代写FND102 – Academic Communication Skills 2代写C/C++语言

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Critical Thinking Task

FND102 – Academic Communication Skills 2

Resources: Checklist for Reliability of Sources

The following checklist of questions should help you identify sources that are reliable and appropriate for use at university:

· Can you identify the author’s name? √

· Is there a DOI? √

· Is there a Journal name? √

· Are there Volume and Issue Numbers present? √

· Is there a Page Range? √


· Are there any relevant qualifications the author holds?

· Is the source cited by others? √

· Is the information fact or opinion? √


· Do you understand the article?


Task 1: Summarise your source – email to your teacher

Name and year of Journal Article: The impact of esports participation on the development of 21st century skills in youth: A systematic review (2022)

Journal name: Computers & Education

Is this a reliable source? Why or why not? (Present your argument using at least three reasons).

Yes

1. Articles within ten years

2. Have DOI

3. Have Journal Name

Authors’ names: Yuchun Zhong *, Kai Guo, Jiahong Su, Samuel Kai Wah Chu **

Write an in-text citation for your source?

For example: (Jones, 2015)

(Newzoo, 2021) Your citation does not match the names above

What was the research trying to find out? (Research Question)

Does esports have an impact on youth development in the 21st century


How did it find out? (Method) What did they do?

Through the survey, the author found that since the 21st century, e-sports has become more and more popular among young people. The author believes that e-sports as a skill can help teenagers improve their ability.


What kind of survey? When? Who? Where? How many people?

Find four interesting things that the research found out. Write them in your own words.

1. Esports includes many kinds of games, giving teenagers more choices.

2. The number of high schools in the United States participating in esports has surged to more than 1,200.

3. In the educational environment, video games are an activity that affects students' learning.

4. Esports brings high revenue from 2020 to 2021.





Write a direct quote from this article (include an in-text citation):

Tjønndal and Skauge (2021) stated that, “Esports have had such an impact on youth sports that the International Olympic Committee is aiming to capitalise on its popularity as part of its efforts to make the Olympic Games more appealing to young people” (p. 2).

These authors do not match the names above. Is this a secondary citation?





What part of the article do you agree with and why?

I agree that e-sports will provide students with innovative, organizational skills and other diverse learning. In my opinion, playing games in students' spare time can help them improve different abilities, because there are various kinds of games and different games bring different experiences to students. For example, strategy games can help improve organizational skills. So, games can not only bring ways for students but also help them learn some knowledge.

What part of the article do you disagree with and why?

I disagree that students playing games will affect themselves. In China, most parents think that playing games is a kind of behaviour that students do not love to study, and they think that students only focus on games instead of study. However, in the United States, many universities have set up esports clubs to provide students with learning.




Why did you choose this article?

First of all, I am a person who likes playing games very much. In my spare time, I like to play games to kill time. I think most students will play games with more or less. This article gives me a different view on games. Games can also help me learn a lot and develop together in various aspects.




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