Module 7/1
Considering your dissertation research interests, identify one continuous variable (Y) to be what you are trying to predict. Then identify three other continuous variables that you would want to evaluate as predictors of Y.State the null and alternative hypotheses based on this design (with a planned analysis using a multiple regression analysis). (Research support is not required for this question.)
Module 7/2
Considering the variables and design that you described in the first discussion question in this module, what information would a multiple regression analysis provide you? Why would this be significant to your research? (Research support is not required for this question.)
20160728140544dissertation_ideas_1_new.docx

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Dissertation Ideas 1
It saddens me to say that I have dramatically changed my dissertation focus with every class, and
I feel that when I finally settle on a dissertation subject or topic I will change it again. But there
has been a quiet theme consistently drawing me in involving the evolution of gaming technology
on education and learning. Thus, the topic of my research is “Gaming technology incorporated
with virtual reality immersion and its effective outcomes on education and learning”.
I know that people do not enter this world with a comprehensive understanding of the evolving
technology, but do enter in with a capacity and desire to acquire knowledge. In fiscal and
communal conditions, knowledge is cooperative as the actions of students is a part of what
knowledge is about.
During latest few decades researchers and scientists have been introducing different computerized
devices. The computer gaming industry has begun to develop and produce powerful technologies
not only for entertainment, but also for “serious purposes” for such segments of industry, as
medicine, education, business, which use computer technologies.
Some of computer games apply virtual reality as an incorporated tool (for the first time the term
“virtual reality” had coined by Lanier in 1984 to refer to the use of electronic devices for immersing
human’s into a computer generated world). Computer games with virtual reality can provide a
wide range of users (including pupils) with a rich mental environment in which one could train
different tasks.
Purpose statement of dissertation could be the thought claiming that game-based software
nowadays could become an additional or even alternative method of training, which presents the
achievements of modern IT industry and applied technologies, used for education.
The possibility to use these trainers could allow the pupils to practice more frequently on their
own schedule, significantly contributing to their proficiency. Very important seems the claim
that the mental together with emotional engagement lead to a better capturing of the material by
students and increasing of interest in education.
The problem statement section of the dissertation is devoted to some important questions
conceived with such problems as advantages and disadvantages of implementation of gamebased technologies in school, problem of costs released on providing this computer equipment,
the value of virtual reality game-based systems in general development of education.
The research gives an opportunity to make some hypotheses concerning the future development
and impact of computer-based technologies with incorporated virtual reality technology in
education and learning. The research confirms that the following hypotheses are supported by the
studied literature.

Hypothesis 1: Studying at school can be improved by using virtual reality game-based
technology as an additional or even alternative tool in a classroom.

Hypothesis 2: Virtual reality and game-based technology can reduce the time required in
study.

Hypothesis 3: Virtual reality and game-based technology training can provide schools
with high quality educational tools able to enhance pupil’s achievements in education.
There is today a hefty collection of scholarly work that researches how people acquire
knowledge interactively with balance (Fudenberg and Levine, 1998, or Young, 2004). As of
lately, there are empirical articles that look into unhinged learning methods that if shadowed by
all participants focus toward a stage-game equilibrium in all games (Foster and Young, 2003,
2006, Hart and Mas-Colell, 2003, 2006, Germano and Lugosi, 2007, Kakade and Foster, 2008,
Young, 2009). An education method is unhinged if it does not rest on the adversaries’ payouts
abilities. A proposed meaning for non-connected entity is that adversaries’ partialities are
typically not unswervingly noticeable. Therefore, knowledge building in this research direction
should work, also minus the understanding of the adversaries’ payouts. The yearning to find
knowledge methods that tip to evenness in all games is possibly inspired by the fact that
knowledge is current in all communal or fiscal situations. It is the possibilities of gaming
technology influence on the future of learning and education that shows significant
promise. There are a variety of empirical articles I have compiled from various institutions of
higher learning and scientific journals that have presented intriguing yet innovative research
focusing on virtual reality learning.
I hope to focus some aspect of my dissertation on emerging technology and emerging models or
methods of education and learning.
Foster, D. and H.P. Young (2006). Regret testing: learning to play Nash equilibrium without
knowing you have an opponent, Theoretical Economics 1, 341-367.
Foster, D. and H.P. Young (2003). Learning, hypothesis testing, and Nash equilibrium,
Games and Economic Behavior 45, 73{96.
Fudenberg, D. and D. Levine (1998). The theory of learning in games, MIT Press.
Germano, F. and G. Lugosi (2007). Global Nash convergence of Foster and Young’s regret
testing, Games and Economic Behavior 60, 135{154.
Hart, S. and A. Mas-Colell (2006). Stochastic uncoupled dynamics and Nash equilibrium, Games
and Economic Behavior 57, 286{303.
Hart, S. and A. Mas-Colell (2003). Uncoupled dynamics do not lead to Nash equilibrium,
American Economic Review 93, 1830-1836.
Kakade, S.M. and D.P. Foster (2008). Deterministic calibration and Nash equilibrium,
Journal of Computer and System Sciences 74, 115{130.
Young, H.P. (2009). Learning by trial and error, Games and Economic Behavior 65, 626{643.
Young, H.P. (2004). Strategic learning and its limits, Oxford University Press.

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