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FA16- Week 6- Project 17

The population is college students but specifically the teenagers that are just coming into York College. The people that were sampled from the population were the incoming teens which were freshmen’s. They were recruited because they were colleges from the college. The conditions were in the experimental group, they were the ones with the main focus. I assign a certain amount of teens to the experimental group which as was to go at least wee without using their phones, then the others in the control group were ask to go about their daily schedule with use of their phones. The people that were included was freshmen teens. The screening criteria that was used was a questionnaire about the teenager’s daily life. The people that were excluded were older adults and working teenagers. The average age of the subjects were 17 year olds to 21 year olds. The demographics was mixed ethnicity also both males and females were able to participate and education level were freshmen teenager’s. It was more of voluntary as a fellow student.I used a questionnaire to get my information from the students. The stimuli is based off the experimental group being ask to not use their phones and the control group will be ask to continue with normal activity. The stimuli is presented from the experimental and control groups based off their normal activities within the time frame within the experimental. I measured the response with charts and pie graphs.The conditions that were created was how long can the teens last without being on their phones and they were compared to the use of long teens spend on social media. The experimenters were asked to record how long they spend on their social media. I told them why I want them to participate in the experiment and the goal I wanted them to reach which was for them to interact more. I collect data by giving out anonymous questionnaire and it was measure through the response giving on the questionnaire, but not all of the questions were answered on the questionnaire.

Project19- Week 6

My population of interest would be people in my family and friends.Subjects will be recruited at random to avoid bias selections. Experimental groups will be people using the simulation I created and the control group will be people not using the simulation I created. They will also be selected at random. Subjects that were included were any people going to school and working no matter the health condition. Subjects that were excluded were people not working or in school. The average age of the subjects are 16-21, both male and female, any ethnicity, that are in school, work, or both. No subjects were paid or receive course credit, but they were taken out to dinner. Materials I will use is blank canvas, pens, pencils, paints, oil pastels, and marker. People will be asked to put whatever they would want on the blank canvas whether it be drawing, words, writing their feelings, etc. using any tool they want and then be asked a series of questions after. I asked people in the experimental group to partake in the stimulation and the people in the control group to do daily activities. I asked a series of questions after responses were done. 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 daily activities. I’ll have subject go do their daily routine and when they get home and settled in the experimental group is asked to create whatever they want on the canvas and they series of questions asked after will determine results. Made a chart for the whole week to record data after they answer questions.

 


 

Project 17-week 4

wrd-puzzle

When people hear the word “Puzzle”, they tend to think that they can automatically beat the puzzle mainly on the first attempt. But once the player has played and lost a couple of times they tend to pick up on what’s needed for them to actually beat the puzzle. Puzzle games are meant to challenge the player, intrigue the player and most of to have fun with. Scott Kim is one of the top puzzle designer and he believes that puzzles are almost everywhere. There’s always something for people to find out. There are three specific elements that a puzzle should definitely include which is novelty meaning that most puzzle has to have a certain insight for a player to beat them, appropriate difficulty the player should want to face some form of challenge but it has to be matched by certain skill level, experience and creativity, and last the puzzle has to be tricky the player must be able to switch perspectives or thinking to solve the puzzle (Scott Kim and Alexey Pajitnov 2014).    Although there has been some studies that people play puzzle games because they like the challenge, it’s a mindless distraction to some, people like the character and environment in which it takes place, and the spiritual journey that puzzles portray in they own way (Kim et al.’s 2014). We will see how playing puzzle games can allow people to use what they learned from the game and apply it to everyday situations such as categorization. Studies were done to see how puzzle games can relate to people who don’t always fit into certain cliques, but they can always find a way to fit in. when given time to find the right place for them. All puzzle games are one player because it can test an individual on the goal of a sufficient puzzle game. Which can also be the hidden fact that we face most of, what we go through on our own and it’s on us to get through it.

Project 11- Week 3

The game I played during week 3, is called “A Closed World”. The game is trying to teach the player about the hardships immigrants go through when coming from their countries to America. There’s a main character named Lena Brodsky, and she faces the struggles of being in a new world, and the many events that follow. In order to help her brother and his family build a business, she works really hard to make money to help with rent, food for the family, and to save for her parents to come to America. While playing the game, I felt that the family put a lot of stress on her, because she was an “extra” mouth to feed in the house. The sister- in law, would often ask her about how much money did she make for the week, go out and buy this specific type of groceries. The sister-in-law became pregnant with her second child, and had a small baby already. I believe they could have been more careful, since they are working hard to save money. The brother also took out money from the savings account to fund his business. Luckily his business thrived, because if it didn’t the family would have went through a crisis. Overall the game was pretty decent and you are in control of the game.

Week #4

The cognitive process that I will be studying is creativity. I will be studying how gaming can help reduce stress. Stress is known to have a negative impact on people’s lives if not handled correctly. My game will consist of a blank canvas that people can use in a creative way to release any extra baggage. Stress Is also known to creativity so my game will show how using creative tools while you’re stressed can calm you down. It will show teens and adults how to release stress in a positive way.

Thesis: Stress has been shown to have a negative impact on people and being creative can help reduce stress.

FA16-Project19 Week 4

My research topic is how being creative can help reduce stress. The cognitive process will I will be basing my study on is creativity. Another process I’m considering as the manipulation factor is learning. My study is socially relevant because teens and adults go through a lot and they don’t know how to handle stress in the right way. I know when I was younger it was hard for me to handle stressful situations. My hope is that my study will help people deal with stress in a positive way.

FA16-Project 20- week 3

The game i played this week was called  Plague Inc. which was created by Ndemic creations. The game is a simulation game that allows a player to develop a disease  and make it stronger  it to wipe out the human population before a cure is developed. The game teaches players how a plague can be spread and how it can evolve making it more deadly as time passes. The learning experience that the game is attempting for the player learning about different viruses or bacteria’s that can serious damage to the world’s population if there is no cure. The game uses a system where you gain DNA Points which is used to evolve the Disease  the way you want to. You can evolve how fast it spreads, also such as making the disease Airborne. You get DNA by clicking on the DNA symbol shows up on the screen. As the disease spreads all over the world, countries try to develop a disease and you get alerts on how many days you have left before the cure is created . In order to avoid the cure being made quick, you have to click on the popup that looks like the cure symbol to stop the process. Overall it was not an easy game to play but it was a great experience.

 

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FA 16 -Project 6 Week 2

Hi Everyone,

For this week’s game I chose the game called The Sweatshop by LittleLoud. This game provides players  with an understanding of  how  the sweatshop works. In order for this game to function you  need workers of all groups including children and woman. The game starts off very simple and easy. You have to set up your avatars  around the conveyorbelt. Each avatar  has a certain skill they specialize in  such as shoe maker or hat maker. As items move down the conveyor belt  the avatar has to process the goods and package them up.  You earn points for every item  you complete however if you fail to complete the packaging on an item it counts against you. If you fail more than a certain amount then  you must start that round over again. As the game progress you get more avatars with special skills including children.  All of them work at a different speed so the player must strategically decide where  they want to place the characters in  order to be most effective. In addition to new avatars the game also provides things  to make the workers happy and productive such as water, radios, and fans.  if the workers get tired they stop working which  results in increased amount of  fails.The difficulties in this game is to manage the work environment for the workers as they get  tired quickly and to ensure the work gets done.  The more completed items you hve the more money you get. the money allows you to buy more workers and items to make them happy so strategy is important in this game.This game has only one possible way to get the final destination so for this reason  the narrative is linear. Overall, this game is fun to play and  keeps the player engaged because  the desire to win keeps growing with each round.

 

sweatshop