The Preference of Electronic Games to Outdoor Activities
1. Description of Participants
The participants were students of Yale school ranging from the lower level to the middle grade who actively participated in the gaming activity. In most cases, the entire scope of the participants was incorporated in the effective administration of school infants. Alongside that, some students from the Wolfsburg academy who also participated both in outdoor and electronic activities were also picked. Infants formed part of the study and they helped in the improvement of the overall consideration of the scope of the analysis.
2. Procedure: Data Collection
Sigmund Freud application of Psychological study and the intensive effectiveness of psychoanalytic tests were done on students. Alongside that, effective implementation of the social hierarchy to stipulate effective growth and development among students became part of the scope of the study. One of the methods that were used to collect data was the application of interviews and open ended questionnaires. Students were put to task to explain the effects of sporting on their general body and metal enhancement. Properly executed modules of interviewing sessions were effectively applied to extract information that formed the basis of the study.
3. Procedure: Data Analysis
Analytically, the role of electronic activities in the development of a personality and solving mental issues were realized. The electronic involvement in gaming helps in the effective adoption of better growth pillars that facilitate the enhancement of the intellectual capacitation and boosts growth and development (Bavelier " Green, 2016). The study shows that in the presence of electronic activities, the degree of intellectual configuration is improved and the rates of problem-solving technique were enhanced. The study also emphasizes on the need for proper electronic enhancement among the students to help them have big mental capacitation that will expand their intellectual ability and make them solve their problems (Kozhevnikov et al., 2018). Thus, they will have effective growth and development.
References
Bavelier, D., " Green, C. S. (2016). The brain-boosting power of video games. Scientific American, 315(1), 26-31.
Kozhevnikov, M., Li, Y., Wong, S., Obana, T., " Amihai, I. (2018). Do enhanced states exist? Boosting cognitive capacities through an action video-game. Cognition, 173, 93-105.