In a literature review, you are synthesizing sources to answer a research question or argue a point. Your body paragraphs are where you do much of this work. Synthesizing does not mean summarizing or just putting two similar sources together, but instead using a METHOD to connect them in a meaningful way. Below is an example of a paragraph that takes two sources and synthesizes them [METHOD: COMPARISON].
Paper Topic: Video Game Design and College Curriculum
In A Theory of Fun for Game Design, Kosher argues that the core of good game design lies in teaching players through play, gradually increasing complexity while reinforcing learned skills. This concept is particularly relevant in games that feature various mechanics that the player must master in order to progress. Similarly, Sinclair found that uneven difficulty spikes often break the player's immersion and deter them from continuing due to a lack of rewarding interactions. In her case study, players who had a rewarding interaction less than 34% of the time were 75% more likely to stop playing. Games like Super Mario Bros. and Celeste are often cited as examples of games that successfully balance their difficulty curves, with early levels serving as an introduction to core mechanics, followed by increasingly challenging levels that test the player’s new skills. College curricula face a similar challenge. A program that is too challenging from the outset can discourage students, while one that lacks academic rigor may fail to engage them deeply. A well-designed curriculum, like a well-paced game, gradually increases academic rigor, challenging students to apply and extend their knowledge in increasingly sophisticated ways. This approach ensures that students feel a sense of accomplishment as they progress through their studies, just as players feel rewarded when they conquer a difficult game level.
Source 1: On the importance of gradually increasing difficulty and reinforcing learned skills.
Method: Comparison
Source 2: On the consequences of games that have uneven difficulty spikes and a lack of rewarding reactions.
Synthesis: The author uses the information synthesized by source 1 and 2 to argue their point about the similarities between good game design and good college curriculum.
It is your job to connect the sources in a way that makes sense—in a way that gives them new meaning in relation to each other and your question. Let’s practice. I will give you the research question, paper topic, and three sources. I would like you to pick two of the sources and try to create a paragraph that synthesizes them.
Paper Topic: Curved Design and Spatial Perception in Architecture
The Research Question: How and where can curved or straight architectural designs be applied to effectively create a college library?
Instructions: Create a body paragraph that synthesizes two of these sources in relation to the research question.
Title: The Psychological Effects of Curves on Spatial Perception: A Comparative Study of Overgrown Brutalist Spaces (ADD NAMES)
“Curved forms, when applied near entrances and gathering spaces, create an organic spatial experience. Rooted in evolutionary biology, the repetitive, flowing shapes seen in organic architecture are processed as familiar, more intuitive, inviting.”
Title: Linear Building Design and Efficient Work Spaces
"Our study found that participants in environments dominated by straight lines were more likely to report a sense of structure and efficiency, but also a lack of emotional warmth or comfort compared to those in curved spaces."
Title: Why College Students Visit the Library: A Study of Motivations and Behavior
"Libraries provide a unique combination of social and individual spaces. Many libraries have places where students can get food, meet for group projects, or find quiet areas for independent study.”
Take your time, the answer is below. But try to do it on your own first.
Synthesized Paragraph
Libraires are often associated with studying–where students go when they need academic resources, tutoring, and a quiet place to focus. However, they normally have multiple kinds of spaces, both social and academic. In her study Why College Students Visit the Library: A Study of Motivations and Behavior, Susanne Lewis (2016) found that "76% of students said they use libraries as both social and individual spaces—many having places where students can get food, meet for group projects, or find quiet areas for independent study.” This indicates that modern college libraries have evolved to support not only academic pursuits but also social interactions, making them versatile hubs for student life. Because of a library's versatility, the design should cater to social and academic audiences. In his essay, Linear Building Design and Efficient Work Spaces, Raline (2019) suggests “that environments dominated by straight lines are more likely to evoke a sense of structure and efficiency, but also a lack of emotional warmth or comfort compared to those in curved spaces." A well-designed library should then incorporate both linear and curved elements into their appropriate areas. Spaces for focused work could be more effective if designed with straighter lines and structures while curved designs could be more effective for social spaces.
Source 1: On how students tend to use libraries for both social and academic endeavors.
Method: If then statement. IF the libraries are used for multiple audiences THEN they should be designed as such.
Source 2: On the ways different designs elements evoke different emotional responses.
Synthesis: The author synthesizes the two sources source to help answer their question about how linear and curved designs could be used in college libraries.