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HPS203: Cognitive Psychology Laboratory Report Introduction Assignment Help 

 

HPS203 Cognitive Psychology Laboratory Report Introduction Assignment Help

 

Question

HPS203: This Cognitive Psychology assignment for Deakin University requires the student to write a comprehensive introduction section of a laboratory report. This assignment aims to assess the student’s learning related to writing a laboratory report in addition to assessing knowledge about critically evaluating literature for writing a report in psychology. The introduction should clearly state the research topic and describe the research area as well as the gap in the literature that has led a pathway toward the present study. 

 

Solution

An introduction section is written for the research report topic of “Does being an expert gamer improve problem-solving skills” in this solution. The solution written by our experts demonstrates an in-depth understanding of all the significant concepts and theoretical perspectives of cognitive psychology. A critical analysis of literature related to the research topic is also conducted by our experts to write a well-informed introduction section for the complete lab report. 

 

This Lab report introduction written by our experts incorporates different paragraphs that provide a complete overview of the research topic. You can read some parts of the complete introduction below: 

 

The lab report begins by highlighting the research topic, which is followed by outlining the research area to orient the reader to what the study is about. A broad overview of the research study is provided by our experts here. 

 

Video game playing just like any other entertainment activity has both negative and positive sides to it. However, most research studies on video game playing have for a very long time concentrated on the negative effects that it generates among individuals (Choi et al., 2020). Nevertheless, cognitive training studies conducted on individuals with certain cognitive deficits seemed to bring out the positive elements of video game playing. Choi et al. (2020) in their research article studied the various genres of commercial video games and their relative association with improving cognitive functions, for example, improving the problem-solving skills of the players. 

 

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Following this, the solution delves deeper into the literature relevant to the research topic and provides a critical analysis of relevant studies done for the same research area before. Our experts ensure that this section highlights the aspects of previous research that are most relevant to the present study. 

 

Video games are played by millions of adolescents every day and so their impact on young adults is profound. Strategic forms of video games helped bring about more self-reported cases of problem-solving skills among young adults and this in turn predicted high academic grade performance of these students (Adachi & Willoughby, 2013). This shows that in 3comparison to non-strategic games, strategic video games helped bring out the problem-solving skills of the students. The rationale behind conducting this experiment comes from the dual notion that until very recently psychologists and scholars alike were all looking at the negative outcomes related to video game playing on one hand, as well as the fact that millions of young adults play video games every day and so it is important to understand the value video game playing imparts on them (Adachi & Willoughby, 2013). The aim, therefore, was to understand how video games help players to develop the skill to rationally think and solve the problem at hand by developing new strategies that would help them win the game. Problem-solving is an essential quality required to succeed academically and hence, students by developing newer strategies and novel solutions to academic issues can excel there as well (Adachi & Willoughby, 2013). 

 

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The next section of this lab report assignment assesses the previous literature on the topic to identify gaps in the study and weaves these gaps to the relevance of the present study. 

 

The research work of Adachi and Willoughby (2013) has helped address the gap in the relevant literature and thus specifically showed how strategic video game playing is directly 5linked to the cognitive development of the players. Thus, drawing from that a research aim was formulated.  

 

The aim and rationale behind this report were to bring out the fact that strategic video game playing is conducive to the development of problem-solving skills.  

 

The study, therefore, examined the effect video game playing had on the development of problem-solving skills among players. 

 

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