A hypothesis, described by Cohen et al as an ‘educated guess’.
According to Kerlinger (1970) there are three criteria for a good hypothesis:
- It should be a statement about the relationship between two variables
- It should carry clear implications for the testing of the stated relations
- Should disclose compatability with existing knowledge
- Should be expressed as succinctly as possible
OK, so as an initial shot at this:
Can the use of computer games improve ICT Capability in 7 to 11 year olds?
As an ‘educated guess’ I feel that it is possible that children learn very little from formal ICT education at school, in fact children often find the use of computers in school frustrating. This view is supported by my reading (see Lankshear and Knobbel, Steven Johnson, Sutherland and Facer, Michael Lewis, James Gee).
The two key variables here are:
- Use of computer games
- ICT capability
These are going to need precise definitions and consideration of how they are going to be measured. The implication of the term ‘ICT capability’ is that I am talking about the government’s existing specifiction of knowledge and outcomes specified in the National Curriculum.
The variable ‘computer games’ is based on existing research that outlines ways in which computer games can develop problem solving skills. Specifically, I want to examine James Paul Gee’s notion of ‘probing’ (a skill used to solve problems in a gaming in environment).