Longitudinal Study and Social Change

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The categorical variable selected is X2SEX which is the T2 Students sex. The continuous variable selected is S1HRVIDEO which is the hours spent playing video games on a typical school day.

 Bar graph of Male T2 Students
Graph 1.0: Bar graph of Male T2 Students
Bar graph of Female T2 students
Graph 2.0: Bar graph of Female T2 students
 Male students' hours spent watching video games on a typical school day
Graph 3.0: Male students hours spent watching video games on a typical school day
Female students hours spent watching video games on a typical school day
Graph 4.0: Female students hours spent watching video games on a typical school day

Table 1.0: descriptive for variable X1SES

Descriptive Statistics
T1 Socio-economic status composite Valid N (listwise)
N 4295 4295
Minimum -1.93
Maximum 2.57
Sum 152.36
Mean .0355
Std. Deviation .77628
Variance .603

The overall mean for the T1 Socio-economic status composite is 0.0355. The overall mean for hours spent playing video games in a typical school day is 1.82. Male students average is 2.35, and female students average is 1.30. This shows that most male students spend their time playing video games in a typical school day compared to Female students.

Social change is the transformation of the culture and social institutions over time. These changes are brought about by human interaction and relationships (de la Sablonnière, 2017). The are various causes for social change, and in our case, technology is the leading cause of change. Students, both male, and female spend an average of 1.82 hours playing computer games in a typical school day. From various researches, gaming is associated with both negative and positive clinical correlations. Students with problematic gaming behavior exhibit poor self-control, time distortion, hyperactivity, and inattention (Ward, 2018). The students who spend most of their time gaming tend to have problems dealing with their negative emotions as they use games to avoid facing the problem. However, digital games are currently used as a learning tool (Papadakis, 2018). It is a tool that helps in optimizing learning and performance in students.

References

de la Sablonnière, R. (2017). Toward a psychology of social change: A typology of social change. Frontiers In Psychology, 8.

Papadakis, S. (2018). The use of computer games in a classroom environment. International Journal of Teaching and Case Studies, 9(1), 1.

Ward, M. (2018). Cutting class to play video games. Information Economics and Policy, 42, 11-19.

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