Project 3- Week 12

In this week we focused on the Beta Play test. For this game Cloud Nine subjects were recruited from schools; they were told that they would take part in an informative study about marijuana. Inclusion criteria were history of smoking and smoker or non-smoker. Also those who have cigarette addictions where excluded. Subjects who smoked weed only were used, however subjects with any other addictions were also excluded from the study. Subjects were mixed in both the experimental and control groups where participants in the experimental groups played a game to test their knowledge. In order to collect the data, I used tallies of correct answers before the game was played and after. Responses were measured in tallies and also by the number of chips a person had at the end of the game. Initially game-rs were given 3 chips, if the individual guessed the answer correctly they lost one chip. If the individual was unable to guess the correct answer of their cards two consecutive times of the game going around they gain another chip. The person with the less number of chips wins the game.

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The game was presented to substance and non substance users in order to test their knowledge of marijuana. In the non-experimental condition they were given a questionnaire. In the experimental condition the subjects were asked to play the Cloud Nine. The whole process of the study will use within game subject design which will basically utilize the same subjects but in a pretest post-test manner, which will measure the effect of the game on increasing knowledge of marijuana. Subjects were given a pre-assessment in order to test their initial knowledge. They were then given a posttest to assess the effectiveness of the game. Data was collected by research assistants who recorded the correct number of answers. Subjects were explained how to play the game through given game instructions, which explained the rules of the game and how to play the game.

Data conveyed that there was a difference in the control and experimental groups. The game was effective at being an informative strategy for teaching others about weed. However, it was difficult for others to guess the answers due to some lack of knowledge. Despite this the difference in scores In the experimental and control group ( game vs. no game), showed a small difference, but Cloud Nine may be used to teach others about weed. Some things that need to be further examined are reasons why there was no significant difference in scores for both groups.

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About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

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