Monthly Archives: May 2016

Three subjects were used. They were recruited based on their knowledge of geometry. The conditions were set in a room where they had the game set in front of them to see how they would play the game without nay instructions. The demographics of the subjects had to be teenagers of any age.
I used a graph with trials of the three different players. The game was presented as a regular board game. The responses were measured based on the amount of questions they would get right, wrong or the questions that they passed on. I didn’t base the experiment off of a certain condition. The outcome was good because it showed me which person knew what information form the others.

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Project 17_week 15

My results are clear cut; they explain the progress over a course of five meeting sessions. Men were the ones who had the most social anxiety. But changes began to happen after the 2nd meet. This experiment solves problems that people experience on a day to day basis. Many people have trouble breaking that barrier for which they can be within a social environment without freaking out. This experiment helps those with social anxiety break out of their shells.The experiment reaches a new milestone for researches to take this to whole other level. The problem of social anxiety has correlated with group dancing to innovate new ideas of what other physical interactive factors play a part in breaking barriers. However, problems with the study that I encountered were if whether or not the subjects were comfortable with seeing the same faces every day. In the future I intend to circulate people throughout each trail so those of which do have social anxiety get to see new faces and converse with them in a short period of time.In conclusion, through the several trials being done with twenty subjects it has been proven that group dancing does indeed have an affect social anxiety. Many people had difficulties engaging in conversations and even simple greetings. Nevertheless, this experience has lead everyone to have greater confidence in themselves. With a little bit of music, a comforting environment and a small nudge, anyone with two left feet can pull this off.

Project 17_week 14

This week I focused on my overall results in this experiment. During the experiment a random 10 boys were asked to fill out a survey. Within those 10 boys, 7 of them were classified under social anxiety. Likewise, 10 randomly selected girls were also asked to take a survey. Of those 10 girls only 4 of them appeared to have social anxiety. Therefore, in an abundance of 20 subjects; 11 of them had social anxiety. Through my own analysis, I began to understand the correlation between men having a greater number of social anxiety then women do. Women are more secure about their own physical features and social personality then men. It became clear to me that even in a social environment, men tend to isolate themselves with their own in order to appear secure.

Project 17_week11

Today I completed the Beta part of my experiment. This ultimately means that my game has been at a work and progress. I was instructed to fill out a worksheet which had a list of sub sections. These questions helped me organize my thoughts and ideas of where my projected had progressed from the last worksheet. In the long run my game has done some impressive progressions of the last few trails of this game. I came to a conclusion that men were the most socially isolated then women. Because of this I had the suspicions that men were are too concerned of what others may think and difficulty trying to engage in a conversation is what delayed therm.

Project 9- Week 5

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There are thousands of people constantly battling with homelessness every day. Being homeless means that they don’t have a home therefore they typically have no way to live. People become homeless for many different reasons. It can be because they lost their job or they lost their house. They may have dropped out of school at a young age which permits them from getting a job because of their lack of skills. Some people also become homeless because of drugs and other daily life issues we all have to deal with. But what makes each homeless person different is by how well they cope to make it through life.

In addition to this, there are studies showing three types of homelessness. The three types of homelessness is new entry, chronic and episodic. New entry homelessness is when the person never had previous experience dealing with homelessness but they are now homeless for about less than a year. Another type of homeless is chronic homelessness. Chronic homelessness means that the person been homeless for a long time. The last type of homelessness is episodic. This means the person is constantly in and out of homelessness for more than one year. Based on these three types of homelessness there are studies showing the effects of stress and mental health problems that can take a toll on their life.

There are articles that have studies which show the results of stress and mental health problems among homeless people. An article named “Stress, coping, and mental health differences among homeless people by Lippert, A. M., & Lee, B. A. (2015) have a study proving that people who are chronically homeless are assumed to have higher rates of mental health problems than episodically or new-entry homeless individuals. Then there’s an article explain the reasons why young people become homeless (Rosenthal, D., Mallett, S., & Myers, P). Then there’s articles like “Down and out in America: The origins of homelessness” and “Becoming and remaining homeless: A qualitative investigation” which talks a lot about homelessness. Also the article “Young people, drug use and family conflict: Pathways into homelessness” talked about drugs and how it effect people and their families.

My experiment solves a major problem in psychology because there are studies that talks down on homeless people. They believe that homeless people decline in behavior rather than incline. They believe that once a person becomes homeless then, they learn to depend on people for survival rather than themselves. But by this experiment it shows that just like everyone else homeless people are motivated by something. To perfect a skill there must be some type of reward place to motive someone to do something. For example, people would not work if they were not getting paid. They are motivated to work because of the money that they are getting rewarded. Solving this problem can further advance the field because people will start to reach out for homeless people. Also homeless people will also try to reach out to other homeless people as well. When one homeless person makes it out of homelessness, they might come back to try to help others out of homelessness. Also people love to observe others. If they see one person making a better living for themselves then they will build more hope to one day better themselves as well.

My work is mostly different to other works in this field because when I did my research before designing this experiment it was hard to find good things that come out of a person that is homeless. A lot of the studies were negative. For my study a potential problem may be to get homeless people to sign up for my game. Getting a person from the category of homelessness of new entry and episodic will be easy to get. But chronic homelessness would be much harder because they been homeless for so long that they already lost hope for a better future. Also if the subjects don’t know the area they live in that can be another problem.

An implication of my study will be that the homeless people would not take the game serious enough. Another implication would be that the task that was given onto them may not develop the skill that’s intended. I tested this game on my friends and it turned out great. But my friends doesn’t have the issue that homeless people has. Therefore the results may not be the same as the results that my friends earned. By this, it can cause a lot of issue with my experiment because the point of my experiment is to help homeless people develop skills that can help them out of homelessness or help better themselves. I hope that this experiment works efficiently.

I came up with it thesis. My thesis states that, “Homeless people that are motivated by some type of reward would show better determination to better themselves”. This supports my thesis because the people that will play my game will be motivated by the prize that I plan to give to the person that wins the game. Therefore it shows that people would do whatever it takes in order to win. They want to be on top so they can receive that reward that can benefit them. The reward is what determined there behavior and how well they performed each task. If there were no reward then it’s proven that they would not put so much effort into completing each task well.

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Project 9- Week 16

Rise to your Ability – The Scavenger Hunt

imageshhhAs I look back to the beginning of my research I started to reminiscing on the pass and why I decided to do this experiment.I remember when I use to walk around and see homeless people and I felt very sorry for them. I wonder how they became that way and why can’t they find a job. I would also find myself helping them by buying then food or give them money. But those things are just for a moment. They need something that will help them for the rest of their lives. I decided to do my experiment on homeless people so that I can help them better themselves. To do this I decided to make my game in a way to teach homeless people skills to improve their living skills. Therefore if they use these same exact skills they might be able to find a good job base on those skills or just to help better themselves.

As I look into my research I learned that there three groups of homelessness which are new entry, chronic and episodic. I will focus my search on homeless people that lives in a shelter and I will observe them by the level of homelessness that they are in. I made two groups, the control group which are the people that would not be playing the game and the experimental group which are the people that will be playing the game. All together I intended to have 12 subjects in the experimental group. They were recruited in a shelter by taking a 2 question survey. One question was asked if they would like to participate in the study and the next question is how long they were homeless for. This was just a way of getting their consent so I can use them to do my experiment.

In addition, the age group I choose is from 18 to 30 years old. There gender, race or ethnicity does not matter in this study. Subjects were assigned to their conditions based on their type of homelessness which are new entry, chronic and episodic. I am hoping to get 4 subjects in each type of homelessness. The subjects demographics were determine on the amount of time they was homeless for. For the game each subject was asked to perform a task which would develop or enhance a skill that can help them find a job or help better themselves. I explain things to the subjects by reading them, basic instructions on how to play the game.

The learning objective of this game is to teach homeless people that live in shelter different skills that can be useful for a particular type of job or to help improve their abilities. The goal of this game is to help homeless people find a job base on the skills they preform best. Also to help them find places around the area that can benefit them. The primary objective of this game is to allow the homeless players to broaden their skills so that they can find a job based on the skill they are really good at. They can also use those skills to make their life better. The game objective reinforces the learning objective because both are trying to achieve the same purpose.

I came up with it thesis. My thesis states that, “Homeless people that are motivated by some type of reward would show better determination to better themselves”. My results support my thesis because the people that played my game were motivated by the prize that I plan to give to the person that wins the game. Therefore it shows that people would do whatever it takes in order to win. They want to be on top so they can receive that reward that can benefit them. The reward is what determined there behavior and how well they performed each task. If there were no reward then it’s proven that they would not put so much effort into completing each task well.

There are a few rules to this game. Number one, each player is not allowed to move on to another task without completing the task before it. Number two, no cheating. When caught cheating the player will have to wait 5 minutes before continuing the task. This complements the game and the learning objective because it gives everyone the opportunity to develop the skills intended. Throughout the game players are given the opportunity to collect fake money from each task completed. Each card has a certain amount of money that will be awarded. The resources can be spent by collecting the fake money from each task to trade it in for something they may need to help their homelessness. The fake money is what governs the exchange of resources.

My experiment solves a major problem in psychology because there are studies that talks down on homeless people. They believe that homeless people decline in behavior rather than incline. They believe that once a person becomes homeless then, they learn to depend on people for survival rather than themselves. But by this experiment it shows that just like everyone else homeless people are motivated by something. To perfect a skill there must be some type of reward place to motive someone to do something. For example, people would not work if they were not getting paid. They are motivated to work because of the money that they are getting rewarded. Solving this problem can further advance the field because people will start to reach out for homeless people. Also homeless people will also try to reach out to other homeless people as well. When one homeless person makes it out of homelessness, they might come back to try to help others out of homelessness. Also people love to observe others. If they see one person making a better living for themselves then they will build more hope to one day better themselves as well.

My work is mostly different to other works in this field because when I did my research before designing this experiment it was hard to find good things that come out of a person that is homeless. A lot of the studies were negative. For my study a potential problem may be to get homeless people to sign up for my game. Getting a person from the category of homelessness of new entry and episodic will be easy to get. But chronic homelessness would be much harder because they been homeless for so long that they already lost hope for a better future. Also if the subjects don’t know the area they live in that can be another problem.

An implication of my study will be that the homeless people would not take the game serious enough. Another implication would be that the task that was given onto them may not develop the skill that’s intended. I tested this game on my friends and it turned out great. But my friends doesn’t have the issue that homeless people has. Therefore the results may not be the same as the results that my friends earned. By this, it can cause a lot of issue with my experiment because the point of my experiment is to help homeless people develop skills that can help them out of homelessness or help better themselves. I hope that this experiment works efficiently.

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Project 23, week 15

it is predicted that students that play the history game hands on improve in exams instead of just reading about the game.
my results supported the thesis well because when the participants played the game, they have tend to remember the game much more than them just reading about it. when they read about the game it was hard for them to remember every detail but when they played it they didn’t forget any rules.
my experiment solved the huge issue because it will give a sense to the teachers to have lessons hands on for students to remember lessons to help them do better in class and it keeps the class entertained as well. this study will help the students more because in the studies i have read about have not done a game based learning in a sustained environment.
this will help in the long run for students to improve the way they study or the way they are being taught in school. this will also students be engaged in the lesson which is a very important thing.
“in the studies i have read, they have not done a game based learning method in an informal environment. informal learning environment makes the student feel as if they are having fun instead of actually learning.
potential problem can be they might not build much skills to read and understand a lesson
this study effects the field by letting the teachers know a way to keep the students engaged in the lesson and have them reminded of the lesson just by thinking about the activity they did.
potential future experiment they can do is testing if this hands on lesson decreases their reading skills.”

Project 23, Week 14

best of both worlds

50 subjects were used. they were recruited randomly from a middle school. the inclusion criteria was they had to be the ages of 10-13 years of age and attending school. the exclusions were SES and gender. the conditions were they are not able to move to each other station if they have not completed the current station. they were assigned in groups which had about 5 students each group and each of them had a station. the subjects demographics were clues and context clues to figure out the game.
The materials I used to collect data is test to see if they remember the game and also the only way to get a pass to go to the next station is actually understanding each step. it will be measured by the test. The game was presented by modeling out to the students one round by a teacher. The responses were measured by how good they do.
the conditions i created and compared is the students getting a chance to read about the game in an article format and the other condition is the student getting a chance to be hands on with the game.one group was asked to read and write about the game. and one group was asked to play the game to see if they understand.. we explained it by modeling and visually showing them.i collected the data from their game and a test.

Project19week16

After more than five months have been spent working on this project, now it is time to post the final draft of this work. The game The Secret of a Healthy Diet has as  learning objective teaching students who attend New middle schools about the significance of following a healthy diet in order to boost their ability to learn. In the game the dominant form of interaction is reading. Students who was selected to play the game had to read the information that are written on many cards that are used to build the game. This method supports the learning objective it allows players to learning about what constitute a good or a bad diet.

Cogintive and behavior of the participants are the two systems that the game affected the most. The cognitive system is affected because the game deals with the process of learning. In the other hand, it affects the cognitive aspect because it leaves players with the possibility to choose between what constitute a good  or a bod diet.  In term of the number of players that are engaged in the game, it could goes from 2 to 5 players.  They interact with the game cooperatively.

The primary objective of the game is to win and learn about good diet. However, the better you do when playing the game, the more positive feedback you would receive. You will receive reward that can be money, trips, bike, gift card, etc. The game objective reinforce the leaning objective. The feedbacks and the rewards are all intended to promote  players’ tendency to follow good Diet. The rules of the game are very simple. Each player has to roll 3 dimes, and the total number of the 3 dimes correspond to the question they will have answer on the card. The  rules do not conflict with the game learning objectives because they are  what makes game functioning.

The game is engaging. The elements support learning in the sense that the player learn about the benefits of making good choice when it comes to food. He will observe his improvement in the domain of learning and food choice.

The game ends when one player wins. It is very easy to play. All a player will need is a basic learning about healthy food. The good part is that while you are playing the game itself will teach you about this basic knowledge. It will take a few minutes to learn the game and become an very efficient player.

 

 

 

Project 3 Week 16

This week we outlined a draft of our game project. I created an outline and a draft of my whole project using guidelines from the first week.

The name of the game I designed is called Cloud Nine. The purpose of this game is to teach preteens and adults about marijuana. The game enforces learning through repetition. The players are allowed to learn different fun facts from the NIDA which is the National Institute for Drug Addictions and also the NIH, National Institute of Health. The game challenges the players and teaches them through repetition because players are constantly being exposed to the different facts and each card enlist different facts about the current word which can be any noun. I believe that this game challenges the cognitive and physiological aspects of each individual because it deals with retention and focuses on how the individual interacts with the games mechanic.

Cloud Nine, has similar game designs as another game called Headbands. In our version which solely focuses on marijuana a group of about 6 to 8 individuals can be used to play in each round. The game allows each individual to get an equal opportunity of winning. The game is both challenging and fun. Players are allowed to help each other, similar to charades the persons whose turn it is, is able to ask their playmates questions which will ultimately help them achieve their goal. However, the game also allows for competition because although players are helping each other win, they are also ensuring their own advancement in the game. Players begin the game with three chips, they are able to loose chips for every correct answer and for every 2 failed guesses a player may gain one chip. A total of 6 chips disqualifies one player from the game. Although disqualified players are still given the opportunity to learn through observation. Players are able to ask questions which will help them create guesses which will lead to their progression or their demise in the game. Before players were un allowed to ask certain questions that would give away answers. Instead now players are able to ask many questions except for questions that relate to the answer. Initially each player is only given 60 seconds to guess the correct answer. Throughout the course, the game has been modified, this component remained the same to prevent the game from occurring for long periods.

The rules of the game are simple. Players are given three chips in the beginning of each game. Each player must wear a headband with a slot for their designated card. Players are not allowed to look at their cards, and must place the cards into the slots where their item is facing the other players. This is done so that the other players can help the other player by providing helpful hints only obtained through questions. After this is done players decide who will start the game by deciding a number between 1 and 10, the player who guesses the least number will start. The player is allowed to ask questions pertaining to the different categories in the game, they are not allowed questions that basically spell out the words for them. After the players turn has gone, if they guessed the question wrong the player is given the opportunity to switch their card, but the game continues to go on to the next person. After everyone has gone the game will continue in the same manner. Players who guess their cards correctly will lose one chip out of their initial three. If a player fails to guess their card correctly after two rounds the player gains another chip. A person with 6 chips is disqualified from the game, but a person who loses all of their chips is deemed the winner of the game.

Cloud Nine is a fully functional, fun and interactive game. It helps to promote learning by allowing players to learn not only from repeated exposure but through fun facts and through interaction with the other players. This game also adapts an asymmetric game design although the rules are the same for all players, the type of questions a player decides to ask will ultimately result in gaining the answer or will do the opposite. According to Bartle’s Taxonomy this game will most suit those who are explorers, achievers and the socialize-rs. Cloud Nine utilizes emergent game play to help player evolve over the course of the game. Throughout the course of the semester organizing this game was challenging. Cloud Nine has undergone many changes in order to perfect it into what it is today. The game works to both challenge a person’s knowledge about marijuana all while teaching them about things they may or may have not known. This game was tested twice once in class and once outside of class and since then some of the games mechanics including the title has been altered to make it deem fit for others to play.