Journal:
Computers & Education
“The
Editors welcome any papers on cognition, educational or training systems
development using techniques from and applications in any technical knowledge
domain”, the journal contains of 80 volumes so far. The aim with the Journal is
to contain a summary of the highest level of general development within its
context and review articles.
Paper: Min
Gyu Kim and Joohan Kim (2010), Cross-validation of reliability, convergent and
discriminant validity for the problematic online game use scale, in Computers in
Human Behavior
The purpose
in this study is to develop a measure problematic online game use scale, identify
types of problematic online game use (POGU), and asses the validity of the
problematic online game use scale. The study is dependent on two hypothesis
based on previous studies/litterature, 1. “There are several types of POGU” 2. “POGU is
a multidimensional construct” hypothesis are motivated. This is exploratory
research which seeks to explore more knowledge about problematic online game
use, this also makes it a basic research. The absolute main-concepts are online
games which is defined as interactive online or MMORPG, then there is Problematic
online game use which can be defined (not real definition) as playing online
games to the extent that it creates psychological, school, and work
difficulties in a person’s life. The concepts are right for the studies purpose
and the relation between the concepts are outlined in that: Pogu has it's base in the concept of online games, literature and reasoning as evidence. Evidence
that POGU is an own kind of addiction is given. Other key concepts are: Virtual Relationship,
Failure of Self Control, Conflict, Health Problem and Euphoria all 5 defined, motivated and well put in context in
the text.
I think the
research design is both exploratory and confirmatory in that it both explores a
potential PUGO scale and that it validate and check the reliability. The full-information maximum-likelihood is used
because the quantitative data from the
participants (information about these stated) contained missing values, it was
also motivated why he preferred this method over others. With the help of items
(questions/statements kind of) from scales and questionnaires regarding game and
internet addiction in previous studies, certain criteria’s, principles, pilot
studies “principal axis factoring”, items were selected and excluded to be in
the PUGO models. PAF method resulted in five factors for the model which he
called, Euphoria, Health Problem, Conflict, Failure of Self-Control and
Preference for Virtual Relationship (each item relates to one of these 5
factors). Initial data lead to 3 models which was valuated with “x^2-anlysis”, “Tucker-Lewis index” (NNFI)
and “The Root Mean
Square Error of Approximation” this lead to one model. Cross-validations of
reliability to see if generalization of the model was possible each method
motivated. Then checked ”Convergent validity so that the POGU scale was
correlated with measures of individual differences”. Discriminant validity to
see if POGU scale ‘‘yields measurements that are statistically distinguishable”.
All data and models were presented in nice tables and figures. The POGU scale
passed all “tests” and there for the conclusion that the “study represents an initial
step toward developing, and testing a new scale to measure problematic online
game use”, hence his hypothesis has been proven correct which is discussed.
Things I
reflected on: The discussion was mostly a summary, little information about the
data gathering given.
1. That
there is different kinds of and views on theory but they aim to either describe/analyze,
explain, predict, instruct how to design/act or a combination of them. They can
tell you what is, why, how, when, how to, where, what will be, how to do
something. They explain the logic between cause and event in an abstract way.
It has some degree of generality and probably boundries.
Theory is
not things, data, diagrams, references, hypothesis (predictions), empirical patterns
or facts.
2. I’d say
that the major theory is that 20 different items in the form of statements, explained
in appendix 1 in the paper, and their relation to the 5 factors, mentioned
above, can measure problematic online game use. The representation of the
theory would take the form of a scale. I’d say that this theory 2. Explanation because
of the 20 statements and their relations to the five factors and the POGU scale
to some extent explains why or which kind of POGU, they are not random but the
cause is identified.
3. It can’t
predict or tell how to do something. Generalization of the theory to a wide
extent, if results of future studies agrees, is possible, justification and caution
needed. It can explain what why and identify the cause of the phenomenon. This kind
of theory, at least in the text, provides with new interesting insights which gives
the opportunity to bring knowledge about POGU.
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