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DESIGN
EMMANUEL TAIWO
KIERAN FAW
Outline
10 - 15 minutes Review of Chapter
10 minutes review of selected
articles related to research interests
15 minutes class discussion/activity
5 minutes post-test on correlational
design
Review of Chapter
Correlation can be
defined as the statistical test
used to determine the
tendency or pattern for two (or
more) variables or sets of data
to vary consistently (Creswell,
2012).
Definition:
Characteristics of Correlational
Designs
Display of scores: Usually on a graph or scatterplots
Methods
95 Female College Students
i. 24 whites
ii. 27 black
iii. 44 were Latina/Hispanic
They were aged between 17 to 25.
Hypotheses were:
i.
ii.
iii. Race and parental attachment combined will provide the best model for
predicting college attachment.
Result
Hispanic students
whose parents
offered support
performed better
none of the
demographic
variables assessed
influence college
attachment (negative
correlation
Among white and
black students, there
was a significant
correlation between
affective quality and
academic
adjustment.
Hypothesis 2
and 3 were
slightly
supported
Paul, Jomon Aliyas. Effect of Online Social Networking on Student Academic Performance.
Computers in Human Behavior 28, no. 6 (November 1, 2012): 21172127.
Summary of Research
Questions
1. Does time spent on OSN, attention deficit, student
characteristics, academic competence, predictors of
student behavior, time management skills have a
significant impact on academic performance?
2. Do student characteristics, time management skills,
attention span, etc. have a significant impact on time spent
on OSN?
Findings
Attention
Deficit
Academic
Competence
Student
Characteristics
Indirectly
Indirectly
Directly
Academic
Performance
Planned
Behavior
Time
Management
Skills
Time Spent
on OSN
Hwang et al (2011). Elders' Usability, Dependability, and Flow Experiences on Embodied Interactive Video
Games. Educational Gerontology (8), pg. 715-731
Research Questions
How difficult is it to learn to use a device, to understand
and to integrate functioning instructions?
What is the extent to which technological applications
satisfy users needs?
How easy can a video game induce (produce) errors for
elderly users and how easy can it recover from them?
Is there any satisfaction of using video games and what
are the attitude of adopting technological applications for
senior?
Is there any impact of using video games on the
memory and cognition?
Results
Both sexes found it easier to play the game
They were all satisfied with the game
Females were more active in exploring activities while male elderly were
passive as observers
Usability and dependability of the game were high
Females felt learnability, efficiency and satisfaction were higher than
males
Embodied
Interactive
Video Game
(EIVG)
Females were
more active in
exploring
activities while
male elderly
were passive
as observers
Usability and
dependability of the
game were high
Weaknesses of Correlational
Designs
Its finding cannot be generalized
It doesnt show causation, just relationship. Correlation causation
It does not reveal which of the variables caused the relationship
Its time consuming and expensive
Its result can be affected by poor survey and unrepresentative sample.
References:
Paul, Jomon Aliyas. Effect of Online Social Networking on Student
Academic Performance. Computers in Human Behavior 28, no. 6
(November 1, 2012): 21172127.
Hwang et al (2011). Elders' Usability, Dependability, and Flow
Experiences on Embodied Interactive Video Games. Educational
Gerontology (8), pg. 715-731
Creswell J. (2012). Educational Research: Planning, Conducting, and
Evaluating Qualitative and Quantitative Research, 4th Ed. Toronto:
Pearson