Collaborative Learning Community – Correlations
Grand Canyon University: PSY-550: Research Method
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, COLLABORATIVE LEARNING COMMUNITY-CORRELATIONS 2
Collaborative Learning Community – Correlations
Introduction
The purpose of this study is to determine a correlation between aggression and time spent
playing video games, “aggression is not nice, but according to a new study, aggression is normal
human behavior that is part of normal development, at least in boys” (Isen et al., 2015). The
experiment will be broken into two variable groups, Variable A, time spent playing video games,
and Variable B, aggression. The assignment as a Ho: (null hypothesis) is there is no relationship
between time spent playing video games and aggression and Ha: (alternative hypothesis) that
there is a relationship between time spent playing video games and aggression. Variable A will be
operationally defined as average hours per week playing video games, with Variable B being
operationally defined as a number on an aggression scale. This study is designed to access
the following hypothesis: If there is an increase in the hours spent playing video games, then the
scales in aggression will increase.
Method
Participants of this study will be randomly selected from a local middle school, giving each
child a fair opportunity to be selected for the study, ensuring the random selection of the study
and avoiding bias. 5 Children are randomly selected from those who volunteered to participate,
and range from ages 11 to 14. We can use naturalistic observation to collect the number of hours
spent playing video games each week, as well as aggression, which can be expressed using
verbal aggression (cursing or yelling), or physical aggression (lashing out). One way to measure
aggressive behavior among children is to use the aggressive behavior scale developed by Pamela
Orpinas and Ralph Frankowski, a short 11-item scale (2001).
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