see require
LU 1
Whether Children Who Play Video Games Excessively Are More Impulsive Than Those Who Do Not
Data
The type of data to be used in answering the research question is qualitative data. This is based on the nature of the independent and dependent variables. The term "qualitative data" refers to information that focuses on certain traits or attributes. It is gathered using a variety of methods, including surveys, interviews, and direct observation, and it typically takes the form of narrative reports. In order to accurately measure and interpret qualitative data, it may be challenging. Codes are frequently used to look for patterns or significance in data that is presented as a list of descriptive words. Qualitative data may be categorized and quantitatively analyzed via coding. This data will be collected through the use of interviews where the subjects are interviewed and questionnaires answered to provide relevant data in relation to the research subject (Pluye et al, 2018). Another approach that will be used in the collection of the research data used in answering the research question include focus groups. Confirmatory research is the primary goal of focus groups. It's a great place to validate or disprove preconceived notions because of the emphasis on open dialogue. As a result, they are ideal for exploratory research, in which the researcher try to figure out why something happens despite the lack of accessible data.
Sampling
The research data will be collected from samples which are selected on basis of stratified sampling. Structurally stratified random sampling is a sampling technique that divides a large population into smaller strata before conducting a random sample from each of the subgroups. According to the characteristics of the members of the strata, the strata are produced in stratified random sampling (or stratification). Researchers stratify the whole population before using random sample techniques to ensure that stratified random sampling correctly represents the group under study. In other words, it makes certain that the population's various subgroups are adequately represented in the sample. This strategy will be used in classifying students or participants on basis of possession of the characteristics and symptoms associated with impulsivity. The nature of the research requires the participants to be classified based on possession of the symptoms and a control group that will be compared with the other group or segment. One group will comprise of students who play video games on a frequent basis as compared to students who do not engage in video games. Due to the researchers' ability to regulate the subgroups, stratified random sampling offers a more complete picture of the population. The researcher must first split the population into groups that are mutually exclusive in order to gather all members of the population. Survey expenditures may be reduced and data gathering simplified by stratified sampling. In many circumstances, survey managers benefit by separating the population into strata. A huge population may be divided into smaller, more manageable groups by researchers to save costs and make the studies more realistic. A stratum may be more effectively sampled if a certain set of skills, experience, or persons is available to do so (Hanauer et al, 2018).
Measure
The study will focus at measuring the independent and dependent variables. The independent variable in the research question include children who play video games while the dependent variable is impulsivity. The independent variable will be measured through classifying students that share common characteristics or features together based on whether they engage in video games or not. Impulsivity as used in the variable context will be weighed and measured on basis of manifestation of the symptoms associated with the condition. Impulsivity as used in the context is based on a deep understanding of the symptoms. The expected symptoms with impulsivity that will be assessed in the research include the extent at which the children or subjects studied interrupts conversation. This is based on a predominant symptom of impulsivity where the child or individual frequently interrupts conversations. Another symptom associated with the condition is fidgeting during television shows or in any instances that requires one to pay attention to a source of information. This will also be observed in the subjects in determining whether there is a higher tendency of this behavior among the target subjects. The third symptom that can be observed and measured among the subjects is the extent at which the individual engages in trouble. This is aimed at verifying the symptom of impulsivity where an individual has a higher frequency of getting into trouble. Since the research engages subjects that are in school, they will be assessed based on their frequency of interrupting other students during class time to play. This involves classifying the subjects based on their assumed characteristics where students are classified as those who engages in video games for a specific number of times in a week versus those students who do not engage in video games over a specified period of time (Lu et al, 2021). This allows the researcher to compare between the subjects who are involved in video games versus those who are not involved in the video games.
Reference
Hanauer, D. I., Nicholes, J., Liao, F. Y., Beasley, A., & Henter, H. (2018). Short-term research experience (SRE) in the traditional lab: Qualitative and quantitative data on outcomes. CBE—Life Sciences Education, 17(4), ar64.
Lu, Y., Park, Y., Chen, L., Wang, Y., De Sa, C., & Foster, D. (2021, July). Variance reduced training with stratified sampling for forecasting models. In International Conference on Machine Learning (pp. 7145-7155). PMLR.
Pluye, P., García, E., Granikov, V., Kaur, N., & Li, D. (2018). A world of possibilities in mixed methods: review of the combinations of strategies used to integrate the phases, results, and qualitative and quantitative data. International Journal, 10(1), 1-16.