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MITS Advanced Research Techniques Research Proposal 2022

   

Added on  2022-09-10

5 Pages1751 Words21 Views
MITS Advanced Research Techniques
Research Proposal
Candidate:
Ritu Saini 42069
MITS6011, Advanced Research Topics in IT
Victorian Institute of Technology
Proposed Title:
Advantage and disadvantages of using educational video games on children
Abstract
Video games have become a versatile study tool nowadays as schools are used
video games as a visual study aid to enhance student’s skills interestingly. Video
games have numerous impacts on children mentally as well as physically and
they influence kids in both ways positively and negatively. The main purpose of
this research study is to find out whether the use of video games are really
beneficial in this tender age of kids as study tool or they have negative impact on
young students.
This study highlights that how video games are beneficial for improving the
cognitive skills and analytical thinking of children (Marian et al.2019). Apart from
that, this research study will discuss the various types of video games that include
casual games, serious games and educational games and how each of these
video games have different impacts on the children. In Addition, this research also
emphasis that which other skills could be developed by using visual study aids
like video games at early childhood.
The second part of the research will discuss the disadvantages of using video
games in depth. So this study will discuss that how video games can promote
violence and inappropriate behaviour among children and what are the other
common issues caused by playing video games. To support this research, a
quantitative method will be used through a questionnaire survey that will be
performed with the help of Australian primary schools’ staff and parents. In this
way, through this research the author will try to analyse how video game are
impacted children. . This research has taken primary approach to data collection and the collected
MITS Advanced Research Techniques Research Proposal 2022_1
datasets have been quantitative in nature. The research study has taken deductive approach as well. The
collected primary datasets have been analyzed with proper tools and techniques. And at the end,
research is concluded properly and the future research opportunities also have been presented.
Outline of the Proposed Research
Video games are admitted crucial tool for learning these days particularly for the young children. The
proposed research will discuss how video games are important for learning purpose and how they are
impacted over the cognitive learning of students, positively or negatively. Apart from that study will
consider that, at what extent the use of video games is appropriate; and the necessity of using
educational video aids.
Background
As per the research done by Barr, (2017), there is a need to evaluate the emotional experience of
children with the active video games. This aspect is important as with every passing day technology is
getting embedded into the lives of people. In this context, the educational sector is also trying to bring
in or adapt to many reforms. Educational video games are one such example of the reforms taking
place at the educational sector. The concept behind using the video games is that as it is a favorite
leisure time activity among the teens these were found to attract students and they liked this way of
teaching. Reading proficiency can be considered as one of the fundamental pre-requisite for the
children to yield better results and participate in different works of the society (Mayer, 2019). But these
days students are distracted from studies and spend a lot of time on electronic gadgets thus using these
electronic gadgets as a medium of teaching can help as they better interact and indulge with these.
Good quality of these games being challenging, absorbing as well as instructive can make the learning
process enjoyable as well as effective.
As per the research done by Manero, Torrente, Serrano, Martínez-Ortiz & Fernández-Manjón, (2015),
skills that are learned may be overlooked or may be forgotten while tested. This can happen as still
there are many students who prefer books and they might discard of the fundamental level of learning
in the video games. Studies suggest that violence in the games add to the behavioral problems as in
general the video games are violent leading teachers. There is also this mentality that the classroom
necessities such as books cannot be substituted by these video games. Children can easily be distracted
from the studies and might take it as an opportunity to refrain from studies (Heins, 2017). There can be
a significant impact on the mental health of children as for instance students may want to play until
and unless they advance in the game which is found to be the result of low self-esteem and aggressive
behavior if children are unable to cross different stages of the game.
Purpose
The purpose of the research is to figure out the various advantages as well disadvantages of using
educational video games on children so that a conclusion can be drawn as whether these should be
used in the education sector or not.
Rationale
This research is important as with each step towards digitalization it is essential to analyze in every
MITS Advanced Research Techniques Research Proposal 2022_2

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