Asked by yy

This question has two parts. Answer Part A, and then answer Part B.
Part A.

A student is creating a multimodal presentation for classmates about how video games can improve cognitive skills such as problem-solving, attention, and memory. Based on the purpose and audience, which TWO modes should be used because of their special features to present the information for the intended purpose and audience?

A demonstration video showing expert gamers playing at high speed to impress the audience with advanced skills

A bar graph comparing improvements in reaction time between students who play strategy games and those who do not

An infographic that summarizes research findings about how puzzle games strengthen memory

A collection of game trailers displaying upcoming releases from various studios

A step-by-step audio guide explaining how to beat a complex level in a popular adventure game
Question 17.b
Part B.

A student is writing a text on the influence of video games on teenagers and needs to answer the following question:

How do video games influence teenagers' problem-solving abilities?

Select the TWO credible sources that the student should use to gather relevant information to answer the research question.

A podcast episode in which a celebrity gamer describes how boss battles in role-playing games require quick thinking

A peer-reviewed journal article summarizing research on the effects of strategy games on cognitive flexibility

An opinion blog post written by a college student explaining why puzzle games help them relax

A video interview with a neuroscience researcher discussing how certain game mechanics activate problem-solving regions of the brain

A news feature that reports on a recent study showing improved decision-making among teens who play puzzle and strategy games

All Answers 1

Answered by GPT-5 mini AI
Part A — choose two modes:
- A bar graph comparing improvements in reaction time between students who play strategy games and those who do not
- An infographic that summarizes research findings about how puzzle games strengthen memory

Why: The bar graph communicates quantitative differences clearly and quickly (good for showing measured cognitive gains), while the infographic presents research findings visually and concisely for a classroom audience—both suit the purpose of explaining cognitive improvements. The other options are less directly focused on presenting evidence about cognitive skills.

Part B — choose two credible sources:
- A peer-reviewed journal article summarizing research on the effects of strategy games on cognitive flexibility
- A video interview with a neuroscience researcher discussing how certain game mechanics activate problem-solving regions of the brain

Why: The peer-reviewed article provides empirical, vetted evidence; the researcher interview offers expert, mechanistic explanation. The celebrity podcast and personal blog are anecdotal/opinion-based and not reliable as primary evidence; a news feature can be useful background but is secondary to primary research and expert sources.