essay about Video Games & Attention and agresion in seclected age group.

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Research PowerPoint Video Games & Attention

Beata Leon Medrano

Grand Canyon University

PSY-452

Dr. Mark Schmitz

March 12, 2021

Introduction

Surveys have shown that at least 90% of homes with children play video games (Wright, 2011).

Studies have also shown a positive correlation between video games and children's cognitive development (Wright, 2011).

Most research has focused on television as a possible contributor to attention problems.

Research is coming out and trying to discover what negative impacts video games have on attention span.

Do video games have negative or positive effects on academic performance?

Can gaming lead to academic success or harm it?

Does excessive video gameplay contribute to the inability to focus in the classroom?

This Photo by Unknown Author is licensed under CC BY-SA-NC

In today's world, the technology surrounding us everywhere, electronic is so popular that it is rare to find a household with no video game systems at all. Some form of video games can be found in most homes. Preschoolers, youth, college students, and adults alike play some form of video games. There are video games for all different ages, so this percentage is so high and will only continue to grow in the future. Until recently, most research has focused on media (television) effects on children's behavior. With the popularity of video games comes new questions concerning the possible consequences of video games on learning, cognition, and behavior, to name a few. I am particularly investigating if excessive video gameplay affects the ability to remain focused or limit attention span in the classroom. My particular interest lies in elementary school students, especially in lower grades 3-5 students that ability to stay focused is limited and could be easily distracted. My hypothesis is that the more time spent playing video games, the more difficulty the student will have staying focused and or paying attention in the classroom.

2

Methodology

Participants

207 students grades 3-5 from PS.53 Elementary School in NYC.

Age range 8-12

72 3rd graders

73 4th graders

62 5th graders

Materials

Informed consent forms (parent & student)

Gaming Habits Survey

This Photo by Unknown Author is licensed under CC BY-SA

A systematic random sampling of this population will be used to conduct the study. A breakdown of other statistics will be determined at a later date. As the school reopens, I can obtain specific details regarding how many girls versus boys, ethnicity, and additional related information conduct more data.

3

Methodology (cont.)

Materials (cont.)

Grade Review Consent Form

Gift Card

Procedure

Enlist teachers to spread all consent forms at the beginning of the semester to students.

Description of the study included

One participant will be randomly selected and given a gift card at the end of the study.

After talking with the teachers in selected classes, enlist them to distribute all consent forms toward the start of the semester to bring home, and the students and parents must complete them. Alongside the consent forms, a letter about the study will be incorporated. Additionally, the letter will mention that one participant will be picked randomly to get a gift card when the study is finished.

4

Methodology (cont.)

Design

Quasi-experimental design

One independent variable – time spent playing video games per week.

Correlational study

The quasi-experimental design will be the perfect fit to conclude the research. According to our text, this design is used when subjects cannot randomly assign to receive different treatments (Myers & Hansen, 2012). A correlation study could help decide whether there is a correlation between a high amount of video game playing and the inability to stay focused in class.

5

Results

Statistical Test Used: T-Test

Significance and no significance

A significant result in a positive correlation is found. p<.05

Nonsignificant if there is a negative correlation p>.05.

This Photo by Unknown Author is licensed under CC BY-SA

A t-test relates differences between treatment means to the variability expected between any two samples from the same population (Myers & Hansen, 2012). The hypothesis will be rejected if the p-level is .05 or greater.

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APA Guidelines

Institutional Approval* (8.01)

Informed Consent* * (8.02)

Informed Consent for Recording Voice and images* (8.03)

Client/Patient, Student, and Subordinate Research Participants* (8.04)

Dispensing with Informed Consent for Research* (8.05)

Offering Inducements for Research Participants* (8.06)

Deception in Research* (8.07)

The guidelines mentioned above are required by the American Psychological Association when conducting to ensure careful treatment of the subjects who participate. The approved protocol is implemented by the institution when research is performed (Ethical Conduct, 2017). Informed consent must be obtained before beginning the study and must state the purpose of the study, duration of the study, the right to decline to participate or withdraw, explain factors that may influence willingness to participate, incentives for participation, and a contact for information regarding any questions (Ethical Conduct, 2017). If voice recordings or images are used for data collection, informed consent is required before starting the study. All guidelines outlined in sections 8.05- 8.15 are to be followed as stated in the APA Ethical Principles of Psychologists and Code of Conduct. *(APA code of principles and code, 2017)

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Ethical Principles & Limitations

Debriefing* (8.08)

Reporting Research Results* (8.10)

Plagiarism* (8.11)

Publication Credit* (8.12)

Duplicate Publication of Data* (8.13)

Limitations

The sections of Ethical Principles and codes are the ones that apply to my research report. I have omitted the sections not applicable to my study. Some limitations are limited sample size and lack of randomization, limiting the study’s ability to conclude a causal relationship. This lack of randomization makes it harder to rule out confounding variables, threatening internal validity (Quasi-experiment, n.d.). Also, extraneous cannot be controlled. For example, the conditions in which the students play video games and parental supervision.

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Discussion

Significant results vs. Nonsignificant

APA Guidelines

Limitations

Future Studies

Our text says statistical significance occurs when the data do not support the null hypothesis, confirming a difference between the groups that happened due to the experiment (Myers & Hansen, 2012). In other words, statistical significance is the discovery that the null hypothesis is due to chance alone (Kenton, 2020). Data with a p-value of 0.05 or less are considered statically significant. In contrast, if the p-value is greater than 0.05, then the null hypothesis will be supported. The study required consent forms from both students and parents. The consent forms will provide all the information required by the APA Guideline. Consent will include the following details the purpose of the study, length of research and procedures, and right to decline/withdraw from the study. The participant will receive an examination upon completion of the study along with an email address where any concerns can be directed; and a statement about the true purpose of the study; and finally obtain permission from Grand Canyon University to conduct this study following its protocol (Ethical Conduct, 2017).The most significant limitation of this study is my total lack of experience. Other limitations include the lack of random assignment to control groups. Using a quasi-experimental design, the independent variable can be manipulated (Myers & Hansen, 2012). Another drawback of this design is that controlling confounding variables is limited, which can hamper drawing causal inferences (Quasi-experiment, n.d.).This study may provide new insight into whether excessive video game play affects attention span in the classroom. Further research should be handled how gaming and academic performance (Wright, 2011). Also, other studies could help educate parents about potential risks associated with the use of this technology (Tahiroglu, 2009). The teachers I currently with and other teachers I speak with all concur more students, especially male students, seem to have trouble remaining focused in the classroom.

9

References

Ethical Principles of Psychologists and Code of Conduct. (2017). American Psychological Association. Retrieved from https://www.apa.org/ethics/code/

Myers, A., & Hansen, C. H. (2012). Experimental psychology (7th ed.). Belmont, CA. Thomson/Wadsworth.

Quasi-experiment (n.d.) Retrieved from https;//en.wikipedia.org/wiki/Quasi-experiment

Tahiroglu, A. Y., Celik, G. G., Avci, A., Seydaoglu, G., Uzel, M., & Altunbas, H. (2010). Short-term effects of playing computer games on attention. Journal of Attention Disorders, 13 (6), 668-676.

Wright, Jancee (2011). "The effects of video gameplay on academic performance, “. Modern Psychological Studies: 17 (1), Article 6. https://scholar.utc.edu/mps/vol17/iss1/6

Appendix A Consent Form

Video Games and Attention Span

• Beata Leon Medrano

[email protected]

You and your child ___ are being asked to volunteer for a research study to investigate video game usage and classroom performance.

You will be asked to complete a questionnaire, keep a record of time spent playing video games each week, and provide a progress report over one semester. No risks are involved.

Your participation is voluntary, and you may withdraw at any point without penalty. All information will be kept confidential. Names will be kept anonymous; code numbers will be used stead.

Any questions will be addressed before you agree to participate. A copy of this form will be provided for you. Please contact the investigator listed above for any questions following the study. For questions concerning your rights as a participant, please contact Grand Canyon University. If you agree, please sign and date the form in the space

They are provided below.

Participant’s Signature Date

Appendix B

Questionnaire

How old are you? ___

Male or Female? ___

What grade are you in? ___

Do you play video games? Yes or No

What type game system do you play?

Do you feel you are a good student?

XBOX PLAY STATION HANDHELD (DS, PSP)

How many hours do you play each day?

1 hour or less 2 hours 3 hours More than 3 hours