Essay Example on Background information on the demographics that we are Asking









The first three pie charts displayed above display the initial questions we asked participants to gain some background information on the demographics that we are asking We only asked participants their age gender and if they were a gamer or not We believe this was a suitable approach as it allowed us to gain the information we needed and not gain a higher amount of unnecessary information that would involve more questions that are personal such as race ethnicity Questions like this had no validation within our research as we were only comparing results based on age and gender With the idea that we would be seeing the variety of answers with those of a particular younger age who would tend to have a gaming background would show the pros of gaming on the cognitive abilities Whereas those from the older generation would not be as conforming in agreeing that there is a direct link to gaming and an increase on cognitive abilities and skills the next set of data is only representative of those who are gamers the results allow us to segregate the answers as we believed that most gamers will have a positive outlook against our research therefore we chose to ask gamers individually on their opinions on gaming and the implications it can have on the educational industry 

We initially started this by asking how much time they spend on gaming and what kind of genres they play The most frequent time they spent gaming was between 1 3 hours with 80 8 of the 52 responses with only 5 8 stating they play for more than 7 hours When we asked if they believed gaming had improved their skillset just over ¾ of participants 76 9 believed that because of gaming their skillset was improved in some way What skill wasn t specified whether it be reactions adapting or other skills we are un ware however when asked if gaming would be able to help enhance our cognitive abilities 86 5 of these participants believed that it would help enhance our cognitive abilities Although due to the result of this coming from gamers there could be a large amount of bias within this result as they feel that their own cognitive abilities have been developed one way or another Alternatively if the participant responded no to the last question of the section 1 then they would ve been redirected to this current section which we had named the Non gamer section In this we asked purely closed question to get another opinion from those who aren't gamers therefore being able to get data based on the unbiased opinion of others who would have a primarily neutral view on gaming 

We started by asking if the participant believed there was a link between gaming and educational development out of the responses we collected 50 of the participants believed there was some link with the other 50 being covered by those who disagreed or were unsure split 34 6 maybe and 15 4 no The majority of participants believing that gaming will not devalue our skills further supports this data with 65 4 believing it will not with just under a quarter 23 1 believing it will and again 11 5 of participants unsure of how it would affect us Perhaps the most even of our results as displayed by our graph when we asked if the participants believed if gaming was a generational trend there was an exact 38 5 who answered yes and no totalling to 77 of the results for that question with the other 23 answered as maybe Finally 71 4 of the participants believed that educational and conditioning games such as Brain age would help develop skills with only 7 1 stating no and 21 4 answering maybe

 The opinion section of the questionnaire allowed us to collect an open set of responses from participants this was important due to the fundamentals of collecting more than just a quantitative set of results and what our data was lacking in was qualitative information which sparked the idea for this inclusion Initially we asked all participants both gamers and non gamers if they believed there was a possibility of the educational system being replaced by gaming industry The consensus was that they said there was no chance of this occurring due to the vast depth and breadth of that the educational system goes into and believed that there was no way a game could cover such content retaining the same amount of information that the educational system does However some people did believe that gaming could work alongside the educational system to help promote a further knowledge of understanding to help entice the younger generation to be more accepting of education

Write and Proofread Your Essay
With Noplag Writing Assistance App

Plagiarism Checker

Spell Checker

Virtual Writing Assistant

Grammar Checker

Citation Assistance

Smart Online Editor

Start Writing Now

Start Writing like a PRO