Expert answer:My main subject involves virtual reality and gamin

Answer & Explanation:Locate two more empirical journal articles you will be using
to support your research. Use the information presented in the lecture to
synthesize the findings in the four articles (DQ 1 and DQ 2) and discuss at
least two possible gaps in the existing research that you could use as a part
of your dissertation topic or application project. Be sure to justify your
findings. Reminder: A gap does not mean that the topic has not been studied; a
gap is a defined need from current literature.
I have attach the dissertation ideas belowMy main subject involves virtual reality and gaming technology with education
20160904211539dissertation_ideas_paper.docx

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Running head: DISSERTATION IDEAS
It saddens me to say that I have dramatically changed my dissertation focus with every class, and I
feel that when I finally settle on a dissertation subject or topic I will change it again. But there has
been a quiet theme consistently drawing me in involving the evolution of gaming technology on
education and learning. Thus, the topic of my research is “Gaming technology incorporated with
virtual reality immersion and its effective outcomes on education and learning”.
I know that people do not enter this world with a comprehensive understanding of the evolving
technology, but do enter in with a capacity and desire to acquire knowledge. In fiscal and
communal conditions, knowledge is cooperative as the actions of students is a part of what
knowledge is about.
During latest few decades’ researchers and scientists have been introducing different computerized
devices. The computer gaming industry has begun to develop and produce powerful technologies
not only for entertainment, but also for “serious purposes” for such segments of industry, as
medicine, education, business, which use computer technologies.
Some of computer games apply virtual reality as an incorporated tool (for the first time the term
“virtual reality” had coined by Lanier in 1984 to refer to the use of electronic devices for immersing
humans into a computer generated world). Computer games with virtual reality can provide a wide
range of users (including pupils) with a rich mental environment in which one could train different
tasks.
DISSERTATION IDEAS
2
Purpose statement of dissertation could be the thought claiming that game-based software
nowadays could become an additional or even alternative method of training, which presents the
achievements of modern IT industry and applied technologies, used for education.
The possibility to use these trainers could allow the pupils to practice more frequently on their
own schedule, significantly contributing to their proficiency. Very important seems the claim
that the mental together with emotional engagement lead to a better capturing of the material by
students and increasing of interest in education.
The problem statement section of the dissertation is devoted to some important questions
conceived with such problems as advantages and disadvantages of implementation of gamebased technologies in school, problem of costs released on providing this computer equipment,
the value of virtual reality game-based systems in general development of education.
The research gives an opportunity to make some hypotheses concerning the future development
and impact of computer-based technologies with incorporated virtual reality technology in
education and learning. The research confirms that the following hypotheses are supported by the
studied literature.

Hypothesis 1: Studying at school can be improved by using virtual reality game-based
technology as an additional or even alternative tool in a classroom.

Hypothesis 2: Virtual reality and game-based technology can reduce the time required in
study.

Hypothesis 3: Virtual reality and game-based technology training can provide schools
with high quality educational tools able to enhance pupil’s achievements in education.
DISSERTATION IDEAS
There is today a hefty collection of scholarly work that researches how people acquire
knowledge interactively with balance (Fudenberg and Levine, 1998, or Young, 2004). As of
lately, there are empirical articles that look into unhinged learning methods that if shadowed by
all participants focus toward a stage-game equilibrium in all games (Foster and Young, 2003,
2006, Hart and Mas-Colell, 2003, 2006, Germano and Lugosi, 2007, Kakade and Foster, 2008,
Young, 2009). An education method is unhinged if it does not rest on the adversaries’ payouts
abilities. A proposed meaning for non-connected entity is that adversaries’ partialities are
typically not unswervingly noticeable. Therefore, knowledge building in this research direction
should work, also minus the understanding of the adversaries’ payouts. The yearning to find
knowledge methods that tip to evenness in all games is possibly inspired by the fact that
knowledge is current in all communal or fiscal situations. It is the possibilities of gaming
technology influence on the future of learning and education that shows significant
promise. There are a variety of empirical articles I have compiled from various institutions of
higher learning and scientific journals that have presented intriguing yet innovative research
focusing on virtual reality learning.
I hope to focus some aspect of my dissertation on emerging technology and emerging models or
methods of education and learning.
3
DISSERTATION IDEAS
4
References
Foster, D. and H.P. Young (2006). Regret testing: learning to play Nash equilibrium without
knowing you have an opponent, Theoretical Economics 1, 341-367.
Foster, D. and H.P. Young (2003). Learning, hypothesis testing, and Nash equilibrium, Games
and Economic Behavior 45, 73{96.
Fudenberg, D. and D. Levine (1998). The theory of learning in games, MIT Press.
Germano, F. and G. Lugosi (2007). Global Nash convergence of Foster and Young’s regret
testing, Games and Economic Behavior 60, 135{154.
Hart, S. and A. Mas-Colell (2006). Stochastic uncoupled dynamics and Nash equilibrium, Games
Hart, S. and A. Mas-Colell (2003). Uncoupled dynamics do not lead to Nash equilibrium,
American Economic Review 93, 1830-1836.
Kakade, S.M. and D.P. Foster (2008). Deterministic calibration and Nash equilibrium,
Journal of Computer and System Sciences 74, 115 and Economic Behavior 57,
286{303.{130.
Young, H.P. (2009). Learning by trial and error, Games and Economic Behavior 65, 626{643.
Young, H.P. (2004). Strategic learning and its limits, Oxford University Press.

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