FA16-Project 10-Week 15

Games can help test ones attention span. In the game Attention Span of a Snail or Speedboat? the specific cognitive process is sustaining attention.  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.This last week, the results came out to be really shocking because both males who had short attention spans had tied with the two females who have long attention span. Each participant from these two groups tied with the other person from the other group. One male got 9  questions  correct, while one female participant also got 9 correct. One male got 11 questions correct, and the other female got 11 questions correct. This week both participants who have short term memory showed major improvement. By these individuals playing this game, it did prove that games do have a way with holding ones attention and keeping them interested, especially if they are competitive.


This picture represents how the two females with long term memory scored. Participant one is all the green stickers. She got 11 questions out of 20 correct. Participant 2 is represented by the red stickers and she scored 9 out of 20.


This picture also represents how both females score. In this picture, the questions that have red sparkly stars on in, represents the questions the participants had trouble in. It took them longer to answer those questions.

I do believe my game was helpful to those who had a hard time paying attention, because they learned how to block out sounds and just stay focused. This game pushed the participants to think hard and become  strategic. Some videos show the questions being asked and how at times they confused the game with a different movie.I even asked both participants with long term memory their thoughts on whether long term memory or short term memory should matter and what type of memory they think they have. img_0270 img_0269 img_0268 img_0267 img_0266 img_0260 img_0259 img_0256 img_0254 img_0253


This board represents the males participant. The candy cane represents participant 1 who got 11 questions correct, while participant 2 is represented by the flower and only got 9 questions correct. The red sparkly stickers on both represents how long it took for participants to retain information. In this case the red sticker represents long term memory, while the green stickers represent short term memory.

In terms of the male participants, I think they were just as shocked as I was to know each of them tied with one of the other opponents. I even asked the male opponents their thoughts about their memory and what they thought about the game. For the male participants this was a major improvement, because they went from barely getting questions correct to now tieing the scores. That is pretty impressive.  img_0288 img_0286 img_0283 img_0281

This week made me realize how much my experiment has change. Eventually the plan was to start off with 16 people and i have done that for a while, till i realized I didn’t need 16 participants. So I started collecting data with just 4 participants and to be honest, that was the best decision ever. Two males and two females have shown improvement throughout this experiment. The females still have the advantage because they still progressed steadily from day 1, while the males in the beginning slowly started failing in the beginning but proving their can win. They proved their memory can improve over a short period of time.

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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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