3.5 - Assignment: Writing a Research Problem and Hypothesis

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nygrvep

Computer Science

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Research Problem and Hypothesis (worth 10%)

In this assignment, we will continue to build upon the foundations laid by the readings and coursework up to this point. Using the Hunt Library (Links to an external site.)Links to an external site., find a minimum of five (5) "Scholarly-Peer Reviewed" articles central to a topic of your choice. These should be different than any articles you have used in previous modules/assignments. Write an annotated bibliography for these articles according to the guidance in activity 2.6. Be sure to include an APA formatted reference citation for each article.

Based upon your findings on your topic, write section 1 of a research proposal (as outlined in Chapter 5 of the book) to include the research problem and hypothesis (and applicable guiding research questions). The section 1 text should be included in the same document file as the annotated bibliography.

Ideally this is a topic that you may wish to use in other modules or throughout the course, but this is not required.

Use standard file type (.doc or .docx). Save your assignment using a naming convention that includes your first and last name and the activity number (or description). Do not add punctuation or special character

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Running head: RESEARCH PROBLEM AND HYPOTHESIS

Research Problem and Hypothesis
Institutional Affiliation
Date

1

RESEARCH PROBLEM AND HYPOTHESIS

2

Papastergiou, M. (2009). Digital game-based learning in high school computer science
education: Impact on educational effectiveness and student motivation. Computers &
Education, 52(1), 1-12.
Since the introduction and integration of computer technology and systems into learning
institutions, there has been a perceived impact on learning by computer-related knowledge. The
researchers in this study developed the hypothesis that computer games have developed into an
essential part of our social-cultural environment, including learning and the school environment.
This study aimed at assessing the effectiveness of learning and the motivational appeal of a
computer game about the learning ability of the concepts of computer memory. This was
developed by the subject matter and curricular objectives of the Greek high school computer
science curriculum, in comparison to a similar application involving identical subject matter and
learning objectives but which lacked gaming aspect. The study also examined the potential
differences in gender, about the learning effectiveness of the game and motivational appeal
(Papastergiou, 2009).
An analysis of the data collected showed that gaming approach was more effective for
both promotion of students’ computer memory knowledge concepts and more motivational
compared to the non-gaming approach. In the second objective, the results indicated that
although boys were more involved with linking the experience in computer gaming, and had a
greater initial knowledge in computer memory, the learning gains achieved by the use of the
game did not bear a significant difference between boys and girls. The results, therefore,
indicated that in high school computer science, integration of computer games are effective and
motivational environments of learning regardless of the gender of the student.

RESEARCH PROBLEM AND HYPOTHESIS

3

Phillips, M. (2016). Digital technology, schools and teachers' workplace learning: Policy,
practice and identity. Springer.
This article provides a reading alternative of the social, cultural and political issues that
surround schools and technology. The study developed a comprehensive relationship between
policy practice and identity in school work and learning e...


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