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העתק את לוח התכנון הזה
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טקסט Storyboard

  • שקופית: 1
  • Background aim
  • most had male participants. Video games have a large role in children’s leisure time – TV watchers passive whereas video games are active To investigate whether computer-generated games depicting a lot of violence affected children and whether they affected boys and girls differently.
  • שקופית: 2
  • Hypotheses
  • Boys and girls will perceive video games differently. • Aggressive video games will have a greater impact on children’s behaviour than non-aggressive video games.
  • שקופית: 3
  •  method
  • Laboratory experiment with an independent measures design.participants were placed in the high aggression, low aggression or control group participants were players or observers. Observation was used to gather data in the experimental section. 
The self-report method was used to gather other data: questionnaires - video gaming experience, perception of video games and interpersonal aggression measures. 
  • שקופית: 4
  • Sample
  • 84 children (44 males, 40 females) from the fourth- and fifth-grades in schools in New Jersey, USA. For the experimental session, the children were paired randomly with the constraint that they were of the same sex and from the same grade. Consent was gained from the children’s parents. 
  • שקופית: 5
  • procedure
  •  play with what they liked whilst experimenters sorted room in pairs- play with what they liked whilst experimenters sorted some things
  • שקופית: 6
  • results Conclusion
  • red buzzer
  • - Boys: more enjoyment playing, - Girls: more enjoyment observing Girls: measurable consequences (playing observing) on girls’ behaviour. Playing aggressive video games= increased activity play with aggressive toys. Boys: not affected.
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