Research Methods Assignment 3Would the introduction of educational games into the classroom improve children's math skills?Ã¢ÂÂIntroductionThis research aims to explore to what extent, how the introduction of educational games can, or cannot, assist students to enhance their learning, interest and attentiveness in a particular subject matter, maths time's tables.
The main objectives of this research are:Ã¢ÂÂ¢To explore to what extent introducing an E-Learning Game into a classroom can, or cannot enhance learning in classrooms in practical, assessable and manageable way.
Ã¢ÂÂ¢To explore to what extent the introduction of an E-Learning Game into a classroom can, or cannot improve a child's interest and attentiveness.
The researcher believes the importance of this because of the three types of ways people learn. Some experts say there are as many as seven different learning styles; but in this case we can narrow it down to three types of learning:Ã¢ÂÂ¢Listening learnersÃ¢ÂÂ¢Seeing learnersÃ¢ÂÂ¢Touch/Experience learnersIf we use an example of one of life's earliest lessons "the oven can burn you".
Ã¢ÂÂ¢Listening learners heard their mother, believed the information, and never touched a stove.
Ã¢ÂÂ¢Seeing learners watched their brother touch the stove, and never touched it.
Ã¢ÂÂ¢Experience learners touched the stove; but only once!In my opinion it is important to see do games just enhance the abilities of a small group eg. Touch/Experience learners or the abilities of the majority participants involved. In order to test this theory the following research design method is proposed.
Proposed Research Design (Method)The research preformed will be primarily quantitative and a cross sectional study. There will be 6 classes chosen at a 4th class level from 6 randomly picked schools in Dublin.
The project will involve the use of a game for the Nintendo DS called Dr Kawashima's Brain Training. This is a collection of mini-games such as number bond challenges,