Video Games and Memory: PSHS-MC Grade 9

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Questions and Answers

How has video gaming evolved for many teens nowadays?

It has evolved from a source of entertainment to a way of life for some.

Besides entertainment, what unique opportunity do video games present according to the text?

An opportunity to explore the world of cognitive processes like memory retention.

What is the central question that the study aims to investigate?

What is the effect of the most preferred video game and play duration on short-term memory retention?

Why did the researchers select Grade 9 students at PSHS-MC for the study?

<p>Grade 9 is considered a pivotal time and the population is readily available.</p> Signup and view all the answers

How might students benefit from the findings of the project?

<p>They could encourage healthier gaming habits and integrate educational factors into study routines.</p> Signup and view all the answers

How can educators use the results of this research, according to the text?

<p>To develop strategies that blend gaming into their ways of teaching for cognitive and academic growth.</p> Signup and view all the answers

What is one potential outcome for video game developers based on the findings of this project?

<p>They could create games specifically to enhance memory.</p> Signup and view all the answers

What does the 'Most Preferred Video Game Type' variable refer to?

<p>The category of video games that the individual enjoys playing the most.</p> Signup and view all the answers

Give two examples of Action/Adventure video games according to provided text.

<p>The Legend of Zelda, Tomb Raider or God of War.</p> Signup and view all the answers

The text describes a specific video game genre with decision-making, leveling up and skill progression. Which category is it?

<p>Role-Playing (RPG).</p> Signup and view all the answers

Name two simulation games provided under the 'Strategy/Simulation' category.

<p>Civilization, SimCity, StarCraft or The Sims.</p> Signup and view all the answers

What is measured by the 'Play Duration' variable?

<p>How long the participant plays video games in hours per week.</p> Signup and view all the answers

How is the 'Verbal Memory Score' measured in the study?

<p>By averaging the number of words identified on two attempts of the Verbal Memory test on Human Benchmark.</p> Signup and view all the answers

What is 'Visual Memory Score' in this study?

<p>The average level reached on the two attempts on the Visual Memory test on Human Benchmark.</p> Signup and view all the answers

What are some of factors included under the 'Testing Conditions' control?

<p>Number of attempts for each test, the specific memory tests used, the familiarity of students with the tests, and the environment.</p> Signup and view all the answers

Why is the survey appropriate for this study?

<p>It allows for analysis of gaming habits without manipulating independent variables.</p> Signup and view all the answers

How many students do researchers want for sample size and why?

<p>The sample size will be 60 because this number is appropriate for the study scope and is also aligned with guidelines for surveys.</p> Signup and view all the answers

How is data collected from the students?

<p>Students enter their information, preferred game type, play duration, and scores into a Google Form attached to the end of the proposal.</p> Signup and view all the answers

Name at least one descriptive statistic that will be used and why.

<p>The mean, mode or standard distribution because examining these make it easier to summarize central tendency and predict variables.</p> Signup and view all the answers

Which form of data visualizing will compare the amounts counted between different categories.

<p>Bar graph.</p> Signup and view all the answers

What was the purpose of the survey pre-test?

<p>To identify any flaws in the survey instrument and data collection procedure.</p> Signup and view all the answers

Which Grade was selected for a simple random sample, using simple random sampling?

<p>10-Graviton.</p> Signup and view all the answers

After the the memory tests, what actions were participants asked to take?

<p>To input their scores, provide feedback through the review form, and enter their data into the Google form.</p> Signup and view all the answers

What action was taken due to a limitation in game genres?

<p>An 'other' category was created.</p> Signup and view all the answers

What action was taken because of the 15 minute completion time?

<p>Researchers decided to reduce the number of attempts to two.</p> Signup and view all the answers

Flashcards

Preferred Video Game Type

Category of video games an individual enjoys most.

Action/Adventure Games

Exploration, puzzle-solving, and storytelling games; focus on interaction and problem-solving.

Role-Playing Games (RPG)

Games where players take on character roles, developing unique abilities and making decisions.

Strategy/Simulation Games

Games emphasizing planning, resource management, and tactical thinking, mimicking real-world scenarios.

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Sports/Party Games

Games that imitate real-life sports or popular party activities.

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Puzzle Games

Games emphasizing problem-solving, logic, and pattern recognition.

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Play Duration

How long a participant plays video games per week, measured in hours and rounded to ranges.

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Verbal Memory Score

Average score in a verbal memory test, indicating ability to encode, store, and retrieve verbal information.

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Visual Memory Score

Average score in a visual memory test, indicating ability to retain visual imagery.

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Testing Conditions

Maintaining consistent conditions to minimize external influences on memory tests.

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Survey Method

A research approach involving collection of data via questionnaires to analyze gaming habits.

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Cluster Sampling

Choosing subgroups from a larger population in stages, like selecting sections from a grade level.

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Common Play Interval

Most common time interval spent playing video games per week among surveyed students

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Preferred Game Genres

Predominant video game genres enjoyed by PSHS-MC students based on survey results.

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Coefficient Value

Correlation coefficient assesses the relationship between play time and visual memory

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Study Notes

  • The study explores the effect of video game type and play duration on memory retention among Philippine Science High School (PSHS-MC) Grade 9 students.
  • The research aims to determine if gaming habits either help or harm short-term memory retention.
  • The findings could enhance understanding of the connection between gaming and cognitive abilities.
  • Grade 9 was selected as the study population because it’s a pivotal time when students balance gaming and school.
  • The study may benefit students and educators by providing practical insights into educational and cognitive development.
  • New findings could encourage healthier gaming habits and strategies that blend gaming into teaching methods.
  • The results could lead to the creation of video games designed to enhance memory.
  • The study aims to advance educational methods, game design practices, and strategies for using video games for cognitive and educational purposes.

Variables

  • Most Preferred Video Game Type is a qualitative, independent variable referring to the game category an individual enjoys most.

Game Categories

  • Action/Adventure games focus on exploration, puzzle-solving and storytelling with non-playable character interaction to uncover a plot.
  • Role-Playing (RPG) games allow players to take on character roles and develop unique abilities within structured stories.
  • Strategy/Simulation games focus on planning, resource management, and tactical thinking, replicating real-world scenarios.
  • Sports/Party games imitate real-life sports or popular party games.
  • Puzzle games emphasize problem-solving, logic, and pattern recognition.
  • N/A is for individuals without a preferred video game type or who do not play video games.
  • Play Duration is a qualitative, independent variable referring to how long a participant played video games (in hours) the week, measured through screen time settings and rounded to ranges: 0, 1-5, 6-10, 11-20, 21-30, and 31+ hours.
  • Verbal Memory Score is a quantitative, dependent variable referring to average words identified on the Verbal Memory test on Human Benchmark.
  • Higher scores correspond to a higher ability to encode, store, and retrieve verbally presented information.
  • Visual Memory Score is a quantitative, dependent variable referring to an average level reached on two attempts of visual memory test on Human Benchmark.
  • A higher score equals a higher ability to retain visual imagery, the possible scores can be any positive numbers.
  • Testing conditions are control variables that keep consistent across all students to reduce the effect of extraneous variables.

Testing Conditions

  • This includes things like the number of attempts (three for each test), memory tests (Visual and Verbal Memory tests), and familiarity with the tests (short intro and demonstration).
  • The environment is also controlled, including survey location, time of day, noise level, and lighting conditions.

Proposed Methods: Survey

  • Utilized to analyze game habits.
  • Allows analysis in natural context without variable manipulation.
  • Sampling Method: Cluster sampling will be used to select 2 out of 8 grade 9 sections due to convenience of scheduling.
  • Data Collection Method: Students will be informed in advance, consent will be obtained via Google Space & environment should be quiet and free of distractions.

Data Collection Steps

  • There will be reminders of all required tracking and honest answering, provide test tutorials & administer two test attempts while proctoring to prevent cheating.
  • Further data will be obtained with information entered into the Google Form & survey answers and data will be encoded for inconsistencies and errors.

Data Analysis

  • Summary measures and data visualizations shown will provide understanding.
  • Descriptive statistics provided will support tendencies & spread of variables with skewness examined to select summary measures.

Pre-Test

Used to identify flaws in the survey and data collection; current PSHS-MC students not in B2028 were used.

  • First, 20 students were selected from the 10th grade: 10-Graviton (simple random sampling).
  • Grade 10 students are the most similar batch to B2028 (also in AYP).
  • Additionally this section was the only grade 10 group to share test periods

Pre-Testing Procedure

Students were invited into a Google Space where details and announcements were given. Students were asked to meet to perform memory tests and input data into the Google Form. After answering, the Google Form feedback was given. The Google Form data was cleaned and imported into a Jamovi file, where statistical analyses were performed.

Pre-Test Results

  • 15 PSHS-MC students attempted to answer; “What is the effect of Most Preferred Video Game Type/Play Duration (per week) on visual/verbal memory of PSHS-MC B2028 students?”
  • The y-axis shows the number of students, while the x-axis represents the different playtime intervals (in hours).
  • 8 people play for 1-5 hours per week, making this the most common time interval.
  • The second most common time interval is 11–20 hours per week, with 4 people.
  • Table data suggest respondents prefer action and RPG based games (the least sports based) while a few people do not prefer any

Pre-test Insights: Survey Invitation & Feedback

-Short invitation notices were sent with limited options -Shorten survey duration from three to two -Lack of test clarifications -Additional links to the the Google Form and images will be edited

Possible issues

  • Schedule of the respondent, respondents not showing and respondents lying about their score

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