Monthly Archives: October 2016

Fa16-Project19 Week 10

My game is called Artistic Relief. 24 subject were used and recruited at random. Subjects that were included were any people going to school or working no matter the health conditions. Subjects that were excluded were people not working or going to school. Experimental groups will be using the simulation that I created and the control group will be going about their regular routine. They will also be selected into the groups at random. The average age of the subjects is age 16-21, both male and female, any ethnicity, that are in school, work or both. Materials I used to collect the data was Microsoft word. I asked a series of questions after responses were done and created tables and graphs. Conditions that were created and compared were People using my stimulation vs people doing their daily activities. Experimental group will be asked to create whatever they wanted with the stimulation I gave and the control group will be asked to continue with daily activities. According to the data, I collected 9/12 people in the experimental group had felt like they were significantly relaxed after using the simulation and 3/12 felt no change. In the control group, all of the people felt no change and said they experience the same amount of stress.

FA16-PROJECT 9 WEEK 10 MILESTONES

The amount of subjects used was 12 subjects in total. All of the children were recruited from an occupational therapy office. The inclusion criteria consisted of children that were previously diagnosed with sensory processing disorder and also children diagnosed with autism in some cases the children might have had both.The data was collected by the improvements the children have made. The fist time the kids were exposed to the different textures they might have not like it or maybe even avoided it after several trials of the game the children some of them didn’t have any issue with the textures. Conditions created to be compared were children with sensory processing disorder (SPD) and children with autism (ASD) and SPD. Subjects in each group were asked to identify  the texture of the animal in the card and the name of the animal. The subjects were asked to play with their class mates and tell each other the animal and texture and how they felt about it, if they liked the texture or not. The outcome of the experiment turned out to be positive. The children that only had sensory processing disorder improved their sensory skills. Exposure to the textures played a huge part for the children improvements.

FA16 project 6- week 10

The subjects in WordPlay are from a particular 6th-grade class in a middle school. The ethnicities the subjects are mixed but include Hispanics, Indian, and Haitians. There were 20 students both boys and girls ranging from the age of 10-12 years old. The narrow down the  demographics a questionnaire was administered using pencil and paper.  Since the rules were previously explained to the subjects i didn’t have to explain in details.  However, for those that missed the class they were briefly explained once more as well as being reminded that they could be disqualified if they failed to follow the rules and respect each other.  In addition to how accurate the students were able to answer, I also observed response time. Measuring the time it took them to respond let me know how well they remember and if the word was unclear. For the purpose of this experiment,the only condition of WordPlay is to be in 6th grade and a student of the specific teacher who granted permission to use their students.  I did not forewarn them that their answers would be observed and the results would be used for a study because I wanted natural responses.  Doing this prevented the results from being swayed a certain way. Once the game was completed, test results were observed to determine if there were any improvements in the memory of the subjects since playing the game. Because the students had prior knowledge of the rules they were able to jump right in. they were excited to play just like the first time. There was a slight improvement in accuracy for some. However, other had a difficult time recalling words from the previous unit as expected. The wild card was drawn a couple times and the first time the student couldn’t remember at all. The other time the student could hardly remember but got close to the fulfilling the task. I attribute this to lack of studying and the time that had passed.  I may wait a couple days before administering the experiment again since this could affect their memory. Doing this will help me determine how well they remember after some time has elapsed. All in all, I think WordPlay is a fun board game that will be used to help prove my thesis.

 

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FA16-Project3

We are approaching week 10 and everything seems to be falling into place and at this point we are almost done. I feel the feedback I am getting is good feed back. Out of the 20 people playing this game about 12 of them actually feel the challenge of actually remembering things. Which is good for me because that’s the whole purpose of my study and game production.

FA16- Project 2: Week 10

This week I had 3 young adults play the game I created. They were recruited based on their ages. The players must have been college age and currently enrolled in class. The conditions did not change based on their age. The rules of the game remained the same. In order to move their game piece around the board they had to correctly answer questions and spin a spinner. The players this week were ages 20-22. The materials I used to collect my data were a pen and a notebook. I watched each player play the game and wrote down each player’s attitude at different points in the game. The was presented in the same way it has been in previous tries. The rules were explained to each player to make sure they all understood the game. The players were unaware of the questions until it was their turn to answer a question. Responds were measured based on attitudes when winning, losing or waiting for another player to take their turn. I also measured their knowledge based on the questions at hand. I noted how many questions each player got correct or wrong. I also decided to change things up this week and only study the experimental group. I wanted to focus all my time on the experimental group and focus on the game I created to see if I can make changes to better my game. I was able to compare this week to previous weeks and see results changed or remained the same. The outcome remained the same as previous tries. The players were eager to play and showed great sportsmanship. Previous players told me that the technique of this game has really helped them and they started using it for their current classes. They also told me that since they started studying using this technique their grades have improved. I am eager to see how it goes further down the line.

FA 16 – Project 7: Week 9

The name of the game is Speed Round and this game teaches older teens to concentrate efficiently on associating colors with the correct word. The learning experience the game creates for the player is to think as quick on your feet as well as paying attention to what is being held in front of you. The rules of the game are simple, when the player is presented with a word for example horse, they would immediately think of the color brown since that is a common color for a horse. The tricky part about this game is that the word is colored in with a different color not associated with the animal. The word horse would be spelled in a green colored font and the player must say what the color of the font is rather than what they think the color of a horse is. They only have 5 seconds to write their answer. These rules may conflict with the learning objectives because people are too quick to go onto the next word without realizing they have the wrong answer. The conflict between the players is presented when the other players surrounding you may or may not have more correct answers than you. When this happens, players can feel insecure and stop playing or typing faster without trying. This is a bad technique because players will get words wrong which is holding them back in hopes of them winning. The conflict is maintained and resolved when you focus on your words and not the other players in the game. This game is functional, not fully because there are mishaps that did happen when players were interacting with the game.

FA 16 Project 20 Week-9

Memory Gallery

The game is trying to teach players attention span. The game would be testing the players attention.The dominant form of interaction the player has with the game is remembering pictures and objects to advance to the next round to win prizes. Players will also be blindfolded to listen to the sounds and remember them. The cognitive processes is most affected by the game design, The game design affects the system by mental thinking to a solution. The numbers of players that are engaged in the game are 24. 12 players are going to see the pictures and remember it and the other 12 players are going to get blindfolded and remember the sounds they hear. The players are competitive with each other. The primary objective of the game Is to look at a series of pictures and objects, and then test to see what they remembered from the pictures or objects. The second primary object is to get blindfolded and listen to sounds either of an animal or other sounds and remember it.

 

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FA16-Project19 Week 9

The game is called Artistic Relief. This game is trying to teach people positives ways to release stress. This game attempts to create an alternative creative approach for stress relief. The player has a lot of interaction because it was created for the player to be hands on in the experience. The cognitive processes that this game is most affecting is the cognitive process. I say this because his game is attempting to create new learning processes.

Only one person is allowed too play the game so there is no player interaction. The primary objective of this game is to help stress relief in a positive way. The rules of the game is to collect all of the art supplies you want with the $250 you are initially given. You earn more money the more art you submit. All the resources you need are at the supply store you can purchase such as markers, paint, pencils, oil pastels, etc. No conflict takes place in this game. This game prevents players from behaving a certain way because it was made to target cognition and teach players new ways to be stress free. It might limit fun if players don’t believe they are creative and put little to no effort into playing. The game ends after the hour is up. The outcome doesn’t conflict with the objective unless the player needs more time.

In a sense, the player is the main character because of however their feelings are being projected into the game. The player doesn’t necessarily have to master any skills but the more they play the better the will get at whatever they create. There is no fictional world that takes place in this game but you can create fictional art. The general premise of my “story” is that my simulation will help people deal with stress in a positive way. The game is playful because the players can write stories, poems or draw/paint art all on the same canvas. I believe the explores will most likely like this new game because they will learn things from a new perspective. This is not a game created based on conflict so there is no tension or resolution taking place.

 

 

FA16-Project 10-Week 9

My game is called Attention Span of a Snail or Speedboat?. During this week I started to rebuild my experiment and realized there is a chance my results may end up not changing at all throughout this experiment. In total 16 subjects were used. There are four main subjects. Two subjects were being tested on how well their attention was being sustained after playing games. The other two subjects, who had no involvement in games, their attention span were also being tested. 6 subjects were asking the 4 main subjects questions, while the other 6 people were audience members. The primary objective of this is to see whether those who have short attention spans can maintain the same focus and concentration level, compared to those who have long attention spans.

Picking the correct video for both the control group and experimental group would be a challenge.  If you pick a movie that both groups know then it’s obvious they would get every question correct that’s being asked to them. This can lead to defective results. The subjects  must master a skill known as memorizing information so they can answer the questions asked to them correctly. This game exist in an economy. For example, in the work place you need to be very attentive to what you are doing. For example, if you are a journalist, you have to make sure the work you are publishing is facts, because if it’s not, you can be sued.

All players mainly have to do is answer the questions being directed to them afterwards. The aftermath would be interesting if in the end those with long attention spans and short attention spans ended up getting the same amount of questions correct.  It’s a fair game, because you get to see how focused or how easily distracted both parties can be once they are put to the true test of answering questions. Participants in one group were presented films to watch and afterwards required to ask questions, while participants in group two just watched films and weren’t required to answer questions. For the control group, those with long attention spans were asked to watch the same videos shown to those with short attention spans, except they were asked to refrain from answering questions, unless those with short attention spans were unable to. This is fair, because everyone has an even chance to answer the questions.  This is one of the easiest game ever to play in my opinion.

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.