GSM Blog Post

Saturday, June 2nd, 2012

1. Describe in detail the methods, quantitative, qualitative or a mixed approach, you used for Cycle 1 data collection.

The Action Research project used a mixed approach of quantitative and qualitative methods to collect data. The quantitative method is apparent during the pre and post surveys that participants are urged to take. These types of surveys will measure program effectiveness and participants’ own personal health goals and compare results from before and after the program. The qualitative aspect involve self reflections after each workout session as well as feedback interviews gathered from participants. All Cycle 1 sessions were recorded so that qualitative data can be further investigated, analyzed, and compared to Cycle 2 data.

2. Describe, synthesize, and compare the data found for Cycle 1 and Cycle 2. If Cycle 2 is not complete, please talk about what your predictions will be! 

Cycle 2 will be complete by the end of month 9. Personal predictions of Cycle 2 data will be similar in scope to Cycle 1 data, with some major improvements in interaction and delivery based off of feedback received from Cycle 1. Cycle 2 will be more enjoyable and productive because of such implementations.

3. As a master’s student, you are expected to utilize the tools given in sync sessions, readings, and other source materials and apply them to your Action Research. Describe the ways that GSM contributed to your Action Research. You are expected to find a connection between this class and your Action Research project.

Game Motivation and Strategies (GSM) is crucial to this Action Research project because of the type of deep-seated interactivity and engagement that will be discussed and investigated. With the advent of new gaming technologies such as the Wiimote and the Xbox Kinect, gamers are able to jump out of finger-mashing gameplay and into a more whole-body gaming experience. Game series such as Zumba, Just Dance, and Dance Central are a few examples of how video games have taken working out, dancing, and getting physical to the next level. This type of video game reference and inspiration is the stepping stone that this Action Research project needs to propel interaction into the digital realm, where quality is unmatched and personal needs are fulfilled in a more fun and engaging way.

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