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Essay / Educational Video Games - 1799
Develop and critically evaluate a research model to study an educational problemMy area of interest is the use and effect of "educational" video games on learning. Grand claims are made in marketing materials produced by companies such as Nintendo about the potential of their software to improve users' working memory, often suggesting that the merits of this improvement can be felt in many different areas of cognition . These games are developed based on the principles of neuroscience, and many are marketed to parents and children. Many other related, but distinct, educational games exist online as fun activities for students, marketed to 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 school programs around the world. I think it is important to distinguish between the two types of educational games described above, but I also consider it important to point out that claims made of one are often applied to the other. when marketing games to consumers. In this assignment, I will discuss some of the gaps in 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 controlled trial study aimed to infer 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) reported that playing “commercial brain training game improves executive functions, working memory, and processing speed in young adults” (p.1). The study sample (41 people gathered across.... .. middle of article...... D. (2001). Research Design in Social Research London: SAGE Publications. Gorard, S. (2013). Miller, D. and Robertson, D. (2011). Educational benefits of using games consoles in a primary classroom: a randomized controlled trial 42 (5). , Takeuchi H., Hashizume H, Nozawa T et al. (2013) A brain training game boosts executive functions, working memory and processing speed in young adults: a PLoS ONE 8(2) randomized controlled trial. ): e55518.: http://www.plosone.org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0055518 [Accessed 04/22/14].Torgerson, D.;Torgerson, C. ( 2008). Designing randomized trials in health, education and social sciences: an introduction..