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Computer Games On Critical Thinking Skills Of Adolescence Education Essay

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Presents, the new coevals has begun to develop an involvement in assorted computing machine bet oning activities. It is likely that computing machine games provide satisfaction for the demands, such as to let go of emphasis and as a acquisition procedure tool. Therefore, both kids and grownups are really attracted and addicted to these activities. It is really common for grownups to acquire involved in these computing machine games because drama is a natural manner to larn as it is joyful and can supply the chances to unconsciously incorporate thoughts ( Eow, Wan Zah Wan Ali, Rosnaini Mahmud & A ; Roselan Baki, 2009 ) . In add-on, great entree to cyberspace has besides increased these old ages. Most households are able to afford computing machine and internet entree at place. Besides, picture games had besides increased to go one of kids and adolescence 's front-runner, even in grownups every bit good. The gross revenues of video games in the United States have grown systematically between $ 7 billion and $ 7.5 billion in 1999. On the other manus, the worldwide gross revenues had besides increased to $ 20 billion ( Gentile, Lynch, Linder & A ; Walsh, 2004 ) .

Games have ever been a favorite interest for everyone despite their age and gender. But, how is game defined? Harmonizing to Huizinga ( as cited in Smed & A ; Hakonen, 2003 ) , he defined drama as an activity which returns within certain bounds of clip and infinite, in a seeable order, harmonizing to regulations freely accepted, and outside the domain of necessity or material public-service corporation. In add-on, game is defined as an cosmopolitan signifier of diversion which includes any activity of amusement and organize a competition or competition fortunes. A game is comprised of three constituents: the willingness of participants to take part in the game to seek for amusement, regulations that provide bounds for the game, and ends which initiate struggles and competition among the participants.

So, computing machine games can be defined as a set of activities that involves one or more participants, with ends, restraints and effects. Harmonizing to Crawford ( as cited in Hasiah Mohamed Omar, Nora Yanti Che Jan & A ; Nik Marsyahariani Nik Daud, 2010 ) , all games are comprised of four common factors: representation, interaction, struggle and safety. It is accomplished with the assistance of a computing machine plan, in which the computing machine coordinates the game procedure, exemplify the state of affairs and take part as a participant. There are assorted types of computing machine games designed to suit different participants ' demands and demands, for case, function playing game, educational game, athletics game and amusement game.

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World of Warcrafts ( WOW ) is the most popular `` massively multiplayer on-line role-playing games '' ( MMORPGs ) worldwide, with transcending 9 million endorsers from North America and Europe, Australia, New Zealand, China, Korea, Thailand, Malaysia, Taiwan, Hong Kong, and Macau, based on the Blizzard 's official web site. Besides, it is besides the first on-line game to make the gross revenues of over $ 100 million worldwide in the first twelvemonth of production, and besides known as the best-selling Personal computer game in 2005 and 2006 ( Chen & A ; Chang, 2008 ) .

Games may be harmful to a individual 's wellness, but it may besides lend to an of import function in instruction. It benefits users in larning procedure such as bettering their logical and critical thought and job resolution accomplishments. Besides, it besides assists users in bettering their physiological reactions and hand-eye coordination.

Critical thought is acquiring more and more of import as a cognitive undertaking on present yearss. Persons today frequently encountered metric tons of jobs and have an increasing figure of of import determinations to do, which affects themselves and the society. The National Council for Excellence in Critical Thinking defined critical thought as the intellectually disciplined procedure of actively and skillfully gestating, using, analysing, synthesising, and measuring information gathered from observation, experience, contemplation, concluding, or communicating, as a usher to belief and action. There are two factors in critical thought: a set of information, belief generating and processing accomplishments ; and the wont of utilizing those accomplishments to steer action ( Foundation for Critical Thinking, 2009 ; Renaud & A ; Murray, 2008 ) .

Critical thought is non cosmopolitan as persons have undisciplined and irrational idea. However, it is seen as a self-guided and self-restraining thought in which concluding frequently occurs at the highest degree. Persons with critical thought are able to utilize their rational tools to believe rationally and moderately by forming and analysing ideas in order to do determinations that affect their lives, every bit good as to better their thought and concluding accomplishments ( Schafersman, 1991 ) .

Problem Statement

In Malaysia, 75.8 % of signifier one pupils in Kuala Lumpur were gamers, whereas the other 24.2 % were non-gamers. It is so reported that out of the 138 male childs being surveyed, 126 ( 91.3 % ) of them were gamers. On the other manus, 53 out of 98 ( 54.1 % ) miss being surveyed were besides gamers. This research showed that male childs have a higher per centum to be gamers than misss. Computer games do non merely act as the involvement among adolescence, it besides acted as a acquisition tool where brainstorming and critical thought develops. Therefore, it is non surprising that the signifier one pupils are so indulged in it ( Eow, Wan Zah Wan Ali, Rosnaini Mahmud & A ; Roselan Baki, 2009 ) .

In a study on Institute of Higher Learning ( IHL ) pupils ' exposure to computing machine games in Malaysia, it is reported that 36.8 % of pupils were exposed to computing machine games at the age of 10 to 12, 21.1 % at the age of 7 to 9, and 7 % at the age of 16 to 18. About 80 % preferred to play card and arcade games, followed by action games ( 69.2 % ) , function playing games ( 63.1 % ) , puzzle games ( 50.8 % ) , scheme games ( 26.2 % ) and sport games ( 21.5 % ) . This statistics revealed that the pupils at IHL have a penchant for games that enhance their high-order thought accomplishments ( Hasiah Mohamed Omar, Nora Yanti Che Jan & A ; Nik Marsyahariani Nik Daud, 2010 ) .

Excessive exposure to computing machine games can be risky as it may impact wellness and even take to decease. In Beijing, a adult male in his mid-thirtiess was found abruptly after an inordinate three-day gambling indulgence in 2007. Deaths by bet oning have besides been reported in Hong Kong, a 28-year-old adult male and a 17-year-old male child died within a twelvemonth of each other while playing the first-person taw game. In the U.S, a adult male died a hebdomad after he played Nintendo. On the other manus, in South Korea, a adult male died four yearss subsequently after exposure to inordinate on-line games. Harmonizing to Dr. Maressa Orzack ( as cited in Lee, 2009 ) , `` our society is going more computing machine dependant non merely for information, but besides for merriment and amusement, this tendency is a possible job impacting all ages, get downing with computing machine games for childs. ''

Numerous surveies had revealed a consistent negative correlativity between sums of picture games played and school public presentation of kids, adolescence, and college pupils. Harmonizing to the informations, adolescence and college pupils who spent more clip on games are more likely to hold poorer classs in categories, compared to non-gamers. Besides, the content of games besides played an of import function. Based on recent analyses, approximately 89 % of games contain some violent content in which half of the games presented heavy force. Spending excessively much clip on these force games can bring forth strong negative effects on the gamer. For case, additions aggressive behaviors, ideas and emotions ; desensitisation to real-life force, increases physiological rousing and decreases societal behavior ( Gentile, Lynch, Linder & A ; Walsh, 2004 ) . The effects are proven by informations collected from functional magnetic resonance imagination scan ( functional magnetic resonance imaging ) . It showed that there is activation in the amygdaloid nucleus when the adolescents are playing games, but less activation in the concentration portion of the encephalon ( Carney, 2008 ) .

Other than that, video games can besides do several other effects such as fleshiness in kids, societal isolation and physiological wellness jobs. Obesity is hazardous because it affects one 's wellness to the extreme. When kids spend most of their clip sitting and bet oning, they do non even bother to acquire up or hold a walk outside. Hence, opportunities of acquiring corpulence are ineluctable if they do non do any alterations with their lives. In the same state of affairs, the longer the clip they caught up in gambling activities, the more opportunities of them to lose socialisation accomplishments or connexion with the outside universe. Face-to face socialisation will be reduced since they can hold interaction with others through the Internet. Therefore, these kids will bit by bit go socially stray someday. Furthermore, physiological jobs such as GI jobs, sickness and concerns, attending jobs such as Attention-Deficit Hyperactivity Disorder ( ADHD ) , addition in both emotional and behavioral upset symptoms, diminutions in verbal memory public presentation, and decreased sum of slumber ( AddictionBlog.org, 2010 ; Cultrona, 2010 ) .

Frand ( as cited in Roselan Baki, Eow, Wan Zah Wan Ali, Rosnaini Mahmud & A ; Mohd. Sahandri Gani Hamzah, 2008 ) discovered that computing machine games and cyberspace are really of import to the younger coevals as they depended and remain connected with it most of their clip. However, other research workers claimed that picture games are no longer a interest for adolescence as it works as a larning tool in which it enhances computing machine literacy, ocular attending, job resolution and reaction clip. In add-on, Gee ( as cited in Roselan Baki, Eow, Wan Zah Wan Ali, Rosnaini Mahmud & A ; Mohd. Sahandri Gani Hamzah, 2008 ) mentioned that video game can be a learning tool integrated into schoolroom acquisition since kids today frequently play games. Harmonizing to him, `` when childs play videogames they experience a much more powerful signifier of larning than when they are in the schoolroom '' .

Besides, the benefits that one could obtain from computing machine games include chance for practical socialization ; larning about other participants ' civilizations and life styles ; prosecute in high-order thought accomplishment ; gathers general cognition ; and even increasing the linguistic communication larning chance. Therefore, it is suggested that instructors in school should admit the benefits of games on cognitive development of the pupils by organizing learning methods that helps to reassign the accomplishments and schemes to the pupils ( Roselan Baki, Eow, Wan Zah Wan Ali, Rosnaini Mahmud & A ; Mohd. Sahandri Gani Hamzah, 2008 ) .

Conceptual Model

Gender

*Independent Variable*

Male

Female

Critical Thinking Skills

*Dependent Variable*

Duration of games played per twenty-four hours

*Independent Variable*

Type of Games

*Independent Variable*

Strategy Game 1. & lt ; 2 hours

Arcade Game 2. 3 - 6 hours

Card and Board Game 3. 7 - 10 hours

Shooting Game 4. 11 - 13 hours

Word and Puzzle Game 5. & gt ; 14 hours

Role-Playing Game

The chief model of this research is focused on how computing machine games can be of import determiners of the development of critical thought accomplishments in adolescence. Three variables: gender, type of games and continuance of games played per twenty-four hours will be examined and they act as an independent variable in this research. The type of games will be categorized into six classs such as scheme, arcade, card and board, word and mystifier, shot, and role-playing games. Each of these independent variables will be surveyed whether it plays a function in developing or bettering critical thought accomplishments in adolescence.

Theoretical Model

John Dewey 's Definition of Critical Thinking

Harmonizing to John Dewey, critical thought is viewed as 'reflective thought ' and it is defined as an `` active, relentless, and careful consideration of a belief or supposed signifier of cognition in the visible radiation of the evidences which support it and the farther decisions to which it tends ( as cited in Jaimes, 2005 ) . ''

Robert Ennis 's Definition of Critical Thinking

A widely used definition of critical thought was developed by Robert Ennis whom so defined critical thought as `` sensible, brooding thought that is focused on make up one's minding what to believe or make ( Fisher, 2001 ) . ''

Moore and Parker 's Definition of Critical Thinking

Harmonizing to Moore and Parker, critical thought is defined as `` the careful, calculated finding of whether we should accept, reject, or suspend judgement about a claim, and the grade of assurance with which we accept or reject it ( The Critical Thinking Co Staff, 2005 ) . ''

Mathew Lipman 's Definition of Critical Thinking

In Lipman 's position, critical thought is seen as a more complex procedure than ordinary thought. Lipman defines critical thought as a adept and responsible idea that helps to build better judgemental accomplishments. Harmonizing to Lipman, critical thought accomplishments are applied in a given context in order to assist separate between the most relevant and less relevant information received. Therefore, critical thought represents a tool for countering sentiments ( noncritical thought ) and thoughtless behavior. Apart from that, Lipman argues that critical thought `` protects us from being coerced or brainwashed into believing what others want us to believe without holding the chance to ask for ourselves. '' ( Murchu & A ; Muirhead, 2005 ; Daniel, Splitter, Slade, Lafortune, Pallascio & A ; Mongeau, 2004 ) .

Critical thought is thought to develop based on four classs: conceptualization, concluding, generalization and research. In Lipman 's point of view, critical thought develops based on three standards: ( 1 ) Use of peculiar standards, whereby a individual who uses peculiar standards of his or her ain critical thought accomplishments to measure the footings of statements ; ( 2 ) Self-correction, in the sense that persons are capable of transporting out an active geographic expedition for the mistake they make with the aid of self-correction in their head ; ( 3 ) Sensitivity to context, in which the flexible ideas helps persons to place assorted applications of regulations and rules for different state of affairss ( Daniel, Splitter, Slade, Lafortune, Pallascio & A ; Mongeau, 2004 ) .

Edward Glaser 's Definition of Critical Thinking

Critical thought was defined by Edward Glaser in 1941 as the ability to believe critically which involves three constituents: ( 1 ) an attitude of being disposed to see in a thoughtful manner the jobs and topics that come within the scope of one 's experience, ( 2 ) holding the cognition of the methods for logical enquiry and logical thinking, and ( 3 ) the accomplishments required in using those methods. Harmonizing to Glaser, critical thought is a utile cognitive tool with a scope of abilities such as to acknowledge jobs, to happen solutions for the jobs, to garner information, to acknowledge the unexpressed premises, to grok and utilize linguistic communication with truth, to construe informations, to measure grounds, to measure statements, to acknowledge logical relationships between propositions, to pull and prove decisions, to retrace forms of beliefs, and to render opinions ( Foundation for Critical Thinking, 2009 ; Fisher, 2001 ) .

Bloom 's Taxonomy of Learning Domains

The well known Bloom 's Taxonomy was originally formulated by Benjamin Bloom in 1956. This theoretical account was chiefly created for educational intents in developing critical thought accomplishments in pupils. It serves as a checklist that provides construction for planning, planing, measuring and measuring preparation and larning effectivity. There were three chief spheres identified: cognitive, affectional, and psychomotor. The cognitive sphere is comprised of six degrees which were organized from the simplest to the most complex: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation ( Big Dog & A ; Little Dog 's Performance Juxtaposition, 2009 ; BusinessBalls.com, 2009 ; Bellis, 2010 ) .

Knowledge refers to the retrieval of informations or antecedently learned information such as the acknowledgment of specific facts to finish theories. Although it is the start for higher degree of believing development, nevertheless, it is besides the lowest degree of larning results in the sphere. Comprehension, on the other manus, refers to the ability to grok, construe, and understand the significance of information antecedently learned. If an person can grok rules and theories, it so contributes to future job work outing or determination devising in the work topographic point. It represents the lowest degree of understanding in the hierarchy. Application is defined as the usage of erudite stuff in a novel and concrete state of affairs. In other words, it involves choice and interlingual rendition of constructs, rules and theories into work outing a undertaking or job. It therefore requires a higher degree of understanding in this degree ( Hammond, 2007 ) .

Analysis refers to the ability to acknowledge and separate stuffs learned into constituent parts, analyze the relationships between parts and recognize the organisation rules involved. It is in this degree that critical thought and job work outing gets involved. Besides, an apprehension of both content and structural signifier of stuff are besides involved. As for the degree of synthesis, it is the ability to organize a new construction ( i.e. , program, proposal ) from several little constituent parts, such as uniting thoughts. Emphasis on the preparation of new constructions is seen as the larning results in synthesis. Evaluation refers to the opinions made about the stuffs ' value for a given intent. The acquisition results are the highest among the hierarchy because they comprised of elements from all of the other degrees in the taxonomy. Besides, it besides contains witting value opinions based on clearly defined standards ( Huitt, 2009 ; Instructional Design Knowledge Base, n.d ) .

However, Bloom 's taxonomy has been criticized by professional critics. They commented that this hierarchy merely focuses on the idea processes itself and non sing how these procedures may work otherwise on several different informations or state of affairss. They besides mentioned that the knowledge-level of thought can non be assumed as less demanding than application-level thought ( Harmon & A ; Jones, 2005 ) . On the other manus, Marzano pointed out that the construction of the taxonomy traveling from simplest degree of cognition to hard degree of rating has no supports from research surveies ( Intel Education, n.d. ) .

Core Critical Thinking Skills ( Peter A. Facione )

Peter Facione conducted a Delphi undertaking with a group of critical thought experts and identified the nucleus elements of critical thought, known as the nucleus critical thought accomplishments. Harmonizing to the panel of experts, the nucleus of critical thought accomplishments can be divided into six cognitive accomplishments: reading, analysis, rating, illation, account, and self-regulation. Based on the experts ' consensus statements, reading is defined as the ability `` to grok and show the significance or significance of a broad assortment of experiences, state of affairss, informations, events, judgements, conventions, beliefs, regulations, processs, or standards. '' The sub-skills include classification, decrypting significance, and clear uping significance. Analysis, on the other manus, is `` to place intended and existent illative relationships among statements, inquiries, constructs, descriptions, or other signifiers of representation that is intended to show belief, opinion, experiences, grounds, information, or sentiments. '' The sub-skills include scrutiny of thoughts, sensing of statements, and analysis of statements ( Facione, 1990 ) .

The 3rd accomplishment, rating, is `` to measure the credibleness of statements or other representations which are histories or descriptions of a individual 's perceptual experience, experience, state of affairs, opinion, belief, or sentiment ; and to measure the logical strength of the existent or intended illative relationships among statements, descriptions, inquiries or other signifiers of representation. '' It includes the sub-skills of measuring claims and measuring statements. Inference is defined as the accomplishments `` to place and procure elements needed to pull sensible decisions ; to organize speculations and hypotheses ; to see relevant information and to evoke the effects fluxing from informations, statements, rules, grounds, opinions, beliefs, sentiments, constructs, descriptions, inquiries, or other signifiers of representation. '' The sub-skills include questioning grounds, speculating options, and pulling decisions.

Explanation refers to the ability `` to province the consequences of one 's logical thinking ; to warrant that concluding in footings of the evidentiary, conceptual, methodological, criteriological, and contextual considerations upon which 1 's consequences were based ; and to show one 's logical thinking in the signifier of telling statements. '' Sub-skills of account include description of consequences, warranting processs, and showing statements. The last accomplishments which is known as self-regulation, is besides the most singular accomplishments among all six accomplishments. Experts define it as `` self-consciously to supervise one 's cognitive activities, the elements used in those activities, and the consequences educed, peculiarly by using accomplishments in analysis, and rating to one 's ain illative opinions with a position toward oppugning, corroborating, proof, or rectifying either one 's concluding or one 's consequences. '' The sub-skills include the introspection and self-correction ( Facione, 2010 ) .

A Stage Theory of Critical Thinking ( Linda Elder with Richard Paul )

A phase theory of critical thought development was originally developed by Linda Elder with Richard Paul ( Gakushuu, 2010 ) . Six phases were involved in this theory: 1 ) the unthinking mind, 2 ) the challenged mind, 3 ) the beginning mind, 4 ) the practicing mind, 5 ) the advanced mind, and 6 ) the maestro mind.

In phase one, unthinking minds fail to detect the important jobs existed in their thought, such as doing premises, organizing constructs and sentiments, and pulling illations. In other words, they are incognizant of the lucidity, truth and relevancy of their ideas. Unreflective minds are deficiency of the accomplishments and cognition to measure their thought and better it. In add-on, self-monitoring idea is unequal which makes them unable to recognize their prejudice belief. In phase two, the challenged mind becomes cognizant of the jobs in believing and may try to better and develop consciousness of the appraisals of believing even though they have limited accomplishments in thought. Besides, their deceptive ideas can lead on them to believe that they have better thought accomplishments. Therefore, it leads them to extinguish other jobs in their thought imperceptibly ( Cournoyer, 2008 ; Worldwide Centre for Organisational Development, 2008 ) .

In phase three, the beginning mind starts to understand the importance of egoistic function in believing. They have sufficient believing ability to assist them self-monitor their ideas so that they can place bias and biased beliefs. Practicing minds in phase four acknowledge the necessity to execute regular systematic pattern in believing. They besides become more knowing of the demands for regularly monitoring and measuring their ideas. In add-on, they frequently monitor their egoistic thought actively ( Foundation for Critical Thinking, 2009 ) .

In phase five, advanced minds have developed apprehensions of jobs at deeper degrees of ideas. However, they are non ready yet to hold consistent high degree believing. They besides have important penetrations into the function of egoistic ideas and the control over the ideas. In phase five, maestro minds exhibit highest degrees of critical thought and continual betterment of their ideas. They develop consistent self-monitoring ideas, and are able to pull off the strengths and failings of their ideas ( Foundation for Critical Thinking, 2009 ; Worldwide Centre for Organisational Development, 2008 ) .

The Elementss of Thought ( Richard Paul )

Richard Paul formulated this theoretical account by placing the eight elements as the basic edifice blocks of productive thought. It is composed of eight elements including intent, inquiry at issue, point of position, premises, information, constructs, reading and illation, deductions and effects. Combination of all these eight elements will supply a general logic to logical thinking.

The component `` Purpose '' suggests that all concluding involves a intent or end. It is of import to clear up the conflicting intents as each single develops different intents in concluding. It is besides of import to find the best intent and non-critical thought motivations that one has. `` Question at Issue '' refers to the effort of concluding an issue by inquiring some inquiries. Therefore, issue ever raise a inquiry. The inquiries formulated will be answered or solved by one 's concluding procedure. However, before replying the inquiries, one should clearly place the significance of each inquiry. If possible, one should besides find the inquiries as holding one correct reply, or involves sentiments. `` Point of View '' includes the position sing an issue and how people are influenced by their ain point of position when logical thinking. Persons should place their ain point of position, every bit good as others in order to find the strengths and failings

`` Premises '' are unexpressed grounds which predict decisions. It is suggested that people need to take things for granted in their logical thinking procedure to do several premises. However, one should clear up the premises made and so merely find its justification. `` Information '' requires important groundss that showed logical thinking is acceptable. It is highly of import to garner informations and facts in happening supports and cogent evidence for separating sentiments and grounds. In add-on, it is besides necessary to see the lucidity, truth, and relevancy of the groundss. Experience may besides lend to concluding procedure. `` Concepts '' suggest that the usage of constructs and thoughts including rules, Torahs, theories, definitions, and theoretical accounts are needfully required in concluding procedure. Besides, it is besides important to see alternate constructs before make up one's minding on which to utilize, and to place the lucidity of the constructs.

`` Interpretation and illation '' involves pulling decisions and happening solution through concluding procedure by the receiving system. The decisions one concept is dependent on the illations that one has made. It is of import to deduce harmonizing to the evidentiary supports and the consistence of illations should be taken into history every bit good. `` Deductions and Consequences '' suggest the significance for sing the deductions and effects of concluding. Deductions are decisions drawn from the transmitter and formed by concluding. Therefore, it is of import that one should see both positive and negative deductions and all possible effects ( Paul, 1992 ; Santa Rosa Junior College, 2010 ) .

Literature Review

Gender and Critical Thinking Skills

Type of Games and Critical Thinking Skills

Duration of games played per twenty-four hours and Critical Thinking Skills

Research Hypothesiss

Three void hypotheses are formulated:

H01 = There is no important difference between gender and critical thought accomplishments among adolescence

H02 = There is no important difference between types of games and critical thought accomplishments among adolescence

H03 = There is no relationship between the continuance of games played per twenty-four hours and critical thought accomplishments among adolescence

Research Aims

To find the differences in critical thought between males and females.

To find the differences between critical thought and several types of games played.

To look into the relationship between critical thought and the continuance of games played per twenty-four hours.

Research Questions

Is there a important difference in critical thought between males and females?

Is there a important difference between critical thought and several types of games played?

Is there a relationship between critical thought and the continuance of games played per twenty-four hours?

Operational Definition

Critical Thinking

Tonss obtained from The Halpern Critical Thinking Assessment Using

Everyday Situations ( HCTAES )

Methodology

Sampling

A sample size of 0.38 % adolescence from around 100000 populations of secondary school in Kuala Lumpur will be selected utilizing the multistage bunch trying method. Therefore, a sample of 400 participants with approximative 240 males and 160 females at the ages runing from 13 to 17 old ages old will be indiscriminately selected ( Krejcie & A ; Morgan, as cited in Key, 1997 ; Bahagian Perancangan Dan Penyelidikan Dasar Pendidikan, 2007 ) .

First of all, six territories will be indiscriminately selected from 20 territories in Kuala Lumpur. The selected six territories will so be divided into school blocks, which there are 20 blocks in each territory. Four blocks will be indiscriminately selected. Following, split the blocks schools with 40 schools in each block and two schools will be selected indiscriminately. In each school, eight respondents will be indiscriminately selected to take part in this study research. The principle of taking multistage bunch sampling is that it provides a generalisation of the study findings of the population. In add-on, this trying method besides minimizes the possibility of prejudices in response of the study.

Data Collection Procedure

The information will be collected utilizing face-to-face interview with the participants. The research workers will do assignments with the participants selected in order to run into them in individual. Since there are two questionnaires ( i.e. , Computer Games Questionnaire and The Halpern Critical Thinking Assessment Using Everyday Situations ) needed to administer in this research, therefore the same group of participants selected will be expected to make full up the two questionnaires, one after the other, on the same twenty-four hours of interview. The research workers will be in the same room with the participants to do certain that they fill up both questionnaires, with the Computer Games Questionnaire foremost. After the interview, all the questionnaires will be collected for farther informations analysis.

Instruments

Demographic Form

There are 10 inquiries formulated in the demographic signifier. The participants will be asked of the types of games that they preferred or engaged in playing most frequently. For case, scheme games, arcade games, card and board games, word and mystifier games, hiting games and role-playing games. Based on the different class of games, six inquiries are formed with graduated tables runing from ne'er, rarely, sometimes, often, and frequently. Furthermore, the continuance of clip that they engaged in the gambling activities per twenty-four hours will besides be asked in the questionnaire. Few options of the clip continuance are categorized as less than 2 hours, 3 to 6 hours, 7 to 10 hours, 11 to 13 hours and more than 14 hours per twenty-four hours. Other than that, the last inquiry requires the participant to analyse themselves as which type of computing machine game participant, with options such as non-computer, novice, occasional, frequent, and expert computing machine game participant.

The Halpern Critical Thinking Assessment Using Everyday Situations ( HCTAES )

This instrument was late developed by Halpern and is composed of two response formats such as unfastened and closed ( Nieto & A ; Saiz, 2008 ) . Halpern made an effort to unite both the multiple-choice and open-ended inquiries into a individual measuring tool due to restrictions of each response format. The trial is considered less structured but it presents more life-like state of affairss by utilizing inquiries that are set in reliable and credible contexts to mensurate critical thought accomplishments.

HCTAES is a measuring tool which comprises of 25 scenario-based inquiries on day-to-day life, with each inquiries dwelling of both open-ended and multiple-choice responses necessitating judgement and rating. There are a sum of 50 inquiries formulated in the trial. In the open-ended responses, it is aimed to prove the strategic usage of believing accomplishments and the ability to self-construct possible solutions without any intimations given, or known as measurings of `` free callback. '' For illustration, there will be a 'Yes ' or 'No ' inquiry and a short reply inquiry given in this subdivision. On the other manus, the multiple-choice responses measures `` acknowledgment memory '' whereby seeking and choice of appropriate cognition and accomplishments from participants ' memory are indispensable in assisting them to happen an appropriate reply from a list of options given. Other than supplying inquiries with several options to take from, Likert graduated table or 7-point graduated table is every bit good formulated in this subdivision. In add-on, the open-ended responses will be the first portion in each inquiry and participants are besides required to react to it foremost before they get to reply the multiple-choice portion.

The intent of the inquiries formulated in this trial is to mensurate five types of critical thought accomplishments including verbal logical thinking ( i.e. , acknowledgment of the usage of permeant and deceptive linguistic communication ) , argument analysis ( i.e. , acknowledgment of grounds and decisions in statements ) , hypothesis testing ( i.e. , understand the sample size, generalisations ) , utilizing likeliness and uncertainness ( i.e. , using relevant rules of chance, base rates ) , every bit good as determination devising and job resolution ( i.e. , placing the job end, bring forthing and selecting solutions among options ) .

Several groundss of the convergent and divergent cogency of the trial had been reported in surveies with assorted samples of American pupils. However, the dependability coefficients ( Cronbach 's I± ) had reported between 0.81 and 0.82 for survey with different groups of pupils ( Ku, 2009 ; Ku & A ; Ho, 2010 ) .

Datas Analysis

The void hypothesis in this research will be tested with one-way ANOVA and independent t-test on gender differences and types of games with critical thought in adolescence. In order to prove if there is any difference between types of games and critical thought, one-way ANOVA with alpha-level 0.05 will be used. The ground is that there are more than two classs of games that are being surveyed, such as scheme, arcade, word and mystifier, role-playing, card and board, and hiting games. Besides that, t-test is chosen to analyse the differences between genders in critical thought. The independent t-test with alpha-level 0.05 will be used since there is no matching required in this research. In add-on, it will be a two-tailed t-test as the relationships between genders are non-directional. Last, a correlational trial will be used to analyse the relationship between continuance of games played per twenty-four hours and critical thought. The consequences will demo that there is a relationship between the two variables. Furthermore, big sum of informations can be collected in a comparatively short period of clip.

Restriction and suggested hereafter research

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