Reflection #3
- Pranav Sai
- Jan 29
- 2 min read
Updated: Apr 25
Yes I am settled upon my research question as it is a topic that I have found various sources to look into and summarize in my paper. I find it appealing since it is a topic which has been part of my life growing up and is still continued in my current education in some classes. I also find it to be a topic which affects many people in a good way and that results might help in future games as well.
When it comes to how arguable it is, I believe that there is strong evidence already preexisting about there being a positive impact of video games in education and with the analysis of different example games and their patterns a more stronger correlation can be presented with statistics from the results of different games on students.
The same goes with how researchable this question is. After reading the peer reviews I was noted that using audience below the age of 18 might be a hassle since a majority of learners are from the younger age groups. But I will be able to overcome this with the articles that have already conducted research and if required, college students who use a game like teaching method can also be interviewed. I would need surveys about how students rate their impact on learning from games and perhaps statistics related to the relation between a students progress in a game and their grade.
Different games and their method of teaching can also be analyzed to further support my point. One example as one of my peers gave was "Noun Town" which I might be able to use as one of my objects of analysis amongst the others. I was also suggested of tying my own experience with the research and data I find as well so I could provide a more stronger point in my paper. Since my topic is focused on games and learning I think that its not too broad nor narrow but it in a perfect position that can be discussed about relating games and their effects on learning as well with several examples being used.
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