual reality is introduced into the equation it means that technology can make an amazing tool in the classroom. Since the sets are relatively affordable and they can work with cellphones it means that there are many options that are available with around a price tag of 750.00. Because of this change in the prices there is no reason that this cannot be introduced into the classroom. 2. Hypothesis 2: When it comes to learning when you do it in a game there is much less time that is required to study and learn something. Having the opportunity to do something, hear something and also to interact with it makes a huge difference in the amount of time that is possible to ramp up. 1. Hypothesis 3: Virtual reality ensures that there are great tools to help enhance the achievements of a student in education. Using technology as a way to be able to speed up the time of learning will allow for a student to have the opportunity to prepare for life in a better way with the need to adapt to technology. Research Questions 1. How much faster does a student learn when he or she is able to use virtual reality? 2. How much homework is reduced with the use of virtual reality? 3. How much better is the rate and performance of employees after using virtual reality. Seeing the way that this technology can be applied to schools and also to jobs is the wave of the future (Foster and Young, 2003) Foster, D. and H.P. Young (2003). Learning, hypothesis testing, and Nash equilibrium,
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Running head: REASERCH PROJECT PROGRESS

Research Project Progress
Name
Course
Instructor
Date

1

REASERCH PROJECT PROGRESS

2

Topic

The topic of my research is gaming technology incorporated with virtual reality immersion and its
effective outcomes on education and learning. The advancement n technology has presented a new
dimension on how different elements and actions are pursued. Currently, the emergence of virtual
immersion has triggered a new dimension the whole technological industry. Technology has
boosted different companies and schools with the existing possibility of the creation of different
scenarios that will help business organizations and learners to have a very different virtual
experience which will effectively promote the ability to understand and relate different issues in
learning.
Problem statement
Gaming technology advancement had been heavily hampered by the cost factor associated with it
in the past. Giant companies such as SAP before the affordable solutions had been introduced into
the market, had very expensive pieces such as Google glasses. However, in recent years some of
the problems have been addressed although the extent of their functionality and importance has
not been greatly known. The implementation of game-based technology in schools is something
that is being considered as a major advancement in learning process within the education system
although the extent of how this new development will help in learning has not significantly known.
The value of virtual reality game based systems in the general development of education system
has not been effectively considered.

REASERCH PROJECT PROGRESS

3

Psychological theories selected emerging technologies
Theory 1: Learning for Gamification and self-satisfaction
On a general note, learning is something that is done because there is no any option against because
it is not somethi...

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