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20160915134743dq_3_1_.docx

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DQ 3/1
Describe three theories of psychology, which you draw from the empirical literature and are potentially
related to your broad topic area. Select one or two of these theories as the basis for your dissertation or
project application, justifying their relevance to your defined problem statement.
DQ 3/2
Based on the selected theories in DQ 1, propose two potential overarching research questions for your
dissertation or two overarching objectives for your project application. These research questions or
objectives must be based on the problem statement and selected psychological theories. Discuss which
one overarching research question or objective best addresses the problem statement and why.
Games Technology
Name:
Institution:
Date:
Module 2 DQ1
Evaluate two of the articles collected in Module 1. Discuss the strengths and weaknesses of the articles.
Discuss innovative approaches, emerging technologies, or learning and/or communication solutions that
could have been used to strengthen the articles/studies you examined.
Answer
Article 1: Use of Gaming Technology in Education is Serious Games and Learning Effectiveness Victoria
Guillén-NietoMarian
Strengths




The study’s objective is clearly stated: establishing the influence of game technology on
intercultural communication teaching and determining whether the technology improves the
knowledge of the learners targeted. Finding then factors responsible for the expected success of
the project was also another objective clearly stated.
The research’s objectives are achieved. The technology was found to influence the teaching.
Keyword definitions have been clearly stated. The difference in the meaning of “serious games”
and “video games” have been explained.
The methodology used in obtaining results of the study is reliable and appropriate to produce
the required results
Weaknesses






The degree of application of the article is limited to Spanish and British people and may not
work well in other parts of the world.
The author does not provide information about past research on similar topic
The study is limited to only one situation, that is, the business environment
The author did not consider variables of the factors that contributed to positive (expected)
results.
The article does not state the problem behind the undertaking of the project
The article assumes that the target audience and users of the software are intellects who are
highly literate and can use the technology without difficulties, and that will give required data.
Solutions to improve the article
Use of open source managing tools like Moodle could be used for monitoring interventions of
students using the technology using reliable databases, shared online documents in order to make data
collection easier (Kavanagh, 2004).
Also improving the appropriate teaching pedagogy in order to increase the accuracy of the data
collected from the study group. Use of suitable teaching pedagogy improve teaching effectiveness and
thus, the results of data gathered could be reliable and accurate, and this could improve the strength of
the article by aiding in making an accurate conclusion that is based upon the objectives of the study.
Article 2: Use of Serious Games in Learning is Computer-Game-Based Tutoring of Mathematics by
Fengfeng Ke
Strengths



The area of study is relevant regarding the topic of study
The study yielded some expected positive results
The results were obtained from the fits hand information and therefore the decisions made
based upon the date collected are reliable
Weaknesses







The article lacks objective of carrying out the study. Though the objective can be derived from
the results stated within the article.
The author has failed to examine impacts of factors that influence the use of serious gaming
technology in teaching and learning of mathematics though the author mentions such factors.
The research is limited to only one discipline of learning, which is, mathematics and ignores
other disciplines as well.
The article also lacks a build of past studies concerning the topic in question.
The study is insufficient since the factors affecting the use of serious gaming technology have
not been adequately exploited or covered. This calls for further studies on the same topic.
The article does not explain the target audience and
The significance of the study is also lacking.
Solutions to improve the article
Use of online interviewing where the students can answer questions on the utilization of the
serious gaming technology during data collection. This could enable a better understanding of the
factors that affect use if the technology rather than making inferences of data by observing.
Content analysis can also be used in analyzing the relevance of the utilization of the serious
games by examining views of the students who were using the technology (Franzosi, 2008).
Use of reliable databases such as the ABC database and high accuracy programs in collecting and
analyzing data.
Module 2 DQ 2
Post your synthesis table with the summary of the defined gap or need, topic, and the proposed project application or dissertation problem
statement. Post the table by copying and pasting it within the discussion question reply. Do not post it as an attachment. Provide constructive
feedback to at least one of your peers.
Answer
Identified Gap in the Literature
Synthesis Matrix Components From Each Article
1. Title of Article
With Citation
Article 1
Article 2
Games and Immersive
Participatory
Simulations for
Science Education
(Barab & Dede, 2007)
AR Trends in
Education: An Efficient
Review of Research &
Applications (Jorge,
Silvia, Sabine, &
Kinshuk, 2014)
Article 3
Learning Through
Games: Essential
Features of an
Educational Game
(Kannan, 2012).
Article 1:
Factors that necessary in realizing the significant use of
the simulations in learning ought to be studied further.
Article 2:
Further studies require being carried out to establish
the difference between learning experiences of AR. It
is also quite vital to examine the evolution of
knowledge and skills over a given period. This is
because it will offer significant inputs on the
appropriateness of backing important learning.
Article 3:
Plays and game shave not been fully exploited in
learning and education in various disciplines.
Proposed Problem Statement
2. Literature
Review
3. Problem
Statement
There is a rapid
increase in the use of
sophisticated
technology
penetrating in the
society for various
applications in this
21st century. The
challenges
experienced in coping
up with the advanced
technology are quite
important because
the knowledge and
skills help in preparing
for victory in life
(Gurría, 2010).
Whenever new
technologies are
innovated, people
question themselves
about their relevance
and effectiveness in
use. The article
attempts to provide
advantages and
relevant use of the
Augmented Realit7
systems permit
augmenting tangible
things with simulated
things or overlaid data
such that the virtual
objects seem to be
existing in the real
word. AR systems
have been and are
applied to teaching
the basics of
electromagnetism
(Cheng & Tsai, 2012).
Up to now, there are a
few review research
studies that have a
focus on scrutinizing
the advantages,
uses, effectiveness,
features, challenges
and limitations of AR
systems in
Play, as well as games,
have been forms of
activity of human from
the past.
Understanding of
modern education
requires games in
educational context. I
some countries such as
India, in fact, in
cosmology, games is
the loftiest idea
(Parlett, 1999). Various
disciplines employ
games in content
delivery to students,
and they include
Christianity,
anthropology, among
others.
Achievement of science
by students in the USA
is declining due to lack
of technically qualified
teachers of trainers.
Investment in
mathematics and
science education is
necessary as it is
demonstrated in the
Article 1:
The rate at which dynamics of different sectors of the
economy are changing and that call upon the use of
sophisticated technology is high and growing. It is
quite challenging in adopting the new technologies
that are now being used in almost all sector including
education and learning. Therefore, with emphasis on
education and learning, simulations will be vital for
enhancing gain in knowledge and skills amongst
students undertaking various disciplines in the
teaching including mathematics and science.
Article 2:
AR systems have not been exploited I the context of
education. Employing these systems will for sure
improve the quality of education at all levels.
Article 3:
There is an increase in inefficiency in various sectors of
the economy due to lacking the required skills or
knowledge because of deficiency in training. Use of
game technology tools helps achieve the greatest from
mathematics and science regarding knowledge
acquisition.
4. Methodology
digital and simulations
games. The article is
justifiable and
significant since it is
promising in that
informative video
games can be utilized
as tools for learning in
schools.
educational
circumstances.
Personalization for
endorsing a
comprehensive
education by
exhausting AR is a
developing area as
well. The article
provides a
systematics review
on the AR in
educational
conditions,
highlighting the
factors mentioned
earlier on. The
articles significance
is exploiting the
educational
situations of the AR
systems.
day to day life sector
such as agriculture,
defense,
transportation,
communication, health,
education and
occupations that
require research and
also in engineers and
scientists’’ education
(Klopfer, 2008).
Therefore, games are
useful tools that can
effectively enhance
creative and critical
intellectual of students
in resolving problems.
The study aimed to
determine whether
games back operative
learning and
investigating whether
challenging factors
affect outcomes of
learning the games
bring about.
The method involved
planning (definition of
the aims of the study
journal selection and
review), data
collection using
The procedure
involves planning that
entails (journal
selection, defining
exclusion and
inclusion study criteria
Methodology involved
definition of goal and
research questions of
study, study design
formulation, data
extraction (oral
observation and
recording, data
analysis using content
analysis technique
and final report
reviewing.
and defining
categories for the
purpose of analysis),
reviewing (selection of
study, collection of
data-analysis of
content technique was
utilized, synthesis and
coding of data) and
reviewing of report
interviewing), data
analysis, results
analysis (statistical
analysis,) and report
reviewing.
References
Barab, S. A., & Dede, C. (2007). Games and Immersive Participatory Simulations for Science. Journal of
Science Education and Technology, 3-50.
Cheng, K. H., & Tsai, C. C. (2012). Affordances of Augmented Reality in Science Learning. Journal of
Science and Technology , 449-462.
Franzosi, R. (2008). Content Analysis. London: SAGE Publications.
Gurría, A. (2010). Presentation of the PISA 2010 Results. Washington DC.: Washington Publishers.
Jorge, B., Silvia, B., Sabine, G., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic
Review of Research and Applications. Edmonton: Institute of Informatics and Applications.
Kannan, A. (2012). Learning Through Games: Essential Features of an Educational Game. Syracuse
University.
Kavanagh, P. (2004). Open Source Software: Implementation and Management. Amsterdam: Elsevier
Digital Press.
Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games. Cambridge:
MIT Press.
Parlett, D. S. (1999). The Oxford History of Board Games. Oxford: Oxford University Press.

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