FA 16- Project 2: Week 9

 

The game I created, “Smarty Pants: The Trivia Game For Everyone!” was originally created to help children learn in a fun way but after testing the game on children I decided to test the game on young adults. The reason I decided to test the game on college age students was to test the results.  I wanted to see f the game had the same results as it had with the young school aged children. The purpose of the game is too ask questions based on subjects the players on learning in school and see if it benefitted them in any way. The game’s learning experience is too show its players that you can learn and have fun doing it. The game does not change based on the players age, the rules stay the same. The only thing that changes is the questions that must be asked. The players this time were all college age and currently enrolled in class. They were instructed to play by the rules and encourage sportsmanship behavior. The primary objective of the game still remains as answering questions and make your way around the board. The first player to get around the board is the winner. No items are accused during the game; the point is to make it around the board by spinning a spinner and answering all questions correctly. There is no money or other values to gain in this game. The game really encourages learning and good behavior. After comparing my notes from the first time the game was played to now they seem to remain the same. Both age groups were engager to player and for the most part always showed good sportsmanship. The game seems to be doing the job it was intended for. so far I am extremely happy with my results and my hope is for the game to continue working and benefitting its players.

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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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