Research Designs

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Research designs

Introduction

This chapter will define the approach, method and techniques to be used in this research, which aims to design a pedagogical proposal based on educational video games and videos; that contributes to strengthening reading skills in students with difficulty. This research as being based mainly on observation will use a qualitative approach, which will allow the possibility of interpreting the results in an open way, then; Qualitative approaches are open, expansive, based on experience and intuition, they apply to a smaller number of cases, they are aimed at learning from experiences and views of individuals, assessing processes and generating theory based on the perceptions of the participants. To answer research questions, it is necessary to choose a context or environment where the study is carried out; Also, it is necessary to locate the approach in space and time. Hernández 2016

Developing

The most appropriate method for this proposal is the research-action; It is mainly appropriate for small -scale research, in an area such as education; In addition, it constitutes an ideal method to undertake changes in organizations. Solve problems of teaching practice and to raise a solution to a problem of the educational institution that after the systematization of experiences can make a critical reflection on and from practice, of the experience of curricular intervention raised. Thus we face a problem of a group or community that needs to be resolved and in which change is intended.

Another feature to choose this methodology is because of the researcher’s role, which, as in this case, is immersed in the investigated reality.

Regarding the approach to the object of study, it is based on an initial diagnosis, of the consultation to different social actors in search of appreciations, views, opinions, on a subject or problem likely to change.

As Antonio Latorre points out that the research-action goals are: improve and/or transform social and/or educational practice, while seeking a better understanding of said practice, permanently articulate research, action and the formation; approaching reality by linking change and knowledge, in addition to making research protagonists to teachers.

The phases of the action-participation methodology imply a diagnosis, the construction of action plans, the execution of these plans and the permanent reflection of those involved in the investigation, which allows to re-dimension, reorient or rethink new actions in view of the reflections made. 

With respect to the design of the present investigation, this consists of three phases, the diagnostic phase, the implementation phase of the pedagogical proposal and the impact evaluation. In the first phase, it is proposed. In the second phase the pedagogical proposal will be carried out.

It is then proposed, a set of resources accessible to the student in the process of acquiring competencies in reading coup. In this way, it is intended to generate a pedagogical reflection on the important.

For this, monitoring of a representative population group of students is proposed, through a support plan with use educational video games, to evaluate their impact and that can, to facilitate the design of activities and tools for specific cases.

conclusion

However, each phase is executed at different times which require a physical space such as classroom, the participation of informants, the disposition of a time space during the school day, as well as computers and devices and instruments investigatives to achieve the purpose raised for each phase. Therefore, the quarantine situation led to making some modifications to said initial formulation, which in addition to having a device with an internet connection, was also due against the help of the family during some work sessions. 

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