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Topic: Effects of Video Games on child development

Format

Your presentation can take any form you choose that is conducive to an online format. This includes narrated slide shows (e.g. Powerpoint, Prezi, YouTube), podcasts, or audio recordings. You can supplement with written materials (e.g. brochures, pamphlets, research posters, etc.) if you wish, but this is optional. Your presentation should contain about 8-10 minutes of content. Use the rubric below to structure your work. Be sure to touch upon each required component to earn as many points as you can.

Sources

Your presentation should incorporate at least 5 credible sources. These can include the sources from your annotated bibliography or you can include other credible sources that you have found.?

You may use some non-credible sources in your final presentation to provide interest and detail. If you use non-credible sources, they should be from reputable sources that are known to provide accurate information. For media outlets, one way to check this is by referring to the?Media Bias Chart?which tells you the political leanings of different sources as well as the reliability of the information they provide. Notice that the reliability of information is higher among news sources that are less partisan.

Citations and References

Remember to include in-text citations in APA-7 format that tell your audience the source of your information. If you are creating a slideshow, there should typically be at least one citation per slide. The in-text citations will direct the audience to your reference list.??

Include a reference list in APA format. This can be at the end of your presentation or posted as a separate document. Remember that your reference list is a catalog of the citations you have used. You should not have sources on your reference list that have not been cited in your work.?

Discussion questions?

In addition to your presentation, you will post a discussion question about your topic for your classmates.? Your question should be open-ended and thought-provoking to ensure a rich discussion. Throughout the week, each student should monitor the comments generated by his/her discussion question and respond to the comments accordingly.?

The Week 8 discussion participation score requires you to post a response to the discussion questions for at least?five?class presentations.?

Annotated Bibliography Worksheet

Instructions:

? Complete the worksheet.

? Use your own words. Do not copy or quote directly from your sources. Assignments that copy or quote directly from another source will be returned ungraded.

? Include at least two articles published within the past 3 years (1 point)

? Include at least two scholarly articles (1 point)

? Include at least one credible cross-cultural reference (1 point)

? Include at least one credible policy-related reference (1 point)

? Submit completed worksheet in .doc, .docx, or .rtf format. Include your name in the file name. (1 point)

For more detail, refer to the Syllabus.

For help with APA-7 format, visit the ?APA Citation and Style Resources? module under Content in the LEO Classroom.

Reference 1 ? Cross-cultural reference

Reference in APA-7 format (4 pts)

?Hammo, S. A. (2021). Effect of Video Games on Psychological Development of the Child in Primary Schools in Baghdad. Indian Journal of Forensic Medicine & Toxicology, 15(3), 1359?1368. https://doi- org.ezproxy.umgc.edu/10.37506/ijfmt.v15i3.15497

Annotation (12 points)

In your own words?(no copying or use of quotations), provide the following:?

? Summary of key findings (1-2 paragraphs)

? 3-5 key takeaways (may be a bulleted list)

? Reflection of the usefulness of the source for your project (1-2 sentences)

?Research in schools in Baghdad is directed by Siham Hammo, PhD therapist with Psychiatric Mental Wellbeing how youngsters create to investigate the impacts of computer games on mental improvement in youngsters between the ages of 6 and 14. Therapists anticipate that an underlying development due should video games however a long haul sway influencing mental improvement in youngsters. This investigation of 300 understudies between ages 6-14 with 51.3% male and 48.7% female from elementary school in Baghdad Al – Rafasa incorporated an example size with 41% of ages being 6-8 years, 18% being 12-14 years of age what’s more 41% being 9-11 years of age. Key Takeaways:

Moderate Development of mental issues, for example, rest problems. Social effects that lead to sensations of segregation and social tension. Sped up thought Early improvements of dependence on the web.

This study is extremely advantageous to my undertaking since it draws a relationship between’s gaming enslavement and youngsters and afterward goes into the different types of effect that gaming has on a kid between the ages of 6-14 which convers most of youthfulness. It likewise gives a multifaceted reference to show how a segment in an immature nation encounters the very effects as different nations that are currently exceptionally created in the advanced universe of gaming.

How do you know that this is a credible/scholarly source? (3 pts)

?The source was distinguished as a scholastic article in the UMGC information base. This source is a friend inspected academic diary with well-informed authorities subsidiary with Psychiatric Mental Health, and High Health Establishment.

Reference 2 ? Policy reference

Reference in APA-7 format (4 pts)

?Stockdale, L., & Coyne, S. M. (2018). Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls. Journal of Affective Disorders, 225, 265?272. https://doi-org.ezproxy.umgc.edu/10.1016/j.jad.2017.08.045

Annotation (12 points)

In your own words?(no copying or use of quotations), provide the following:?

? Summary of key findings (1-2 paragraphs)

? 3-5 key takeaways (may be a bulleted list)

? Reflection of the usefulness of the source for your project (1-2 sentences)

?Research is led by Laura Stockdale and Sarah Coyne PhD researchers in Psychology and Neuroscience, who are associated with the School of Family Life and Brigham Young University. This exploration was led to use the Internet Gaming Disorder scale to contrast computer game addicts with non someone who is addicted under paired controls in light old enough, orientation, race, and conjugal status. 174 Video game addicts and non addicts were used for correlation in this review. These addicts were gathered across 2 separate colleges from an example size of 1205 youthful understudies.

? Computer game addicts showed more unfortunate emotional well-being hand mental capacities.

? Computer game addicts had more unfortunate drive control and more grounded ADHD indications contrasted with the controls.

? Computer game addicts show expanded social challenges that spurr into personal hardships such has sadness, tension, and social confinement.

How do you know that this is a credible/scholarly source? (3 pts)

?The source was distinguished as a scholarly article in the UMGC information base. This source is a friend surveyed academic diary with educated authorities subsidiary with the School of Family Life and Brigham Young College.

Reference 3

Reference in APA-7 format (4 pts)

?Parmar, R., & Lagoy, J. (2021). Is Video Addiction a DISORDER? Psychiatric Times, 38(10), 1?14

Annotation (12 points)

In your own words?(no copying or use of quotations), provide the following:?

? Summary of key findings (1-2 paragraphs)

? 3-5 key takeaways (may be a bulleted list)

? Reflection of the usefulness of the source for your project (1-2 sentences)

?This insightful article is peer surveyed and composed by Dr. Parmar Rashimi and Dr. Julian Lagoy, board certified specialists partnered with local area psychiatry. This article was composed to examine how video game compulsion is ordered to decide the profundity of the fixation.

Key Takeaways:

-Gaming problem is characterized by the experience of at least 5 manifestations on the DSM-5’s web gaming issue scale.

– Computer game habit can prompt problematic conduct which is joined by various signs such as temperament changes, helpless cleanliness, absence of construction during the day, separation, disabled consideration, weakness, decreased craving, weight changes, issues at work or scholarly decay, and expanded clashes at home over computer game use.

– Characterizing computer game compulsion as a problem can be valuable in treating computer game habit. This would take into consideration the reception of different treatment choices. This source is extremely helpful on the grounds that it goes into of profundity on distinguishing computer game fixation. This recognizable proof of computer game compulsion is made a stride further by investigating how it very well may be ordered into a jumble and treated in like manner.

How do you know that this is a credible/scholarly source? (3 pts)

?The source was recognized as a scholarly article in the UMGC data set. This source is a companion assessed insightful diary with informed authorities who are board-guaranteed therapists subsidiary with local area psychiatry.

Reference 4

Reference in APA-7 format (4 pts)

?Kim, J.-Y., Kim, H.-S., Kim, D.-J., Im, S.-K., & Kim, M.-S. (2021). Identification of Video Game Addiction Using Heart- Rate Variability Parameters. Sensors (Basel, Switzerland), 21(14). https://doi- org.ezproxy.umgc.edu/10.3390/s21144683

Annotation (12 points)

In your own words?(no copying or use of quotations), provide the following:?

? Summary of key findings (1-2 paragraphs)

? 3-5 key takeaways (may be a bulleted list)

? Reflection of the usefulness of the source for your project (1-2 sentences)

?This insightful article is composed by Jung-Yong Kim, Hea-Sol Kim, Dong-Joon Kim, Sung-Kyun Im, and Mi-Sook Kim partnered with the Department of HCI, Department of Industrial Management Engineering, Department of Clothing and Textiles, Hanyang University, and Kyung Hee University. This study investigates the chance of deciding computer game dependence by using electrocardiograms to decide the pulse inconstancy boundaries that can evaluate gaming habit. An example size of 23 subjects, 11 game-dependent, and 12 non-dependent, were tried to distinguish computer game enslavement. The subjects played class of legends for 30-40 mins.

Key Takeaways:

-The most dependable boundary for recognizing computer game compulsion was found after a subject was “killed” in the game. This pressure reaction helped with recognizing computer game compulsion.

– The dependent gathering tracked down a better quality deviation in MeanNNI, SDNN, SDSD, pNN150,pNN120, RMSSD, LF, HF, HFnu, and absolute power. Showing a generally more grounded HRV in contrast with the nonaddicted bunch.

– In spite of the fact that there was proof to show higher HRV boundaries the pressure reaction deviation wasn’t highenough for substantial determination. This source would not be extremely valuable in my venture because of the uncertain outcomes the investigation gave. Despite the fact that there was proof towards expanded HRV in dependent gamers particularly in the wake of being “killed” the outcomes were excessively uncertain.

How do you know that this is a credible/scholarly source? (3 pts)

?The source was recognized as a scholarly article in the UMGC information base. This source is a companion evaluated insightful diary with educated authorities subsidiary with the Department of HCI, Department of Modern Management Engineering, Department of Clothing and Textiles, Hanyang University, and Kyung Hee University.

Reference 5

Reference in APA-7 format (4 pts)

?TAS, B. (2019). School Attachment and Video Game Addiction of Adolescents with Divorced vs. Married Parents. Turkish Online Journal of Educational Technology – TOJET, 18(2), 107?115.

Annotation (12 points)

In your own words?(no copying or use of quotations), provide the following:?

? Summary of key findings (1-2 paragraphs)

? 3-5 key takeaways (may be a bulleted list)

? Reflection of the usefulness of the source for your project (1-2 sentences)

?This academic article is composed, and peer assessed by Besra TAS partnered with Sakarya University and Turkish Online Journal of Education Technology. This exploration was led to investigate another option factor that could cause an expanded or diminished connection with gaming dependence. This relationship could investigate a capacity to forestall or distinguish potential elements for gaming compulsion.

Key Findings

? Kids with separated from guardians were found to have somewhat higher normal scores than youngsters with

? separate from guardians however the deviation was extremely close and given practically zero importance.

? Computer game habit between kids with wedded and separated from guardians were practically indistinguishable and given no proof to a contention.

? School connection and computer game enslavement show no method for distinction in view of the conjugal status of their folks. This data gives little use. On the off chance that a contention towards gaming addictions absence of inclination is one to be made, then, at that point, this will actually want to help that contention. In any case, other than that this source gives no use.

How do you know that this is a credible/scholarly source? (3 pts)

?The source was identified as an academic article in the UMGC database. This source is a peer reviewed scholarly journal with subject matter experts affiliated with Sakarya University and Turkish Online Journal of Education Technology.3.

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