Project 3 Week 14

This week we analyzed the results for Cloud Nine.
Subject:
A total of 160 subjects were used. 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.

Apparatus
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. Players were also provided a sheet which thoroughly and clearly stated the rules of the game.

Procedures
The game was presented to marijuana users and non marijuana 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 between subject research design w but in a pretest- post-test manner, which will measure the effect of the game on increasing knowledge of marijuana. This is done in order to compare results from both conditions. Subjects were given a post assessment in order to assess the effectiveness of the game. This assessment for both pretest and post-test consisted of 20 questions. 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

Results
Participants in the experimental group played Cloud Nine for about a week for roughly an hour. Each participant had an average of about 4 to 5 correct answers per game. There were 80 participants for the experimental group, with a mean of 4.45 correct answers in the pretest and an average of 17.39 correct answers in the post-test. In the pretest the control group had a total average of roughly on average 4.48 in the pretest. In the post-test scores significantly increased by an average of 15.44 questions out of 20. For the experimental group scores were lower in the pretest by about .03 but in the post-test scores were significantly better than the control group. So the game and the control group both effectively worked to inform and teach subjects about marijuana.

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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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