Develop and critically evaluate a research project to investigate a problem in the field of education. My area of interest is the use and effect of "educational" video games on learning. In marketing materials produced by companies like Nintendo, grand claims are made about the potential of their software to improve users' working memory, often further suggesting that the merits of this improvement can be felt in many different areas of cognition. These games are developed based on neuroscience principles, and many are marketed to parents and children. Many other related, but distinct, educational games exist online in the form of game-based activities for students, marketed in schools as a supplement to classroom instruction. , a resource for homework or as a revision tool. Such tools claim to improve performance on standardized tests for curricula around the world. I think it is important to distinguish between the two different types of educational games described above, but I also think it is important to point out that claims of one are often applied to the other when marketing games to consumers. In this assignment I will discuss some of the shortcomings of existing research in the field, as well as provide a methodology for further study of the impact and effectiveness of such programs. Background A randomized control trial aimed at inferring a causal relationship between Nintendo's 'Brain Age' game and cognitive function, by Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Akitsuki, Y., Shigemune, . . . Kawashima, R. (2012) indicated that playing the “commercial brain training game improves executive functions, working memory, and processing speed in young adults” (p.1). The sample for the study (41 people gathered .... .. half of the article ...... D. (2001). Research design in social research London: SAGE Publications.Gorard, S. (2013: Creating of robust approaches for the social sciences).Miller, D. & Robertson, D. (2011).Educational benefits of using game consoles in a primary classroom: a randomized controlled trial 42(5).Nouchi R, Taki Y, Takeuchi H, Hashizume H, Nozawa T, et al. (2013) Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial: http://www.plosone. org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0055518 [accessed 04/22/14]. Torgerson, D.; Torgerson, C. (2008). education and in the social sciences: an introduction. Palgrave Macmillan.
tags