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Cognitive Training: Brain Game Apps - Research Paper Example

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A paper "Cognitive Training: Brain Game Apps" reports that the qualitative aspect would focus on the general change or improvement in the life of the patients, their caregivers, families and the society at large of the mild cognitive impairment patients before…
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Cognitive Training: Brain Game Apps
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Cognitive Training: Brain Game Apps

The quantitative aspect would focus on the numerical of improvement or otherwise effect due to the stimuli that would be introduced in the form of the brain game apps. For instance, what percentage of a percentage of patients recovered fully or showed maximum change and improvements, what percentage did not show any signs of changes amongst any other aspects. In principle, this study would be exploratory in nature without any static hypothesis. Conventionally, exploratory research approaches do not require hypotheses and this study would not be an exception. Instead, it would operate within the guiding frameworks of considering the actual impact or effect that brain game apps have on mild cognitive impairment. These are the direct participants of the research whose opinion and input would be valuable to help the research process infer the findings. To begin with, the caregivers of the patients with mild cognitive impairment would be the primary respondents. The virtue of their position as caregivers qualifies them since they are the people who monitor the progress and any changes that may accrue in the lives of the patients. In rhetoric sense and aspect, they would detail and explain or contextualize the infinite small changes or improvements in their lives due to the stimuli of brain game apps. Secondly, the families of the patients such as brothers, spouses would also gauge the changes or impact in the quality of life relative to the stimuli (Cherniack, 2011)., ... Read More
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