bionbureau.blogg.se

Smarty pants game
Smarty pants game







Both groups were unaware of the documenting so there was no fear of the participants changing their behavior. The experimental group each time had higher test scores then the control group. Both groups were compared based on behaviors and performance on the quiz. Procedure The conditions created were educational vs. The game was able to keep the players focus and attention. Majority of the participants did outstanding on the quiz and believed it was because of the game.

SMARTY PANTS GAME FULL

The participants were asked to take a quiz after a full game of Smarty Pants was played to determine their knowledge. Academic grades were also measured to determine if the game was actually helping the participants. The behavior of each player was documented as well, data was collected based on how focused the players were throughout the game. Responses were measured based on the number of questions each player had to answer and the number of questions he or she answered correctly.

smarty pants game

The stimuli was presented like any other game, the directions were read to each player to make sure the players understood the rules. If the player got the question wrong they did not move their game piece and had to wait until the next round. If the player got the question correct, he or she spun the spinner to move their game piece. Each player had to answer a question when it was their turn. A spinner to determine how many places to move, game pieces to keep track of each players spot on the board and the most important aspect of all, the questions used in each game. Smarty Pants: the trivia game for everyone used the following materials: a the game board, that had a start and an end. Apparatus Participants were read the directions of the stimulus and asked to play the stimulus as they would any other game. Participants were not paid but thanked with cupcakes once the study was finished. Both groups were randomly selected and put into each group Participants were fully voluntary and if they wished not to participant they were allowed to leave. The experimental group played the educational board game created while the control group played a non-educational board game. Participants were broken into two groups the experimental and a control group. Both boys and girls were used to ensure there was a fair range of subjects. Children were between the ages of 7 and 9. Subjects Participants were recruited based on children I knew and a class I was able to visit with.

smarty pants game

The stimulus enforced socialization and critical thinking. The teacher was very impressed with my creation and idea and was willing to continue using my technique throughout the school year. The children as well as the teacher were eager to see the outcome. The first grade class I had the privilege to work with and to test Smarty Pants on was very eager to participant. When a child is not paying attention to the topic at hand, they are making it harder on themselves to learn. Most children zone out and become unfocused when sitting in a classroom learning a topic they are unsure of. Smarty Pants was created to prove that games are beneficial to the individuals that play them. When the idea of this stimuli was first thought of I wanted to prove that games have positive affects rather then all the negatives one may hear. Not all games are educational but many serve the same purpose, they enforce socialization, eye-hand coordination, as well as critical thinking. Games serve a great purpose for many children. Presentation on theme: "Smarty Pants: The Trivia Game For Everyone!"- Presentation transcript:ġ Smarty Pants: The Trivia Game For Everyone!Īlyssa Barker Department of Behavioral Sciences INTRODUCTION MATERIALS & METHODS CONCLUSIONS Many individuals believe that games have no educational background for children but after much testing and research the results were outstanding.







Smarty pants game