Professional Documents
Culture Documents
114 Proposal
114 Proposal
The Study About How Types Of Games, Types Of Musics And Intensity Of Light Affect
Attention
Çankaya University
201824015
SOME FACTORS THAT AFFECT ATTENTION 2
The goal of the study is examine the effect of types of games, types of musics and intensity
of light to the attention. We want to know in which way these factors affect the attention.
The population consisted of 4000 university students from 20 departments and these are from
Çankaya University. The ages of this population are between 18 and 25 years old. We used
two stage cluster random sampling technique. In my first stage, we randomly select 4
Language/ Literature. In my second stage, since all departments that I chose include 200
student, we randomly select 18 students from each department with using again
randomizer.org. Finally, our sample consisted of 72 students which are selected from 4
departments. Gender numbers are kept equal. Both verbal and written explanations were
provided to participants. The participants were guaranteed confidentiality. This study was
approved by the departmental ethical committee. The participants' name and personal details
were not included in the data entry. However, personal information was replaced by a code to
ensure anonymity.
We have 3 independent variables and 1 dependent variable in total. Our first IV is types of
game which include 2 levels; non-strategic game and strategic game. Our second IV is
intensity of light which include 2 levels; dim light and sufficient light light. Our third IV is
type of music which include 3 levels; rock, pop, classic. My DV is attention. We used mixed
desing.
SOME FACTORS THAT AFFECT ATTENTION 3
Anyone who wants to attend from 20 faculties applies to the experiment. After the two-stage
cluster random sampling is applied, half of the subjects are assigned to the dimly light room
and the other half to the room that will receive sufficent light with random assignment. This
part is our between subject design. In addition, subjects are unaware of what condition they
are assigned to during the whole experiment. We use single- blind method in here. One day
before the experiment, the subjects are told that they must eat well while coming to school
where tests are applied and also they are told that they must sleep 8 hours. Sleeping time and
hunger status are controlled in this way . Experiement will take 6 days. We will do the
experiment one day at intervals because we want to see the effect of the games. First day the
day of the experiment, when all participant arrive at school, half of them are taken to the
dimly light room and the other half of them are taken to the sufficient light room. First, all
subject are told to play strategic game with computers which they are given. The all details of
the game such as what they should do while they are playing appears as an informative note
before it starts. The difficulty levels of all strategic games to be played during the experiment
are the same but in every game they should use different strategy so the games are played will
not improve each other . They are all designed for this experiement by the game-maker
experts . All of our subjects stated that they do not play strategic games on a regular basis.
When they start to play games, the music are played at the same time in both rooms. Music
times and game times are kept equal which is 10 minutes. All types of musics are chosen
according to this, also their loudness are kept same. In addition, the light reflected from the
computer has been adjusted according to the light of the room and does not pose any problem
to distract the attention of subjects. When this step is over, to ensure that all subjects are full,
which is affect attention, we will give them same amount of food. Subjects are rested for 15
SOME FACTORS THAT AFFECT ATTENTION 4
minutes at the end of each game Then we apply the same way with non-strategic game which
are also desingned for this experiements and does not require any specific strategy and their
time kept equal with music. These are like truck driving games on the empty road, human
dress-up games and subway surfer game. After the game ,the subjects are asked how they
feel about getting their attention. We use control of participants interpretation in here. The
same pathways are applied with different kinds of musics according to counterbalancing
sequences that we add as an appendix. Room temperature must be constant for each day(24
degrees). There should be no other distractions in the rooms where tests are applied. For
example: banner,poster etc. At the end of the each day , all subjects are tested in one class
after all the orders are applied. The format and difficulty of each test we will give them for
each day is the same. Rotation was applied between tests. Here, game types and music types
History threat: Any event that can produce the outcome, other than the treatment condition.
When the experiment is to be applied should not coincide with the midterm exams or final
times, otherwise their stress level have effect on the results. The other factor is that if they
apply themselves any other attention tests this will effect their test results.
Attrition: Refers to participants dropping out or leaving a study, which means that the results
are based on a biased sample of only the people who did not choose to leave. Firstly,
volunteers should be included in this test, especially if they are willing to play computer
APPENDIX 3 :
After the random sampling are done for each department, participants are given number like
this. We do this because we must be sure that each group(dimly light and sufficient light) will
include same amount of student from every chosen departmend and all subjects should be
İİ) COUNTERBALANCING:
In this prodecure not all possible sequences are used. Each condition must appear an equal
number of times in each ordinal position and each condition must precede and be followed by
every other condition an equal number of times. We prevent order effect and carryover effect
126354
231465
342516
453621
564132
615243
A= Classic music, B=Rock Music, C= Pop music, D= Non-strategic game, E= Strategic game
Order Effects: A sequencing effect arising from the order in which the conditions are
administered to participants.
Carryover Effects: A sequencing effect that occurs when performance in one condition affects
Types of Music
Dim Light P1 P1 P1 P1 P1 P1
P3 P3 P3 P3 P3 P3
P6 P6 P6 P6 P6 P6
P7 P7 P7 P7 P7 P7
P9 P9 P9 P9 P9 P9
P12 P12 P12 P12 P12 P12
P14 P14 P14 P14 P14 P14
P15 P15 P15 P15 P15 P15
P17 P17 P17 P17 P17 P17
P20 P20 P20 P20 P20 P20
P22 P22 P22 P22 P22 P22
P24 P24 P24 P24 P24 P24
P25 P25 P25 P25 P25 P25
P27 P27 P27 P27 P27 P27
P29 P29 P29 P29 P29 P29
P31 P31 P31 P31 P31 P31
P34 P34 P34 P34 P34 P34
P35 P35 P35 P35 P35 P35
P38 P38 P38 P38 P38 P38
P40 P40 P40 P40 P40 P40
P42 P42 P42 P42 P42 P42
P44 P44 P44 P44 P44 P44
P45 P45 P45 P45 P45 P45
P47 P47 P47 P47 P47 P47
P50 P50 P50 P50 P50 P50
P51 P51 P51 P51 P51 P51
P53 P53 P53 P53 P53 P53
P55 P55 P55 P55 P55 P55
P58 P58 P58 P58 P58 P58
P60 P60 P60 P60 P60 P60
P62 P62 P62 P62 P62 P62
P63 P63 P63 P63 P63 P63
P66 P66 P66 P66 P66 P66
P68 P68 P68 P68 P68 P68
P69 P69 P69 P69 P69 P69
Sufficent P2 P2 P2 P2 P2 P2
Light P4 P4 P4 P4 P4 P4
P5 P5 P5 P5 P5 P5
SOME FACTORS THAT AFFECT ATTENTION 12
P8 P8 P8 P8 P8 P8
P10 P10 P10 P10 P10 P10
P11 P11 P11 P11 P11 P11
P13 P13 P13 P13 P13 P13
P16 P16 P16 P16 P16 P16
P18 P18 P18 P18 P18 P18
P19 P19 P19 P19 P19 P19
P21 P21 P21 P21 P21 P21
P23 P23 P23 P23 P23 P23
P26 P26 P26 P26 P26 P26
P28 P28 P28 P28 P28 P28
P30 P30 P30 P30 P30 P30
P32 P32 P32 P32 P32 P32
P33 P33 P33 P33 P33 P33
P36 P36 P36 P36 P36 P36
P37 P37 P37 P37 P37 P37
P39 P39 P39 P39 P39 P39
P41 P41 P41 P41 P41 P41
P43 P43 P43 P43 P43 P43
P46 P46 P46 P46 P46 P46
P48 P48 P48 P48 P48 P48
P49 P49 P49 P49 P49 P49
P52 P52 P52 P52 P52 P52
P54 P54 P54 P54 P54 P54
P56 P56 P56 P56 P56 P56
P57 P57 P57 P57 P57 P57
P59 P59 P59 P59 P59 P59
P61 P61 P61 P61 P61 P61
P64 P64 P64 P64 P64 P64
P65 P65 P65 P65 P65 P65
P67 P67 P67 P67 P67 P67
P70 P70 P70 P70 P70 P70
P72 P72 P72 P72 P72 P72
First IV: Types of musics has three levels; pop music, rock music, classic music (within
subjects design)
Second IV: Types of games has two levels ; strategic game, non-strategic game(within subject
design)
SOME FACTORS THAT AFFECT ATTENTION 13
Third IV: Intensity of light has three leves; sufficient light, dimly light (between subject
designs )
İİİİ) MATERIALS:
Attention tests: We apply different tests for each day and these tests will have the same format
The main purpose of this test is to measure their attention after exposing subjects to certain
conditions There are 9 rows in one-page form and each row have 37 figures so total figures
are 333. Each day these amount of rows and the amount of figures will be the same.We will
just mixed the figures so only their places are changed . There are one, two, three and four
points in total below or above some letters. The main task of the person is to find the letters
which are given different for each day. The tests are applied as papers and pens will be given