— Research

Exposure to video games in relation to college student’s academic achievement

Client: Statistical Methods for Cognitive and Behavior

Year: 2023

Duration: 5 months

Platform: Microsoft Powerpoint

Tools: SPSS and Microsoft Excel

Quantitative research study, non-experimental and correlational design about the association between exposure to intense video games and academic performance.

Challenges

Measure the relationship between the frequency and duration of playing video games and students’ academic performance, while controlling various factors that could influence the results. It is important to have a representative sample across different age groups, academic levels, and gaming habits. Be clear in the study design and analysis that your research may find correlational rather causal relationships


Roles

UX Researcher
Collect data from a large diverse group of students to ensure generalizable results across different academic disciplines and demographics. Designed a survey to gather insights from students and uncover behavioral patterns and pain points related to the study.


Goals

Develop clear metrics for each variable to ensure reliable data collection and meaningful analysis. Refine research questions to more specific user-centered questions. Using data visualization tools SPSS that highlight how moderate vs. excessive gaming correlates with academic outcomes.


Solution

Use statistical methods like regression analysis to control confounding variables, ensuring a more accurate measure of the impact of gaming on academic performance.

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