Word-Bank
Usman Athar
CUNY York College
There were twenty subjects used for the game. The subjects were recruited in school, in the library. Students that were simply at the library for leisure were recruited. They volunteered at their will to participate. Inclusion and exclusion criteria didn’t include factors such as age, sex, race, ethnicity, type and stage of disease, the subject’s previous treatment history, but instead the presence of a healthy medical condition.
The conditions included students had to ingest a liquid diet throughout the day, which included all the healthy nutrients needed for optimal health. All subjects were assigned to these conditions. The subject demographics were simple, and found 10 males and 10 females to make the study even. Race, weight, sex, etc. were not important.
Materials used to collect data included a notepad, an iPhone for the timer-app and a pen. The game was presented in a simple fashion, with an instructions page first. Responses were measured by the points accrued by each subject, after each round.
A few conditions were created. One condition included the control group in which did not have anything to ingest at the start of each round. All subjects did have liquid diet before study though. The experimental group had a few conditions in which included the ingestion of water before the first round and a caffeinated drink before the second round. These instructions were explained to the subjects via an instruction sheet provided to them in the start of it all. Data was collected based on how many points they accrued through out their trials/rounds.
The outcome of the experiment defended the hypothesis, that the ingestion of liquid does affect people’s attentiveness. Subjects that ingested the caffeinated drink had the best result, in terms of points. Subjects that ingested the caffeinated drink had about 25% more points than the control group.