Order ID | 53563633773 |
Type | Essay |
Writer Level | Masters |
Style | APA |
Sources/References | 4 |
Perfect Number of Pages to Order | 5-10 Pages |
PSY 375 Project Two Milestone Template
Select a topic for your Project Two blog post from the Project Two Milestone Topics document, linked in the Prompt section of this assignment in your course. Next, using the Shapiro Library or other sources, identify three primary and two secondary sources to support your blog post. You must address each of the rubric criteria listed below in about 1,000 to 1,200 words total:
Complete this template by replacing the bracketed text with the relevant information.
Select a topic from the topics provided and explain why you selected that option.
The effects of playing video games on various aspects of cognition is the topic that I chose. The reason I chose this was because of my dad that is 86 years old plays video games which seems to help him with hand and eye coordination as well as memory.
Create an annotated bibliography entry for your first primary source. Sources should be described in your own words for a general audience. Your entry should include a summary of the following:
Zhang, Q., Cao, Y., & Tian, J. (2021). Effects of violent video games on players’ and observers’ aggressive cognitions and aggressive behaviors. Journal of Experimental Child Psychology, 203, 105005. https://doi.org/10.1016/j.jecp.2020.105005. The problem addressed in Zhang et al. (2021) was the effect of participating in violent games on observers and players’ aggressive behaviors and cognitions. The sample population used for the research included 192 children aged 12 years, of whom 50% were girls (Zhang et al., 2021). The sample population were primary school members of learning institutions from Chongqing, which is situated in South-West China. A quantitative research methodology was employed for the study, where the research participants were selected using a random sampling methodology. Additionally, the descriptive statistics, as well as ANOVA measurement methodologies, were applied to assess the level of aggressive cognitions among the focused
sample population in the study.
The findings of the research illustrated that the players of the violent games manifested more aggressive cognitions as well as behaviors compared to the observers of the games. Moreover, the boys participating in the violent games had more aggressive cognitions as well as behaviors compared to the girl participants. Also, mediational analysis of the findings illustrated that aggressive cognition played a crucial role in partially mediating the effects of aggressive behavior due to violent video games. There were three fundamental limitations that were manifested in the research by Zhang et al. (2021). The first limitation was the use of a sample population of 12-year-olds. In this context, this occurrence negatively depicts the level of generalization of findings from the research to other age groups above or below the age of 12 (Zhang et al., 2021).
The second limitation was the use of 10 minutes of gameplay and observation on the sample participants to assess their level of aggressive cognitions and behaviors (Zhang et al., 2021). Additionally, the 10-minute period was relatively short of offering more valid and reliable results from the sample participants. The last limitation was the expression of frustration among the children who had the observer role for not being permitted to play the games. In this case, such frustration was manifested in both the neutral and violent games, and it had the potential to instigate aggressive cognitions among the observer sample population. Ultimately, the research conclusion was that violent games play a significant role in instigating violent behavior among children or observers.
Create an annotated bibliography entry for your second primary source. Sources should be described in your own words for a general audience. Your entry should include a summary of the following:
Sousa, C. V., Hwang, J., Cabrera-Perez, R., Fernandez, A., Misawa, A., Newhook, K., & Lu, A. S. (2021). Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students. Journal of Sport and Health Science. https://doi.org/10.1016/j.jshs.2021.05.002
The research executed by Sousa et al. (2021) focused on identifying the impact of active video games (VR), which were offered in the form of immersive virtual reality, on participants’ physical activity. The problem under research also entailed the investigation of how VR games can enhance the cognitive performance of selected sedentary college students. Additionally, a quantitative methodology was employed in the execution of the research, where a sample population of 9 sedentary college students were selected using the random sampling methodology were picked to take part as members of the sample population (Sousa et al., 2021).
The stated participants attended a 20-minute laboratory observation session in a randomized manner (Sousa et al., 2021). The total number of the stated lab sessions were 3 (Sousa et al., 2021). Also, the measurement tools employed in the research were inclusive of hip-won accelerometers, as well as heart-rate bands. After the sample population completed the experiment, they undertook an evaluation using the Mnemonic Similarity Test (MST). Essentially, The MST evaluation technique was employed to assess their recognition memory (Sousa et al., 2021). Moreover, a motion seeking questionnaires as well as game experience questionnaires were also employed as evaluation tools in the research.
The findings of the research executed by Sousa et al. (2021) illustrated that VR sessions created a significant elevation in the level of the sample population’s heart rates as well as more time that was spent in Moderate-To Vigorous Physical Activity (MVPA). That is when compared to the other two forms of sessions attended. Essentially, that was regardless of the PA methodology that was employed. In this context, Active Video Games (AVR) yielded a greater level of game experience, imaginative immersion, as well as questionnaire-assessed sensory, positive effect and challenge, compared to those recorded in Sedentary VR (SVR). Additionally, the findings also illustrated that the Mnemonic Similarity Test (MST) yielded a higher recognition score at a marginally more significant level of post-AVR sessions compared to post-SVR sessions.
The conclusion made in Sousa et al. (2021) research illustrated that AVR manifested MVPA. Essentially, that is without a substantial elevation in motion sickness, as well as induced improved games experience and enhanced borderline cognitive individual performances. Additionally, that is when compared to the results recorded in SVR utilization. Lastly, there was one primary limitation that was manifested in Sousa et al. (2021) research. In this case, the experiment failed to account for the difference in game design and characteristics. Fundamentally, that is as a possible factor that could promote the development of varying cognitive as well as physiological responses among different individuals. Such an occurrence could have influenced the attained research finding in Sousa et al. (2021) research.
Create an annotated bibliography entry for your third primary source. Sources should be described in your own words for a general audience. Your entry should include a summary of the following:
López-Serrano, S., Ruiz-Ariza, A., De La Torre-Cruz, M., & Martínez-López, E. J. (2021). Improving cognition in school children and adolescents through exergames. A systematic review and practical guide. South African Journal of Education, 41(1), 1-19. https://doi.org/10.15700/saje.v41n1a1838
The problem that was being investigated by Lopez-Serrano et al. (2021) was the effectiveness of utilizing Exergames in elevating the level of cognitions among school children as well as adolescences. The research methodology employed in Lopez-Serrano et al. (2021) was a qualitative research methodology, particularly a systematic review. Additionally, the researcher used 13 scholarly studies attained from 4 databases, which were inclusive of PubMed, ProQuest, SportDiscus as well as Web of Science (Lopez-Serrano et al., 2021). The publication reviewed were those published from January 2008-January 2018. The population on focus was persons aged 6 to 18 years (Lopez-Serrano et al., 2021).
The evaluation methods used for the research materials employed in the study were inclusive of a past standardized quality list and the specific selection criteria that were employed by the research authors. In this context, the stated criteria incorporated six key items, which were inclusive of the age, confounders, design, blinding, the population as well as measurement in the respective studies (Lopez-Serrano et al., 2021). Additionally, the findings of the systematic review illustrated that the Exergames promoted a significant acute improvement on the children’s Executive Functions (EFs) as well as an elevation in their chronic abilities, in reference to mathematical calculations, classroom behavior, interpersonal and parental relationships as well as self-concept.
Under the EFs context, the elevation in the children’ performance was in reference to their ability to promote visual attention, working memory, motor planning, response inhibition, mental processing as well as working memory. The conclusion of the research executed by Lopez-Serrano et al. (2021) was that Exergames were effective motivational tools that have the potential to elevate the cognition ability of young persons aged 6-18 years (Lopez-Serrano et al., 2021). As such, the research offered a recommendation for learning institutions to adopt the Exergames as part of their extra-curricular context, in substantially elevating the learners’ academic performance levels.
Compare two of the primary research report articles you selected for your annotated bibliography that use different research methods, and explain why the conclusions each article can draw are different.
Zhang et al. (2021) research article can be contrasted with Sousa et al. (2021) research publication. Essentially, that is because the two stated publications illustrate a similarity in their primary goal of focus. In this case, both stated research reports are aimed at identifying the impact of video games on elevating the overall cognitive performance of individuals. However, Zhang et al. (2021) research fundamentally focused on identifying the impact of video games on elevating the aggressiveness of players and observers in reference to their behaviors and cognitions. Contrary, Sousa et al. (2021) research focused on identifying the impact of active video games in elevating the cognition levels of college students. Moreover, both the stated research employed the quantitative research methodology to formulate their findings.
Nevertheless, the methods employed for analyzing the collected data were different. Also, in both research publications, the level of detail in all key sections of research is high. As such, the research publications can be cited as scholarly studies to support the findings of other future investigation of the same topics. Lastly, there is a similarity in Sousa et al. (2021) and Zhang et al. (2021) research in reference to the focused audience for the research. Essentially, that is because the targeted audience of both studies is educators in learning institutions targeting to elevate the overall performance of learners in their academic and cognitive excellence.
Compare two secondary sources. Your comparison should be described in your own words for a general audience. Your comparison should include a summary of the following:
The secondary source selected for the research is Lopez-Serrano et al. (2021) publication. The secondary source can be compared to the other scholarly materials executed by Sousa et al. (2021) and Zhang et al. (2021) in reference to the research being reported, the level of detail in such reporting, as well as the intended audience for the information presented in the publication. In this context, Lopez-Serrano et al. (2021) research is a qualitative research study executed using a systematic review methodology. Contrary, this differs from the other two studies, which are primary quantitative studies. However, in all the research publication, the information being reported is similar.
Primarily, that is because the research studies are focused on identifying the impact of video games on elevating the cognitive processes and physical activities of young persons, especially those in leading institutions. Also, the focused research has a similarity in their level of detail in all information presented, which is expansive. As such, there are valid and reliable scholarly research that are referenced to support other future similar studies. Lastly, the targeted audience for the research studies are also the same, and there are largely educators functioning with young persons in learning institutions. In this context, such information would benefit the audience to identify how they can apply interactive video games in promoting the overall academic and individual performance of learners in learning institutions.
References
López-Serrano, S., Ruiz-Ariza, A., De La Torre-Cruz, M., & Martínez-López, E. J. (2021). Improving cognition in school children and adolescents through exergames. A systematic review and practical guide. South African Journal of Education, 41(1), 1-19. https://doi.org/10.15700/saje.v41n1a1838
Sousa, C. V., Hwang, J., Cabrera-Perez, R., Fernandez, A., Misawa, A., Newhook, K., & Lu, A. S. (2021). Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students. Journal of Sport and Health Science. https://doi.org/10.1016/j.jshs.2021.05.002
Zhang, Q., Cao, Y., & Tian, J. (2021). Effects of violent video games on players’ and observers’ aggressive cognitions and aggressive behaviors. Journal of Experimental Child Psychology, 203, 105005. https://doi.org/10.1016/j.jecp.2020.105005