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"Education is the most powerful weapon which you can use to change the world”
– Nelson Mandela

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Exercise 2g

Exercise 2g

Q This exercise will prepare you for the next module's main tasks: writing your own literature review (Exercise 3c) and grading your peers' literature reviews (Exercise 3d). Before you learn more about writing literature reviews in Chapters 4 and 5 in the next module, I want you to try and judge two attached literature reviews that were written by students like you for this class previously: Lit review #371806 and Lit review #563912. The goal of a literature review is to give you a sense of what has been figured out about a particular topic or issue, where the relevant scientific evidence stands. For each of the two literature reviews, answer the following questions: Lit review #371806 1) What have you learned from this review? What is your overall opinion about this literature review? 2) What are its main strengths (what has the author done right)? 3) What are its main weaknesses (what could the author improve upon)? Lit review #563912 1) What have you learned from this review? What is your overall opinion about this literature review? 2) What are its main strengths (what has the author done right)? 3) What are its main weaknesses (what could the author improve upon)? Hint: Between these two literature reviews, one is pretty weak, and the other one is amazing! I will let you guess which is which :) Attachments o Lit_review_563912.pdf o Lit_review_371806.pdf

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Literature Review 371806 The literature review explores the relationship between the impact of violent video games on aggression in an individual. The literature review proves to be informative and educative, depicting the various studies' results to ascertain the claim. The various experimental studies were conducted among Italian high school students, Wisconsin and Texas public university students, others from the University of Sussex, and Ontario-based students from the review. The review depicts a positive correlation between violent video games and aggression among students participating in such games.