Podcast
Questions and Answers
How has video gaming evolved for many teens nowadays?
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?
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 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?
Why did the researchers select Grade 9 students at PSHS-MC for the study?
How might students benefit from the findings of the project?
How might students benefit from the findings of the project?
How can educators use the results of this research, according to the text?
How can educators use the results of this research, according to the text?
What is one potential outcome for video game developers based on the findings of this project?
What is one potential outcome for video game developers based on the findings of this project?
What does the 'Most Preferred Video Game Type' variable refer to?
What does the 'Most Preferred Video Game Type' variable refer to?
Give two examples of Action/Adventure video games according to provided text.
Give two examples of Action/Adventure video games according to provided text.
The text describes a specific video game genre with decision-making, leveling up and skill progression. Which category is it?
The text describes a specific video game genre with decision-making, leveling up and skill progression. Which category is it?
Name two simulation games provided under the 'Strategy/Simulation' category.
Name two simulation games provided under the 'Strategy/Simulation' category.
What is measured by the 'Play Duration' variable?
What is measured by the 'Play Duration' variable?
How is the 'Verbal Memory Score' measured in the study?
How is the 'Verbal Memory Score' measured in the study?
What is 'Visual Memory Score' in this study?
What is 'Visual Memory Score' in this study?
What are some of factors included under the 'Testing Conditions' control?
What are some of factors included under the 'Testing Conditions' control?
Why is the survey appropriate for this study?
Why is the survey appropriate for this study?
How many students do researchers want for sample size and why?
How many students do researchers want for sample size and why?
How is data collected from the students?
How is data collected from the students?
Name at least one descriptive statistic that will be used and why.
Name at least one descriptive statistic that will be used and why.
Which form of data visualizing will compare the amounts counted between different categories.
Which form of data visualizing will compare the amounts counted between different categories.
What was the purpose of the survey pre-test?
What was the purpose of the survey pre-test?
Which Grade was selected for a simple random sample, using simple random sampling?
Which Grade was selected for a simple random sample, using simple random sampling?
After the the memory tests, what actions were participants asked to take?
After the the memory tests, what actions were participants asked to take?
What action was taken due to a limitation in game genres?
What action was taken due to a limitation in game genres?
What action was taken because of the 15 minute completion time?
What action was taken because of the 15 minute completion time?
Flashcards
Preferred Video Game Type
Preferred Video Game Type
Category of video games an individual enjoys most.
Action/Adventure Games
Action/Adventure Games
Exploration, puzzle-solving, and storytelling games; focus on interaction and problem-solving.
Role-Playing Games (RPG)
Role-Playing Games (RPG)
Games where players take on character roles, developing unique abilities and making decisions.
Strategy/Simulation Games
Strategy/Simulation Games
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Sports/Party Games
Sports/Party Games
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Puzzle Games
Puzzle Games
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Play Duration
Play Duration
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Verbal Memory Score
Verbal Memory Score
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Visual Memory Score
Visual Memory Score
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Testing Conditions
Testing Conditions
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Survey Method
Survey Method
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Cluster Sampling
Cluster Sampling
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Common Play Interval
Common Play Interval
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Preferred Game Genres
Preferred Game Genres
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Coefficient Value
Coefficient Value
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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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