Lesson 1 What's more Background of Research Answer the activities that follow to practice your knowledge and skill about designing a research used for daily life. Activity 1. FLOW STRUCTURE The sample background or introduction of the study below is lifted from the research entitled THE EFFECT OF VIDEO GAMES ON AGGRESSIVE BEHAVIOR IN UNDERGRADUATE STUDENTS. Read first the background of the research and analyze its flow through the use of the funnel diagram. Determine the general ideas, specific topics and the purpose of the study conducted. THE EFFECT OF VIDEO GAMES ON AGGRESSIVE BEHAVIOR IN UNDERGRADUATE STUDENTS MARISA PROKARYM Retrieved on June 2020 from https://rc.library.uta.edu/utair/bitstream/handle/10106/11536/Prokarym_uta_2502M_11974.pdf?isAllowe d=y&sequence=1 Researchers have been intrigued by the possible relationship between media outlets and the effect on behavior for over half a century. Studies have evolved from a focus on television in the 1950’s to video games in the 2000’s. Previous studies have concluded that there is a relationship between media and aggressive behavior, but the present issue addresses whether studies on video games produce similar results (Andison, 1977; Carnagey & Anderson, 2005). In addressing this issue, several factors are taken into account including the time spent playing video games, the type of game played (violent or non-violent), an individual’s personality, and their history of aggressive behavior. Anderson and Bushman (2001), two major researchers in this field, developed the General Aggression Model (GAM) to explain these factors which has been supported by several laboratory experiments. The GAM suggests that short-term exposure to violent video games causes a temporary increase in aggression (Anderson & Bushman, 2001). Studies regarding the relationship between video games and aggressive behavior are relatively recent, starting in the past decade, and therefore have not reached a concrete agreement on their effect. Although it has been commonly accepted that video games produce a short-term increase in levels of aggression, the long-term and lasting effects of video games are argued among researchers and require future longitudinal research. Video games are becoming a prominent source of media in today’s society and studies should consider them as an evolution of the interest in the relationship between media and 2 aggressive behavior. Statistics reveal that more than ninety percent of children in the U.S. play video games and that the time spent playing video games has increased from four hours per week in the 1980’s to over nine hours per week in the 2000’s (Anderson, Gentile, & Buckley, 2005; Gentile & Walsh, 2002; as cited in Carnagey & Anderson, 2005). Despite these statistics being several years old, the increase in video game usage is concerning and is reason enough to study the effects of video games, especially considering that children are thought to be the most impressionable. Additionally, the threat of video games increasing aggressive behavior has become a reality with cases such as the 1999 shooting at Columbine, attributed in part to the students playing DOOM, and Norway’s shooter Anders Behring Breivik in 2011, who claimed that he “trained” on games such as World of Warcraft and Modern Warfare 2 (Moore & Manville, 2009; Peckham, 2012). With the popularity of video games in society and these real-life incidents, it is imperative to study the potential effects of video games on individuals. The current study examined the effect of video games, including play time and content, on aggressive behavior and personality in undergraduate students. The study utilized a survey method to ask students about their video game playing habits as well as their personality and behavioral issues. The results were analyzed in SPSS version 20.0 to evaluate whether or not the sample of undergraduate students at University of Texas – Arlington (UTA) supported the hypotheses regarding the relationship between video games and aggressive behavior, personality, and acts. General Idea ● The effects of Online games to the Behavior of Undergraduate Students Specific Topic ● The GAM understood the aggressive behavior of students and their addiction to online games Purpose of the Study ● The purpose of the study is to prove and identify tge exsistense of aggressive behavior of the students ● To find evidences that video games affects students behavior General Idea ● The increasing number of media sources affecting student behavior and student addiction from 90's to 00's era Specific Topics ● NEGATIVE EFFECT OF VIDEO GAMES ON AGGRESSIVE BEHAVIOR IN UNDERGRADUATE STUDENTS MARISA PROKARYM Purpose ● The current study examined the effect of video games, including play time and content, on aggressive behavior and personality in undergraduate students. The study utilized a survey method to ask students about their video game playing habits as well as their personality and behavioral issues. What I have learned In this lesson, we focused on describing a research background specifically: The approach or style in writing a research background which includes the structure or the flow of the introduction, the grammar involved, and the paragraphing. The four components of the background or the introduction of the research namely: Component 1: Establish the problem or issue you want to research. Component 2: Provide an overview of existing thinking about and/or research into your research problem. Component 3: Identify a gap, problems or unresolved issues in the existing knowledge/research that will be useful to the focus of your research. Component 4: State your research question, your hypothesis, and your knowledge claim, making sure to place research within the gap in existing knowledge. Assessment Using the Activity 3. COMPONENTS THAT MATTER, determine what component of introduction or the background of the research is being described in each question. 1. 2. 3. 4. 5. Component 3 Component 1 Component 2 Component 3 Component 4 Additional Activity In order to connect the topics discussed in modules 4, 5, and 6, you have to fill out the information needed below: Your research problem identified ● The research identified to be the answer to those teenager who are in this depth of situation. The adolescent period is considered a critical time in the young person’s life. Initiation of sexual activities, and for many a marriage, occur during this period. The early onset of sexual intercourse and menarche and the delay in marriage means the period of adolescent is now longer than ever, which increases the risk of unplanned pregnancy and early motherhood. During the teenage years, young people who are faced with early motherhood may experience conflict between their new position as mothers and their adolescent needs. The study aims to inform and give knowledge about the topic early motherhood. Your proposed Research Title ● Motherhood: Expoloring the experiences of teenage mom in Marikina City Summary of the initial background or introduction of your research constructed ● Motherhood is a significant and important aspect of life for many women around the globe. For women in communities where motherhood is highly desired, motherhood is considered crucial to the woman’s identity. Teenage motherhood, occurring at a critical developmental stage of teenagers’ lives, has been identified as having adverse social and health consequences. This research aimed to solicit the lived experiences of young refugee women who have experienced early motherhood in Marikina