evaluation report of big brainz

54
Evaluation Report of Big Brainz' Timez Attack Prepared for Big Brainz, Educational Gaming Company Prepared By The IP&T 661: Intro to Evaluation in Education Class, Spring 2010 Taught by Dr. Richard E. West Instructional Psychology and Technology Department David O. McKay School of Education Brigham Young University, Provo June 15, 2010

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Page 1: Evaluation report of big brainz

Evaluation Report of Big Brainz' Timez

Attack

Prepared for

Big Brainz, Educational Gaming Company

Prepared By

The IP&T 661: Intro to Evaluation in Education Class, Spring 2010

Taught by Dr. Richard E. West

Instructional Psychology and Technology Department

David O. McKay School of Education

Brigham Young University, Provo

June 15, 2010

Page 2: Evaluation report of big brainz

TABLE OF CONTENTS

EXECUTIVE SUMMARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Evaluation Purpos

Limitations of the Evaluation and Disclaimers

Description of Timez Attack

LITERATURE REVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . .

Multiplication Mastery and Math Anxiety

Computer Assisted Instruction (CAI) Benefits

Recommendations from the National Mathematics Advisory Panel

Conclusion

METHODOLOGY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Research Design

Participants

Research Methods

Quantitative Research Measures

Page 3: Evaluation report of big brainz

Qualitative Research Methods

Data Collection Procedures

Data Analysis

Quantitative Data Analysis

Qualitative Data Analysis

PRESENTATION OF RESULTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Summary of Finding

Timez Attack and Student Mastery of Multiplication Facts

Timez Attack and Student Self-Efficacy

DISCUSSION OF FINDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Achievement Comparison

Mixed Methods Benefits

Age Differences

Anxiety and Self-efficacy

Peer Interaction

Learning vs. Gameplay

CONCLUSIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Conclusions

Recommendations

Evaluation Questions

Page 4: Evaluation report of big brainz

Evaluation Methods

Future Planning for TA

APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Appendix A – Data Collection Instruments

Multiplication Attitudes Survey Pre-test

Multiplication Attitude Survey Post-test

Multiplication with 12s Pre/Post-test

Appendix B – Student Comments

Student Comments Recorded by Observers During TA Play

Student Responses to Post-Survey Question 11

Student Responses to Post-Survey Question 12

REFERENCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

METAEVALUATION: Evaluation Criteria, Standards, Objectives and Judgments . . . . . . . . . .

Utility

Feasibility

Accuracy

Propriety

Conflicts of Interest

Page 5: Evaluation report of big brainz

Executive Summary

Big Brainz, an educational gaming company, developed Timez Attack (TA) to help students

learn basic multiplication facts through stimulating, game-based learning. With keyboard and

mouse controls, students navigate various three-dimensional environments and encounter

"assessment stations" to demonstrate their mastery of multiplication facts.

Big Brainz requested an evaluation of TA to identify changes in student mastery of

multiplication facts and student self-efficacy regarding mathematics. In preparation for the

evaluation our evaluation team--most of which are graduate IP&T students--conducted a

literature review researching multiplication mastery and math anxiety; computer assisted

instruction (CAI) benefits including motivation, achievement, and self-efficacy; and

recommendations from the National Mathematics Advisory Panel.

Our evaluation team, in cooperation with administrators and faculty at Wasatch Elementary

School, completed a controlled exercise using a variety of methods in order to collect and code

the data. We administered a 12s times table test to two groups of students and collected data

from pre/post-test surveys. We also collected data through observations and informal interviews

throughout the experiment and from the participants' written responses to open-ended questions on the surveys.

Our data suggests that TA compares with other instructional methods for teaching times-tables.

The outcome between a session of playing Timez Attack and a session of classroom instruction

showed no significant differences. Our preliminary findings also suggest that students who

experienced both teacher-instruction and TA gameplay attempted more multiplication problems

on their post multiplication tests and made fewer errors than students without the additional

instruction.

Our data shows a positive change in students' mathematics self-efficacy, or

their belief in their own capacity to solve multiplication problems. Responses

indicate that exposure to TA resulted in generally decreased math anxiety

and an increased confidence toward learning multiplication facts.

Page 6: Evaluation report of big brainz

It is recommended that the findings in this report be utilized for marketing purposes to help

consumers understand the positive ways the product contributes to students' experiences and

complements in-class instruction. While it was observed that Timez Attack can be engaging and

beneficial for the students, the benefits the game provides may not be readily understood by

teachers, administrators, and parents.

The narrow time frame of this project resulted in limiting the scope of this evaluation. As a final

recommendation, this project should not be viewed as conclusive but rather serve as an initial

step toward a more comprehensive and thorough evaluation with more controlled conditions and

larger subject pool.

Introduction

―I did it!‖ Joe exclaimed with excitement. The rest of his class had begun filling out a survey

about Timez Attack – the game they‘d recently finished playing – just as the evaluation team had

asked them to. ―I just have to beat the sixes and I'm done,‖ pleaded Joe. ―Can I play the game?‖

The evaluator whom Joe had asked felt a mix of frustration and pleasure. They needed the

questionnaires filled out so they could evaluate the game, but Joe was so excited about mastering his times tables!

Joe began trying to multitask, switching back and forth between the game and the questionnaire.

―Yes! I got it done!‖ Joe raised his arms in victory.

The evaluator was satisfied because Joe still got the questionnaire finished before his class had to

leave the lab. Joe and the evaluator both got what they wanted. And for Joe, at the very least,

Timez Attack seems to be a great success.

Page 7: Evaluation report of big brainz

Timez Attack (TA) is a computer game developed by Big Brainz Incorporated. The game was

developed to help students master basic multiplication facts. The design allows students to

practice multiplication facts while overcoming challenges presented by the game. Students

engage in learning and mastering the facts as they progress through the game.

Big Brainz designed TA to reduce or eliminate math-related anxiety that can, according to

Scarpello (2007), decrease students' "confidence in their ability to do math." To achieve this they

implemented high quality game-effects to engage and motivate the students to master their

times-tables in a less stressful self-evaluative setting as opposed to a stress-inducing peer setting

often found in other instructional methods.

This evaluation of Timez Attack was conducted with forty-eight 2nd

and 3rd

grade students and

their instructors from two separate classes at Wasatch Elementary School in Provo, Utah. The

report that follows outlines the planning, execution, and the results of this evaluation project.

Evaluation Purpose

This evaluation assesses the effectiveness of TA in helping students achieve multiplication

mastery and self-efficacy (one’s belief in one’s ability to succeed in specific situations). The

principle evaluation questions were:

1. Does playing TA improve multiplication fact mastery?

2. Does playing TA contribute to positive changes in students‘ multiplication self-efficacy?

Limitations of the Evaluation and Disclaimers

Several variables impacted the effectiveness of this evaluation to draw inferences about the

questions. These variables included the following:

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1. The time frame for the evaluation project was compressed. The evaluation was a class

project conducted within a short academic period that limited the scope of the work that

could be completed.

2. The studies were conducted at the conclusion of the school year when many of the

students had already mastered the math facts in the game. In addition, an Eagle Scout

project focused on math instruction helped provide math facts support to the students in

one of the groups (Study 1).

3. The evaluation included a small population of students not randomly selected. This does

not necessarily invalidate the evaluation observations, but it does limit inferences that

may be drawn to larger populations.

4. Limitations in the physical environment where the observations were conducted may

have affected the students‘ attention, particularly in the administration of the post-tests.

5. Novice (graduate student) data collectors were used for the evaluation.

6. The students‘ time on task was not monitored. The time on task in the control group in

study 2 was not compared to the time on task of the experimental group. The time on task

may account for some of the observed differences.

7. The experimental groups were not consistent. For example, one study (study one) did not

have a control group.

8. The control group received cutting edge math instruction from their teacher that did not

represent the average teacher-led math instruction that students typically receive.

Description of Timez Attack

Figure 1. Throwing creatures as multiplicands.

TA is a computer-based video game set in a three-dimensional graphical environment wherein a

single player controls the movements of an alien-like character in the third-person through

fantasy worlds including a dungeon, machine world, a lava-filled underworld, and a jungle. The

objective of the game is to guide this character through various regions or levels using the

multiplication skills the game teaches them. To reach higher levels they must overcome frequent

encounters with opposing computer characters who challenge the player with multiplication

problems, or tests.

Encounters typically begin with the player arriving at an impassable obstacle, such as a locked

door. The game then presents a multiplication problem with a multiplicand and multiplier and

provides the player with a number of creatures (e.g. snails, robot spiders) equal to the multiplier,

Page 9: Evaluation report of big brainz

each with the value of the multiplicand. The player must gather all of these creatures and throw

them at the obstacle (Figure 1). This action visually adds up each creature as a copy of the

multiplicand until the sum equals the correct answer. The player is then tasked with typing in the

correct answer, which was just revealed by throwing the creatures.

Figure 2. An encounter with an opposing non-player character.

The obstacle, or door, opens if the player types the correct answer. An opposing computer

character (e.g. a troll, a dragon) then emerges to challenge the player. The player must rapidly

answer multiplication problems that appear on the opposing character‘s body by typing the

correct answer within a short period of time. Each time the player provides a correct answer the

opposing character‘s ―health‖ bar depletes by a degrees (Figure 2). Often, when the player

provides an incorrect answer their character is punished by an attack which depletes part of his or

her health bar, and the opposing character‘s health bar recovers some degree of health. The

player defeats the opposing computer character after delivering a certain number of correct

answers. The computer character disappears, allowing the player to pass to the next area or

obtain a key by which the player may then advance past a locked door.

Each world is composed of twelve levels, which culminate in a final ―boss‖ challenge wherein

the player must answer all the variations of multiplication problems encountered previously in

that particular world. Unlike regular computer character encounters, the final boss does not

respond to incorrect answers. However, the player must have mastered their times-tables and

achieve 100% accuracy to defeat the final boss.

Beyond encounters with opposing computer characters, the player must evade environmental

hazards such as falls from cliffs or bridges, falling rocks, etc. Failure to do so may result in

depletion of the player character‘s ―health‖, or in resetting the character to an earlier position in

that level.

The player‘s character is controlled via the computer‘s keyboard and/or mouse. While the game

may be played with one hand, optimal in-game performance depends on using both hands: one

on the keyboard, the other on the mouse.

TA software is available for both Windows and Mac, and is playable on Linux through a

Windows emulator such as Wine. Additional details on hardware requirements and support are

available at http://www.bigbrainz.com/Support.php.

Page 10: Evaluation report of big brainz

Literature Review

Educational researchers have debated the effectiveness and worth of educational computer and

video game investments, through many studies and experiments. For brevity's sake, this literature

review will not address whether or not high-tech educational games compete well with other

recreational computer and video games. Rather, it will provide research-based evidence that

multiplication math anxiety is a problem worth addressing (Berk, 2009; Jackson and Leffingwell,

1999; Meece et al, 1990; NRC, 1989; Sarason, 1980; Scarpello, 2007; Swetman, 1994;

Tankersley, 1993) and that computer assisted instruction (CAI) can lessen students' math anxiety

by increasing their motivation to achieve—resulting in higher self-efficacy (Berk, 2009, pgs.

644-5; Kebritchi, 2008; Ke & Grabowski, 2007; Klawe, 1998; Moreno, 2002; National

Mathematics Advisory Panel, 2008; NCTM online, 2010; Programme for International Student

Assessment, 2005; Rosas, 2003; Sedighian & Sedighian, 1996; Shaffer et al., 2005). It also

discusses mathematic automaticity improvement induced by CAI, and addresses the impact of

real-world game aspects (Carter & Norwood, 1997; Federation of American Scientists, 2006;

Jackson, 1999; Meece et al., 1990; NMAP, 2008; NRC, 1989, 2001; Scarpello, 2007; Shaffer et

al., 2005).

Multiplication Mastery and Math Anxiety

According to the National Council of Teachers of Mathematics's (NCTM) standards, third to

fifth grade students need to develop multiplication fluency. Memorizing times tables 1-12

constitutes a fundamental basic portion of children's expected mathematical learning and

understanding (NCTM online, 2010). Metaphorically speaking, one cannot understand a

conversation spoken in a language one does not know. Students need to gain proficiency with the

times tables language to gain fluency in higher mathematics.

Comparison studies between U.S. children and children in nations with higher mathematics

achievement, in addition to studies tracking cross-generational changes within the U.S., reveal

that in the earliest stages of learning math, many U.S. children today are slower and less efficient

with solving whole number multiplication problems (NMAP, 2008). Some never attain

proficiency. The panel attributes the deficiencies to a lack of ―quantity and quality‖ practice,

curricula emphases, and parental educational involvement (pg. 26). As a result, students are less

capable when facing more complex mathematical problems. This in turn increases the students‘

math anxiety and lowers their self-efficacy because, according to Meece et al. (1990), past

performance is a leading factor in anxiety.

Page 11: Evaluation report of big brainz

For example, Carol Jackson and Jon Leffingwell (1999) carried out a study to determine when

students first experience mathematics anxiety, and to determine what instructor behaviors create

or exacerbate the anxiety. 93% of their study's participants—college seniors—reported

experiencing math anxiety of some kind, the first occurrences beginning mostly in 3rd and 4th

grade (16%). Other research also indicates 4th grade as a key time when more students begin to

experience anxiety (Swetman, 1994; Tankersley, 1993).

Computer Assisted Instruction (CAI) Benefits

Educational computer and video games offer an approach to learning that can potentially reduce

negative anxiety by improving achievement and self-efficacy in mathematics. They do this by

motivating students to complete and win the game through mastering the necessary educational

skills (Kebritchi, 2008; Ke & Grabowski, 2007; Klawe, 1998; Moreno, 2002; Rosas, 2003;

Sedighian & Sedighian, 1996).

Kebritchi, Hirumi, and Bai's study (2008) demonstrated the effectiveness educational games can

have at increasing motivation and achievement. These researchers tested the effectiveness of the

pre-algebra and algebra games Evolver™ and Dimenxian™ in improving achievement scores

and motivation for a sample of 193 students. They also tested the games to see if their impact

varied according to the students‘ prior knowledge, computer experience, and language

background.

Kebritchi et al. randomly assigned the teachers to experimental and control groups; teachers in

the experimental groups were trained and encouraged to use the video games in class. The

researchers found a significant achievement difference between the experimental and control

group on exam scores. Most interviewed students said they preferred the game to other school

activities. In addition, student and teacher interviews revealed that both teachers and students

agreed that the game reinforced the students‘ mastery and achievement by motivating them to

succeed and was overall a more effective, motivating, and differentiating approach to learning

math.

Recommendations from the National Mathematics Advisory Panel

The National Mathematics Advisory Panel (2008) recommends that mathematics teachers

consider high-quality, well-designed and implemented CAI programs such as Evolver™ and

Dimenxian™ that incorporate drill and practice to developing students' mathematical

automaticity. By automaticity they mean effortless, accurate, and quick computation

performance that frees the working memory so the students can focus their attention on more

Page 12: Evaluation report of big brainz

complicated tasks. However, they also recommend that students develop computational fluency

simultaneously with conceptual understanding and problem-solving skills because they are

mutually supportive and facilitative of learning each.

Many CAI games address these issues by implementing a real-world aspect making it possible

for the players to ―inhabit roles that are otherwise inaccessible to them‖ (Shaffer et al., 2005, pg.

105). They teach students how to think, act, and learn like the professionals in order to survive,

or be competitive in the real world. The National Mathematics Advisory Panel advocates

mathematics instruction involving real-world problems because it improves the children's

assessment performance involving similar problems (NMAP, 2008). However, it does not seem

to affect computation of simple word problems or equation solving if they are not aspects of the

real-world problems taught.

It is not evident in the Panel's report of whether or not the Panel is aware of the real-world

benefits of educational games. Even without this knowledge, they encourage the use and

research of CAI, while cautioning teachers to ―critically inspect individual software packages

and the studies that evaluate them‖ (pg. 51). They also advise teachers to consider the

practicalities of using the software—the necessary software, hardware and technical support,

curriculum integration and professional development.

Conclusion

Students whose teachers take the Panel's recommendations can benefit from increased

motivation and mathematical achievement (Berk, 2009, pg 644-5; Kebritchi, 2008; Ke &

Grabowski, 2007; Klawe, 1998; Moreno, 2002; NCTM online; NMAP, 2008; Programme for

International Student Assessment, 2005; Rosas, 2003; Sedighian & Sedighian, 1996; Shaffer et

al., 2005). This will, in turn, increase students‘ self-efficacy, thereby reducing their math anxiety

(Berk, 2009; Jackson, 1999; Jackson & Leffingwell, 1999; Meece et al, 1990; NRC, 1989;

Sarason, 1980; Scarpello, 2007; Swetman, 1994; Tankersley, 1993). They will also gain greater

mathematical automaticity enabling them to learn more complex math with less effort (NMAP,

2008; Shaffer et al., 2005). However, how they will benefit from these positive effects depends,

in part, on the real-world aspect of the games they use (Carter & Norwood, 1997; Federation of

American Scientists, 2006; Jackson, 1999; Meece et al., 1990; NMAP, 2008; NRC, 1989, 2001;

Scarpello, 2007; Shaffer et al., 2005).

Methodology

Page 13: Evaluation report of big brainz

Research Design

Our evaluation team collected data using two studies that addressed TA's potential influence on

mastery of the 12s time tables and self-efficacy toward learning multiplication facts.

Multiplication with 12s was chosen for observation and analysis because the teachers had

already taught times tables 1-11 to all of the participants. We employed a mixed methods

approach in both studies in order to collect, code, and analyze the data. We collected the data

using a pre/post 12s times test, pre/post Multiplications Attitude Survey (MAS) and field notes

including observations and informal interviews.

Study 1 included 3rd-grade participants whose teacher had also previously taught the 12s

multiplication facts. Due to limited computer access participants were randomized into two

separate groups. However, since both groups had the same experience this study had no control

group. Pre/post-test instruments were used to measure changes in ability and self-efficacy of

participants after a 30-minute intervention with Timez Attack. As there was no control group we

employed a single group pre/post-test research design. This design is illustrated in Figure 1

below where PRE=pre-test, POST=post-test, and X= Observed Intervention (30-minutes of

playing Timez Attack).

Figure 1 -- Research Design for Study 1

All Participants

PRE

X

POST

Study 2 included 2nd and 3rd-grade participants whose teacher had not yet taught them the 12s

multiplication facts. Students were randomly assigned to an experimental or control group by

generating a randomized table. Study 2 used an experimental pre/post-test research design, as

illustrated in Figure 2, where R=Randomization, E=Experimental Group, C=Control Group,

PRE=pre-test, POST=post-test, Y=Traditional Teacher-Led Instruction, and X=Observed

Intervention (30-minutes of playing Timez Attack).

Figure 2 -- Research Design for Study 2

Group 1 (R,E)

PRE

X

POST

Y

Group 2 (R,C)

PRE

Y

POST

X

POST2

Participants

Participants in Study 1 included 26 3rd-grade students. Participants in Study 2 included 12 2nd-

grade and 10 3rd-grade students all from the same elementary school. Prior to data collection,

participants from both studies used Timez Attack during computer lab time. Study 1 participants' teacher had previously taught them the 12s times-tables while Study 2's teacher had not.

Page 14: Evaluation report of big brainz

Research Methods

Quantitative Research Measures

We used the teachers' existing instrument to calculate and asses student proficiency of

multiplication facts, consisting of a 100-item multiplication facts test limited to 12s. It included

both 12 X (a number from 1-12) and (a number from 1-12) X 12 problems. It was distributed

before and after the TA playing session, or teacher-led instruction in the Study 2 control group.

The same instrument was used as both a pre- and post-test and can be found in Appendix A.

A pre/post-Multiplication Attitudes Survey (MAS) was developed to access (1) attitudes towards

learning multiplication facts and (2) attitudes towards and perceptions of Timez Attack. The pre-

MAS contained eight questions. The post-MAS contained twelve questions. Questions 1-6 on

both the pre-MAS and post-MAS were designed to measure students‘ self-efficacy, along with

physiological and emotional states involved in multiplication math fact mastery. Questions 1, 2,

4 and 5 were identical while 3 and 6 were only slightly different on the pre- and post-tests.

Questions 7 and 8 on the pre-test were designed to provide information regarding home learning

of multiplication facts and previous exposure to Timez Attack. Questions 7-12 on the post-tests

elicited information regarding perceived utility of and motivation to use Timez Attack.

Response options for the first seven questions on the pre-test and first ten questions on the post-

test involved a five-point Likert-type scale. Five possible responses were provided -- ―NO, no, ?,

yes, YES‖ -- with the two extreme options being in bolder type to make it easier for students to

interpret the rating choices. Instructions on how to interpret the scale were verbally explained to

students in advance by saying, ―Circle the big ‗YES‘ if you think what the statement says is

completely true and you very much want to say yes, circle the little ‗yes‘ if you think it is

basically true,‖ and so forth. Similar methods of administration were used by Nichols et al.

(1990). Response options for question 8 on the pre-test included four options: ―never, a few

times, many times, almost every day.‖ (See Qualitative Research Methods regarding open-ended

questions 11 and 12 on the post-MAS)

Likert-type questions measuring self-efficacy and psychological and emotional states regarding

multiplication fact mastery were adapted from the Fennema-Sherman Survey (Fennema &

Sherman, 1976). This is one of the most widely used math attitude surveys in math education.

Changes to Fennema-Sherman survey questions included changing the word ―math‖ to

―multiplication math facts.‖ Other adaptations were done in order to make the questions age-

appropriate (see Table 1). The complete pre- and post-MAS can be found in Appendix A.

Table 1 -- Likert-type Questions Pre/Post MAS

Index Statements Pre/Post

Self-Efficacy

I can learn new multiplication math facts easily.

I am good at memorizing multiplication math facts.

Remembering new multiplication facts is hard for me

Pre/Post

Pre

Post

Psychological/Emotional states I like learning multiplication math facts. Pre/Post

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Learning new multiplication math facts scares me.

I usually do not worry about remembering

multiplication math facts.

Learning new multiplication math facts makes me feel

bored

Learning new multiplication math facts makes me feel

uneasy and confused.

Pre/Post

Pre

Post

Pre

Home influence I study my multiplication math facts at home.

Pre

Exposure to Timez Attack I have played Timez Attack.

Post

Perception of TA Utility and

Motivation to Use

I will play Timez Attack at home.

I think playing Timez Attack would help me know my

multiplication math facts.

Learning to play Timez Attack was easy.

Playing Timez Attack is a fun way to learn my

multiplication math facts.

Post

Post

Post

Post

Qualitative Research Methods

Qualitative data collection methods included participant responses to open ended questions 11

and 12 on the post-MAS (see Table 2), field note observations, and short informal interviews.

Field notes were taken during all stages of the studies. There was no specific focus for the

observations, and observers did not have a specific checklist of items to watch for. Rather,

observers were instructed to note anything that seemed interesting about the students‘ actions

and statements while participating in our evaluation. So, though we shared knowledge of the

evaluation questions, our observations may be particular to the individual observers.

During Timez Attack gameplay, however, observers did particularly note participants,

enjoyment, frustrations, improved self-efficacy and learning (including conceptual

understanding) of multiplication facts. Interview questions, also not specifically predetermined,

were intended to illicit participants‘ feelings and attitudes toward learning multiplication facts by

playing Timez Attack, along with their feelings toward Timez Attack game play in general.

Some questions regarding learning with Timez Attack included, ―Why do you throw the balls at

the gate?‖ ―Why do you pick up the spiders?‖ and ―Do you think Timez Attack is useful?‖

Other questions meant to determine Timez Attack game play satisfaction included, ―If you could

change anything about Timez Attack what would you change?‖ and ―What did you like most

about playing Timez Attack?‖ All student responses to open-ended questions as well as field

note observations and interviews can be found in Appendix B.

Table 2 -- Short Response Indices and Statements Post-MAS

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Index Statements Pre/Post

Timez Attack Utility/Attitude What I love about Timez Attack is… Post

What I hate about Timez Attack is… Post

Data Collection Procedures

All participants were given a three-minute test on the 12s times table in their regular classroom,

followed by the MAS pre-test. All Study 1 participants then played thirty minutes of Timez

Attack on the 12s level. After playing the game, Study 1 students again took the 12s timed test

followed by the MAS post-test. During all stages of data collection, researchers took field notes

including observations of and short interviews with students. Table 3 illustrates data collection

procedures for Study 1.

Table 3 -- Study 1 data collection procedures Time Study 1 (Prior 12s learning) 15 minutes

All Participants - Times-test and Pre-MAS Observations and Interviews

30 minutes

All Participants - Timez Attack (12s level) Observations and Interviews

15 minutes All Participants - Times-test and Post-MAS Observations and Interviews

In Study 2, after administrating the pre-test to all study participants, Group 1 (the experimental

group consisting of six 2nd graders and five 3rd graders) played the multiplication by 12s level

of Timez Attack for thirty minutes. During this same time Group 2, the control group (consisting

of six 2nd graders and five 3rd graders), were taught the 12s time table through teacher-led

instruction.

Teacher instruction was carried out in the students‘ regular classroom by their classroom teacher,

and consisted of multiple representations of multiplication. The teacher helped students access

prior knowledge about arrays, applied that knowledge to the new fact (12s), discussed the

problem-solving strategy of breaking up 12s facts into the sum of 10s and 2s, and drilled using a

kinetic game involving rhythm.

At the end of thirty minutes Group 1 and Group 2 were again given a three-minute 12s times test.

The post-MAS was then administered only to Group 1. At this point in Study 2, Group 1 went

back to their classroom for teacher-led instruction and Group 2 was also allowed to play the 12s

level of Timez Attack. As with Group 1, Group 2 played Timez Attack at level 12 for thirty

minutes and was given the 12s times test followed by the post-MAS. Similar to Study 1,

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researchers recorded observations of and short informal interviews with Study 2 participants

throughout the various stages of this experiment. Table 4 illustrates data collection procedures

for Study 2.

Table 4 -- Study 2 data collection procedures

Time Study 2 (No prior 12s learning) 15 minutes

Group 1 and 2 participants - Times-test and Pre-MAS Observations and Interviews

30 minutes

Group 1 (experimental group)- Timez Attack (Level 12) Observations and interviews Group 2 (control group)- Teacher instruction of 12s Observations and Interviews

15 minutes Group 1 - Times-test and Post-MAS Group 2 - Times-test

30 minutes

Group 1- Teacher instruction of 12s Observations and interviews Group 2- Timez Attack (Level 12) Observations and interviews.

15 minutes Group 2 - Times-test and Post-MAS

Data Analysis

Quantitative Data Analysis

In scoring the times tests, evaluators determined students‘ overall correctness and the correctness

of each individual 12s math fact (i.e. 12 x 1, 12 x 2 …12 x 12) by considering any written

answer to a problem as an "attempt," every correct answer as a "correct response," and every

incorrect attempt as an "error." These definitions allowed evaluators to measure changes in

attempts, changes in the number of correct responses, changes in the number of errors, and ratio

of errors to attempts, or the "error rate." Changes in correct responses, errors, and the error rate

were calculated and also analyzed using Excel in order to measure the achievement of mastery

by the students. Changes in attempts may reflect not only mastery, but also changes in student

self-efficacy.

The coding of Likert-type questions (YES, yes, ?, no, NO) from the pre/post-MAS ranged from

numbers 1 to 5 with 1 coinciding with ―NO‖ and 5 coinciding with ―YES.‖ Coding of ―never, a

few times, many times and almost every day‖ response question ranged from 1-4 with 1 being

―never‖ and 4 being ―almost every day. ‖

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All Likert-type responses and changes in identical Likert-type student pre/post-MAS responses

were then calculated, summarized, compared and analyzed using Excel tables and graphs.

Information resulting from pre/post-times test analysis and Likert-type pre/post-MAS can be

found in written, table and graph form in the Presentation of Results section of this report.

Qualitative Data Analysis

At least two evaluators coded each open-ended question response, observation, and interview,

and sought agreement on the interpretation. Codes were not pre-determined but emerged during

data collection and analysis. A complete list of categories used in coding qualitative data, along

with other tables and graphs used in qualitative data analysis can be found in the Presentation of

Results section of this report.

Presentation of Results

Summary of Findings

The primary questions to be answered in this evaluation were

1. Does playing TA improve multiplication fact mastery?

2. Does playing TA contribute to positive changes in students‘ multiplication self-

efficacy?

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Our evaluation showed an improved proficiency in multiplication of 12s amongst students who

played Timez Attack. The tables and discussion that follow will explain the observed

differences. On average, students answered 11-13 more questions correctly on the post-test after

they played the game than they scored on the pre-test.

Our evaluation also showed that there was a positive change in students' self-efficacy toward

multiplication. The tables and discussion that follow will explain the observed differences in the

self-efficacy measures as well.

Timez Attack and Student Mastery of Multiplication Facts As discussed in the methodology section, the evaluation took the form of two separate studies.

Study One

The first study was an experimental group consisting entirely of students in the third grade and

did not have a corresponding control group. The only treatment applied to the experimental

group between the pre and post tests was playing Timez Attack. This group had already studied

the 12s and many had "passed off" these facts in normal classroom instruction. The results of the

evaluation study on this group showed students attempted an average of 10.3 more problems on

the post-test than on the pre-test. The students answered an average of 11.1 more problems

correctly, made an average of .8 fewer errors, and reduced their error rate from 2.8% of attempts to .06% of attempts.

Table 5 -- Students in Study #1

Description Pre-Test Post-Test Change Avg Change

# of Students in Class 24 24

# Questions

Attempted 968 1,215 +247 +10.3

Attempted (% of

Possible1)

40.3% 50.6%

Correct Answers 941 1,207 +266 +11.1

Correct % (of

Attempts) 97.2% 99.3%

Errors 27 8 -19 -.8

Error Rate (of

Attempts) 2.8% .06%

1 Total Attempts possible is 100 problem per test multiplied by the number of students

Page 20: Evaluation report of big brainz

Study Two

The second study conducted for this evaluation differed from the first study in three critical

aspects:

1. The students are in a class composed students in the 2nd and 3rd grades.

2. The students had not yet studied the 12s multiplication facts.

3. The study students were divided into an experimental group and a control group.

The experimental group was taught and practiced the 12s facts using Timez Attack. The control

group was taught and practiced the 12s facts through instruction from the classroom teacher.

Students received pre- and post-tests to evaluate the affect of the different modes of instruction

and practice.

Experimental Group

The results from the experimental group (Table 6) showed that students attempted an average of

11.5 more problems while answering an average of 12.9 more problems correctly. The students

also made an average of 1.5 fewer errors and reduced their error rate from 21.7% to 6.6% of

attempts following their Timez Attack experience.

Table 6 -- Students in Study #2 - Experimental Group

Description Pre-Test Post-Test Change Avg Change

# of Students in Class 11 11

# Questions

Attempted 161 287 +126 +11.5

Attempted (% of

Possible1)

14.6% 26.1%

Correct Answers 126 268 +142 +12.9

Correct % (of

Attempts) 78.3% 93.4%

Errors 35 19 -16 -1.5

Error Rate (of

Attempts) 21.7% 6.6%

1 Total Attempts possible is 100 problem per test multiplied by the number of students

Control Group

The results from the control group (Table 7) showed that students attempted an average of 10.5

more problems while answering an average of 15.1 more problems correctly. The students made

Page 21: Evaluation report of big brainz

an average of 1.5 fewer errors and reduced their error rate from 35.2% to 4.4% of attempts

following the classroom instruction received from their teacher.

Table 7 -- Students in Study #2 - Control Group

Description Pre-Test Post-Test Change Avg Change

# of Students in Class 11 11

# Questions

Attempted 179 295 +116 +10.5

Attempted (% of

Possible1) 16.3% 26.8%

Correct Answers 116 282 +166 +15.1

Correct % (of

Attempts) 64.8% 95.6%

Errors 63 13 -50 -4.5

Error Rate (of

Attempts) 35.2% 4.4%

1 Total Attempts possible is 100 problem per test multiplied by the number of students

Additional Question of Interest

Study group two consisted of one class that was a combined class of 2nd and 3rd grade students.

The random assignment of students into the experimental and control groups resulted in groups

that were approximately the same of 2nd and 3rd grade students in each group. When combined, there were 11 students in each grade who were part of the evaluation study.

The evaluation team considered the possibility that grade level may influence the performance of

students. In order to address this question, further analysis segregated Study Two's groups into

2nd or 3rd grade students in order to examine the results more granularly (Table 8 and Table 9).

These data show 3rd grade students achieved significantly higher improvement than the 2nd

grade students in both the experimental and control groups.

3rd grade students in the experimental group attempted an average of 16.7 more problems,

answered an average of 17.2 more problems correctly, and reduced their error rate from 18.7% of

attempts to 6.9% of attempts following game play. This compares to the results for 2nd grade

students in the experimental group who attempted an average of 5.8 more questions, answered

and average of 7.8 more questions correctly, and reduced their error rate from 27.8% to 6.0%.

Date for the control group show similar results. The 3rd grade students attempted an average of

12.2 more problems, answered an average of 19.0 more problems correctly, and reduced their

error rate from 38.0% of attempts to 2.5% of attempts following teacher instruction. This

compares to the results for 2nd grade students who attempted an average of 9.2 more questions,

answered and average of 11.8 more questions correctly, and reduced their error rate from 30.1%

to 2.1%.

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The data held consistent in grade level comparisons following the final assessment where 3rd

grade students attempted 14.6 more problems on average while answering and average of 19.5

more problems correctly and reducing the error rate from 28.0% to .03%. The 2nd grade students

attempted an average of 9.5 more problems, answering and average of 12.6 more problem

correctly and reducing their error rate from 30.1% to 2.1%.

Table 8 -- Students in Study #2 - 3rd Grade Students Only

1 Total Attempts possible is 100 problem per test multiplied by the number of students

Table 9 -- Students in Study #2 - 2nd Grade Students Only

1 Total Attempts possible is 100 problem per test multiplied by the number of students

Description

Experimental Group Control Group Combined Treatments Pre-Test

Post-Test Chng

Avg Chng

Pre-Test

Post-Test Chng

Avg Chng

Pre-Test

Post-Test Chng Avg Chng

# of Students in Class 6 6 5 5 11 11

# of Attempts 107 204 +103 +16.7 100 161 +61 +12.2 207 368 +161 +14.6

Attempted (% of Possible1) 17.8% 34.0% 20.0% 32.2% 18.8% 33.5%

Correct 87 190 +103 +17.2 62 157 +95 +19.0 149 367 +218 +19.5 Correct % (of Attempts) 81.3% 93.1% 62.0% 97.5% 72.0% 99.7%

Error 20 14 -6 -1.0 38 4 -34 -6.8 58 1 -57 -5.18 Error Rate (% of Attempts

18.7% 6.9% 38.0% 2.5% 28.0% .03%

Description

Experimental Group Control Group Combined Treatments Pre-Test

Post-Test Chng

Avg Chng

Pre-Test

Post-Test Chng

Avg Chng

Pre-Test

Post-Test Chng

Avg Chng

# of Students in Class

5 5 6 6 11 11

# of Attempts 54 8 +29 +5.8 79 134 +55 +9.2 133 237 +104 +9.5

Attempted (% of Possible1)

10.8% 16.6% 13.2% 22.3% 12.1% 21.5%

Correct 39 78 +39 +7.8 54 125 +71 +11.8 93 232 +139 +12.6 Correct % (of Attempts)

72.2% 94.0% 68.4% 93.3% 69.9% 97.9%

Error 15 5 -10 -2.0 25 9 -16 -2.7 40 5 -35 -3.2 Error Rate (% of Attempts

27.8% 6.0% 31.6% 6.7% 30.1% 2.1%

Page 23: Evaluation report of big brainz

The data was further analyzed to aggregate the two experimental groups and report the impact of

Timez Attack after both studies. Table 10 reports the results for the experimental groups.

The final data analysis viewed the experimental group by grade level. That data is summarized

in Table 11.

Table 10 -- Combined Report - Both Studies Experimental Group

Attempts Correct Errors

Descriptio

n Coun

t Pre Post Chang

e Avg Pre Post Chang

e Avg Pr

e Pos

t Chang

e Av

g Study #1 (all participants)

24 968 1,21

5 247 +10.3

941 1,207

266 +11.1

27 8 -19 -.8

Study

#2 (experimental

group)

11 161 287 126 +11.5

126 268 142 +12.9

35 19 -16 -

1.5

Totals 35 1,12

9

1,502 373 +10.7 1,06

7

1,475 408 +11.7

62 27 -35 -

1.0

Table 11 -- Combined Report - Both Studies Experimental Group By Gradet

Attempts Correct Errors

Description Count Pre Post Change Avg Pre Post Change Avg Pre Post Change Avg 3rd Grade 30 1,075 1,419 344 +11.5 1,028 1,397 369 +12.3 47 22 -25 -.8

2nd Grade 5 54 83 29 +5.8 39 78 39 +7.8 15 5 -10 -2.0

Totals 35 1,129 1,502 373 +10.7 1,067 1,475 408 +11.7 62 27 -35 -1.0

All of the data analyzed suggest that Timez Attack (both instead of and combined with teacher-

led instruction) supports significant positive results for students learning multiplication facts,

similar to results from teacher-led classroom instruction.

Timez Attack and Student Self-Efficacy In addition to the pre- and post-tests of multiplication facts, we employed survey instruments,

observation, and student interviews to assess students' experiences playing TA. Our focus in this

section is on students' mathematics self-efficacy, which is their sense of their abilities to master math facts and their general learning capabilities.

The surveys were distributed to Study 1 as well as Study 2 (both experimental and control

groups). Table 12 summarizes the analysis of the survey responses to these questions.

The student responses to question 1 suggests an increased positive feeling that "I can learn new

multiplication math facts easily" for all participants. Study 2's experimental group showed a

much greater increase in this sense of self-efficacy than the control group, and significantly

higher than students exposed to TA in Study 1.

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Students who played Timez Attack--both in Study 1 and in Study 2's experimental group--agreed

more with the statement "I like learning multiplication facts" after playing Timez Attack,

whereas student agreement with question 2 declined in Study 2's control group.

Responses to question 4, "Remembering new multiplication facts is hard for me", showed nearly

identical increased disagreement in both control and experimental groups, suggesting that self-

efficacy in terms of memory simply improved with practice.

Question 5 attempted to measure anxiety about math, stating "I usually do not worry about

remembering multiplication math facts". Agreement with this statement went up in both Study 1

and Study 2's experimental group, but down slightly in Study 2's control group.

Table 12 -- Student Responses to Likert-type Self-Efficacy Survey Questions

Description

Question #2 Question #2 Question #4 Question #5 Pre-Test

Post-Test Diff

Pre-Test

Post-Test Diff

Pre-Test

Post-Test Diff

Pre-Test

Post-Test Diff

Study #1

(all participants)

3.913 4.478 0.565 4.000 4.565 0.565 1.500 1.409 -0.087 3.136 3.136 0.000

Study #2 (experimental group)

3.182 4.182 1.000 4.091 4.545 .0455 1.182 1.000 -0.182 3.091 3.273 0.182

Study #2 (control group) 3.727 3.818 0.091 3.818 3.545 -0.273 1.364 1.300 -0.182 2.000 2.182 0.182

Survey Questions:

Question 1: I can learn new multiplication facts easily.

Question 2: I like learning multiplication facts.

Question 4: Remembering new multiplication facts is hard for me.

Question 5: I usually do not worry about remembering multiplication math facts.

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Findings from Qualitative Data:

Seven observers recorded their impressions watching students engage with TA, while one

observer recorded her observation of the control group. Students also responded to two open-

ended post-survey questions about their experience with TA. We coded all statements and, in the

course of coding, 14 main codes emerged. They are described below, with any relevant sub-

codes and examples taken from the data:

Table 13 -- Descriptions and Examples of Codes

Page 26: Evaluation report of big brainz

Code Description Examples

Comparison

The statement represents a students‘

comparison of Timez Attack to another

game or another type of mathematics

learning activity. Such statements were

sub-coded as either Positive or Negative,

with Positive indicating a preference for

Timez Attack, and Negative indicating a

preference for another activity.

Positive: "I play a few other math

video games. It’s pretty good. Better.

… I like it more.”

Negative: "It was pretty good. It’s a

little bit less good because there’s

this [other] game I really like.”

Conceptual

Understanding

These observation notes give evidence

that the students might be developing a

conceptual understanding of the process

behind or meaning of multiplication as

repeated addition.

“It is 7X12 so since there is 7 balls in

each [and] I count by sevens to get

the answer.“

Emotional

Response

These statements include any action or

declaration by students that give insight

into what emotional response they may

be having to playing the game. Such

statements were sub-coded as either

Positive or Negative. Positive sub-codes

correspond with positive emotions (such

as enjoyment or happiness), while

Negative sub-codes correspond with

negative emotions (such as frustration or

confusion).

Positive: Student shouted, “This is

fun!”

Negative: It was obvious he knew the

math facts and was looking to use

them in the game, but the pace of the

game and confusing instructions

frustrated him.

Engagement

Statements with this code reflect how

engaged the students were while playing

the Timez Attack program. Statements

were sub-coded as Positive or Negative.

Positive sub-codes indicate active

engagement with the game, and Negative

sub-codes indicate disengagement from

the game.

Positive: He was engaged in the

game throughout the entire session.

Negative: Looked very bored pushing

the button to throw the balls. Not

looking at screen when doing this.

Game

Construct

This code focuses on the basic

appearance and design of the game. Sub-

codes are Graphics, Audio, Timing, and

Characters.

Graphics: When the colors shine out

at one point in a fantastical way, she

"ooohs."

Audio: The students interacted

differently with the game. [Some

students] used the headphones. [Two

others] did not.

Timing: “Umm... how when the

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spiders come out, there are blue

things... it like turns blue near them

and then you can't get them--it takes

a long time to get them.”

Characters: Commenting about the

characters while playing it.

Gameplay

Statements given this code reflect the

dynamic and interactive nature of gaming

as students play Timez Attack.

Picked up the spider characters and

threw them over the edge of the

walkway opposite the wall where they

were supposed to be thrown for the

game. Played the game instead of the

math.

Hawthorne

Effect

These statements reflect an influence of

the evaluator/observer on the student

trying to take the test or play the game.

Very nervous about being watched.

Edgy each time someone is looking

over his shoulder. Looks up at person

watching and has a difficult time

proceeding with game.

Learning

These observation statements contain a

reference to students learning

multiplication facts using Timez Attack.

"I like how it's a fun game and you

can learn in a fun game."

Problem-

Solving

Strategy

These statements are about students

demonstrating any type of problem-

solving strategy to solve multiplication

problems.

Student was using his fingers as

manipulatives as soon as he

encountered a multiplication fact. He

actually took his fingers off of the

controls to figure the answer.

Self-Efficacy

Statements regarding students‘ self-

efficacy reflect how the student viewed

himself as a mathematician and how

competent he feels in his mathematical

abilities. Such statements might include

insights into a student‘s confidence, or

lack thereof, in doing mathematics. Sub-

codes were either Positive or Negative,

where Positive indicates a high level of

self-efficacy and Negative indicates a

lower level of self-efficacy.

Positive: “The game makes me feel

better at math.”

Negative: “This is hard… I can’t

think of it!”

Social

These statements involve an interaction

between two or more students or

observers while playing Timez Attack.

Such statements give insight into what

students are saying/doing to each other,

how they interact with those around them,

Asked her neighbor for help. He

showed her what to do.

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and how their interactions are influencing

their use of Timez Attack.

Technical

Issue

Statements indicating issues with the

game not working due to problems with

the hardware/software.

Froze a bit, then started working.

Usability

These statements indicate how easily the

students are able to use the game and

achieve their goals. Sub-codes were

Positive or Negative, with Positive

indicating student facility with the game

and Negative indicating difficulties had

by the students.

Positive: Used mouse combined with

direction arrows on keyboard to

move more smoothly.

Negative: Still confused by game

controls and movements.

Usage

These observation notes deal with the

extent to which the student has used

Timez Attack in the past.

"I played it a lot last year at school.”

There were 335 total coded statements from these observation protocols, informal interviews,

and survey responses. Because multiple codes were allowed for some statements, a total of 486

codes were assigned. The following table and accompanying chart display the frequency of code

occurrences:

Table 14 -- Frequency of Codes

Code Frequency

Emotional Response Positive 61

103 Negative 42

Gameplay 84

Usability Positive 26

58 Negative 32

Learning 41

Engagement Positive 22

35 Negative 13

Social 31

Game Construct

Graphics 6

29 Audio 6

Timing 9 Characters 8

Self-Efficacy Positive 14

24 Negative 10

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Usage 21

Conceptual Understanding 18

Comparison Positive 16

17 Negative 1

Technical Issue 12

Problem-Solving Strategy 8

Hawthorne Effect 5

TOTAL: 486

Three tables listing all of the student comments noted during evaluator observations or recorded

as responses to the open-ended post-survey questions can be found in Appendix B.

Discussion of Findings

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Based on the data above, we found the following:

Achievement Comparison between TA and Classroom Instruction

Was there a difference in students' abilities to memorize multiplication facts?

First, we split a 3rd grade class in half and gave them all a pretest. Then, for

30 minutes, one half experienced classroom instruction while the other half

played TA. Last, all the students took a post test. The data from pre- and post-tests show no significant difference between the two groups. On the

bright side, students in both of these groups attempted more problems and

made fewer errors on the post-test than other groups that experienced only

one of these.

Grade/Age Differences

Not surprisingly, 3rd graders who played TA made larger gains than 2nd

graders who played TA for the same amount of time. It might follow to

reason that the young tender minds of 2nd graders should thus be protected

from TA. However, this same reasoning would also require that scrawny

individuals should be disallowed from gyms, sick people should be barred

from hospitals, and ignorant children should be prevented from attending school at all. In the face of all this, the ambitious educator will see

tremendous opportunity. It is likely that if 2nd graders practice more than 3rd

graders, those 2nd graders will eventually exceed 3rd grade performance. We

highly recommend further evaluation to provide evidence for this assertion.

Anxiety and Self-efficacy

In the group that experienced 30 minutes of direct classroom instruction,

there was no significant difference in reported self-efficacy from before to

after. However, when we compared pre- to post- testing of the group that

played TA for 30 minutes, there was a significant positive change in self-

efficacy. Students who only played TA also reported much less anxiety

toward learning multiplication facts after they had played for half an hour.

Peer Interaction

Students frequently engaged in social interactions with their peers during

game play. This suggests that social networking applications within the TA

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game play structure could lead to greater usage and deeper effects on

student self-efficacy.

Learning vs. Gameplay

Students enjoyed playing the game. When asked what they disliked about the game, they most

often mentioned the robot, falling off of bridges, or dying and having to restart. Although these

items were intentionally built into the game, some math teachers (who we talked to on the side)

were concerned that it took too much time away from student learning.

Marketing

We found that TA helps students learn their multiplication facts about as well as traditional

classroom approaches. Therefore, it is a good supplement to traditional classroom teaching for

visually and conceptually teaching the times tables. We also found that playing TA improves

students' self-efficacy of multiplication skills more than traditional classroom approaches to

teaching multiplication facts. These two facts suggest that in order to effectively market TA to

school districts, teachers, and administrators, TA ought to be advertised as a powerful

supplement to classroom instruction that helps to build student confidence and mastery. This

marketing approach will also bring with it the idea that these benefits can be accessed outside of

the time and social constraints inherent in traditional classroom approaches.

Conclusions

The focus of this evaluation project was to determine if playing TA improves

multiplication fact mastery and/or contributes to positive changes in

students’ multiplication self-efficacy. According to the data collected, playing TA does improve mastery of multiplication facts, but this improvement was

roughly equal to that of the control group. This suggests that TA is equally

as effective as classroom instruction in helping students achieve

multiplication mastery. Additionally, students who received teacher

instruction first and then played TA exhibited the highest improvement

overall. While this improvement could be attributed to time on task, it shows

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that time spent playing TA is time "on task" and its use extends beyond the

simple entertaining nature of other educational games.

According to the results of the multiplication tests and the student math

attitude surveys, it appears that playing TA results in a positive change in

students' multiplication self-efficacy. The pretest/post-test results showed

that in all of the study groups, students attempted more questions on the

post-tests. This indicated a higher level of self-efficacy (as students appear to be more confident in attempting more test items). This increase in

multiplication self-efficacy was roughly equivalent to the increase that was

experienced by those who received only classroom instruction. This indicates

that playing TA has the positive effects of improving students’ multiplication

self-efficacy beyond the classroom setting.

The results from our study indicate that TA is useful as a supplement to

classroom instruction. Teachers can only devote a limited amount of

individualized attention to each student, while playing TA allows for an

unlimited practice experience with multiplication facts outside of classroom

instruction. For those students who may feel anxiety or experience difficulty

in learning multiplication facts in classroom settings, TA may help provide an

alternative environment for students to learn by trial and error without time or social pressures. Games like TA can offer alternative modes of learning

that may reach students who are not as prepared to learn in traditional

classroom settings. As more is required from students and teachers, it will

become critically important to leverage technology to help everyone use

time more efficiently in the classroom and in the home.

Possible Confounding Variables in Findings

The summary of findings is supported by the quantitative and qualitative data collected for this

evaluation. However, there are some confounding variables that may be influencing these

reported results that are unrelated to specific research questions. Some of the variables that we

consider pertinent to the analysis include the following:

1. The students took the same test three different times within a compressed time period.

The frequency of testing may have allowed students to experience greater confidence

unrelated to the methods of instruction. This may have also allowed the students to

Page 33: Evaluation report of big brainz

incorporate strategies in the taking of the test that build upon the prior test experience to

short-cut answering without considering each problem.

2. The students in Study 2 were separated into two different groups with one group led by a

teacher and the other group using Timez Attack for instruction. There may be variations

in time-on-task spent learning the math facts based on whether the student was

participating in the classroom instruction or the game. This may be one reason for the

measures of improvement in the quantitative analysis of these two groups.

3. The students were immersed in math-related activities throughout the duration of the

study. This focus may have influenced performance on the assessments. A controlled

follow-up with some interval of time between assessments and engagement in the

evaluation exercise would inform whether the students had really improved in

proficiency by retaining the facts over a longer term.

Recommendations

The results and findings of this evaluation report can be helpful in two major ways. First, the

findings can be utilized to drive the enhancement of Timez Attack game programming and

marketing strategies. Timez Attack can be really engaging for students, but teachers and other

school personnel are largely unaware of how the game will provide a benefit for the students.

Parents may also experience this confusion about the learning benefits of Timez Attack game

play. We suggest that Big Brainz gear its marketing toward helping teachers, administrators, and

parents understand that Timez Attack has been shown to provide a fun, confidence building way to complement the teacher in the classroom by producing higher times-table competencies than

would otherwise be attained. It could be helpful to provide information on the website addressed

to the different stakeholder groups such as parents, teachers, school administrators, etc. Building

rapport with these stakeholders can build market penetration and client satisfaction.

Another recommendation is making the information of students' progress more readily available

to teachers. The inclusion of more granular data reporting for the teacher could include

measurements of time spent on encounters, time spent moving around, number of correct and

failed attempts for each problem, sortable by multiplier/multiplicand, etc. Additional reporting

metrics will add value to the game when a buying decision is considered.

Future Evaluation Plan

Our initial findings can provide direction for a more comprehensive and thorough evaluation of

the Timez attack software with a more robust environment, conditions, and subject pool. In an

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effort to promote continuous improvement, we submit here some suggestions for future

evaluations.

We recommend that a future evaluation work with students at the beginning of their 3rd-grade

year before they have been exposed to the multiplication tables. This will reduce the lurking

variable of students' previous exposure to the multiplication facts. Also, we recommend that the

evaluation be more longitudinal in nature with a greater number of students. This will allow for

more concrete, trustworthy results, increasing the strength of the marketing strategy.

Additionally as part of our data analysis, we discovered that for the 12s multiplication facts,

students improved on some numbers much more than they did on others. 3,4,5,11,12 seem to be

the numbers that most students got wrong, and interestingly enough, 3,4,10, and 12 were the

numbers that students attempted more. Also, these seem to be the numbers where students made

the most improvement. If we look between the lines, we see that 5,7,8,9, and 11 were the least

attempted, and 6-9 were the numbers where the least improvement was made. We did not

include these results in the evaluation because there are too many lurking variables, such as how

often the questions show up on the test, where they are placed on the test, and students'

individual test-taking strategies. However, we do recommend that a future evaluation examine

which questions are more problematic for students (controlling for the lurking variables by

having students use the same strategy and having the questions more evenly distributed). This

information could affect how the game could focus more/less on certain multiplication facts,

which would be a significant marketing advantage.

Below are listed other possible questions and methods for future evaluations.

Evaluation Questions:

1. What effect does game play have on the way students feel about their ability to learn and

use math functions?

2. How do different groups use the game?

Public school students

Public school teachers

Other school personnel (librarians, lab technicians, SPED, etc.)

School Administrators

Home schoolers

Page 35: Evaluation report of big brainz

3. What influence does the teacher have on the attitudes of the students with respect to the

game?

4. Does the confidence developed by game play transfer to other math areas? In what ways?

5. Does the confidence developed by game play transfer to other curricular subjects? Which

and in what ways?

6. What other methods are used to teach the multiplication tables in traditional classrooms?

How much time do they take? How do their effects

compare with Timez Attack?

7. How do teachers feel about Timez Attack?

8. What do students remember the most after playing Timez Attack?

9. What is the effect of Timez Attack as a remediation intervention?

Evaluation Methods:

In this evaluation, two classes of second and third grade students were observed before and after

they played Timez Attack. There were some serious factors that reduced the effectiveness of this

evaluation, which should be remedied in future evaluations. It is suggested that:

1. Students have no previous experience with the Timez Attack game.

2. Students are observed who have not begun to learn their multiplication facts.

3. Feedback from teachers be intentionally solicited as part of the evaluation.

4. Only online versions of the game be used so that usage analytics can be

acquired.

5. More than two classrooms be used in the study.

6. More than one school demographic be used in the study.

7. Multiple observations be conducted over a period of time.

8. The study starts with the beginning and not the end of the school year.

9. More interviews and case studies are generated to provide a thick description of

the experience of the clients.

Page 36: Evaluation report of big brainz

10. Students be chosen at random to participate in the study to enhance validity of

the study.

11. Student achievement be assessed over time to analyze long-term recall of math

facts.

These suggestions can help to drive a deeper and more meaningful exploration of the effects that

Timez Attack is achieving on the various stakeholder groups.

Appendices

Appendix A - Data Collection Instruments

Pre-Multiplication Attitudes Survey

Read each sentence.

Circle ―NO‖ if you think what is says is not true AT ALL

Circle ―no‖ if you think the sentence is mostly not true

Circle the ―?‖ if you don‘t know or are not sure

Circle ―yes‖ if you think it is mostly true

Circle ―YES‖ if you think it is VERY true

1. I can learn new multiplication math facts easily

NO

no

?

yes

YES

NO

no

?

yes

YES

Page 37: Evaluation report of big brainz

2. I like learning multiplication math facts

3. I am good at memorizing multiplication math facts

NO

no

?

yes

YES

4. Learning new multiplication math facts scares me.

NO

no

?

yes

YES

5. I usually do not worry about remembering

multiplication math facts.

NO

no

?

yes

YES

6. Learning new multiplication math facts makes me feel

bored.

NO

no

?

yes

YES

7. I study my multiplication math facts at home.

NO

no

?

yes

YES

8. I have played Timez Attack…(Circle the correct

answer.)

NO

no

?

yes

YES

Post-Multiplication Attitudes Survey

Read each sentence.

Page 38: Evaluation report of big brainz

Circle ―NO‖ if you think what is says is not true AT ALL

Circle ―no‖ if you think the sentence is mostly not true

Circle the ―?‖ if you don‘t know or are not sure

Circle ―yes‖ if you think it is mostly true

Circle ―YES‖ if you think it is VERY true

1. I can learn new multiplication math facts easily.

NO

no

?

yes

YES

2. I like learning multiplication math facts.

NO

no

?

yes

YES

3. Remembering new multiplication facts is hard for me.

NO

no

?

yes

YES

4. Learning new multiplication math facts scares me.

NO

no

?

yes

YES

5. I usually do not worry about remembering

multiplication math facts.

NO

no

?

yes

YES

6. Learning new multiplication math facts makes me feel

uneasy and confused.

NO

no

?

yes

YES

Page 39: Evaluation report of big brainz

7. I will play Timez Attack at home.

NO

no

?

yes

YES

8. I think playing Timez Attack would help me know my

multiplication math facts.

NO

no

?

yes

YES

9. Learning to play Timez Attack was easy.

NO

no

?

yes

YES

10. Playing Timez Attack is a fun way to learn my

multiplication math facts.

NO

no

?

yes

YES

11. What I love about Timez Attack is… (Write you answer below.)

12. What I hate about Timez Attack is… (Write your answer below.)

Multiplication with 12s Pre/Post-test

Page 40: Evaluation report of big brainz

Appendix B - Student Comments

Student Comments Recorded by Observers During TA Play

Shouted “This is fun!”

Said she had played the game “a few times."

Exclaimed “I’m Good!” when he defeated the robot after answering all of the facts in an

end of level checkpoint. “Yes!”

“Finally” when completing the end of level checkpoint after she had lost to the robot on

two previous attempts

Page 41: Evaluation report of big brainz

“When do we get the dvd so we can take it home? I wish I could load it today at home

and play it now.”

"This is hard." "I can't think of it."

"Watch this, it's funny!" she says when she was at a challenge door.

"I played it a lot last year at school. I think it's really cool. It's, I don't know.” (shrugs)

"It's pretty fun. I don't know, it's just fun."

"I knew what it was, but I can't find the keys. It's hard."

"What the heck?" one student says when a challenge door is missing the second bottom numeral. Another girl said the same thing had happened to her.

"I really like it. I just enjoy doing my times tables. This is one of my favorite ways. It's

times tables made into a game so double the fun." He said he had played it a long time at

school, and liked the lava world because "it's the hardest one."

"Do you know if you wait, the spiders just walk to you?"

"It was fun. It was pretty good (compared with other games he has played). It's a little bit

less good because there's this game I really like. You go around catching stuff and stuff. "

"Yes I did it" a girl pumps her fist when she defeats the robot.

"I hate this part. I always fall off the edge" when she's at the bridge, trying to cross.

"Finally I'm going to the next level. Are you on the third level? I'm on the third level. I passed you. Have you been keeping track of your levels?"

"Look at me!" she says this as she falls off the cliff.

"I've played the older version at school. Don't we get to download this at home? My mom

will probably let me do that. I play a lot [of games]. I play Wii. I play a few other math

video games. It's pretty good. Better (Timez Attack is vs. those others). I like it more. I

like video games where you run around. The running around and fighting the bad guys. Do we get to play again? I want to play right now.”

"I thought it was fun because you can do challenges and stuff but math is involved. I've

never gotten past the dungeon" "It is pretty much the same fun [as other games]."

"It was awesome! It was really fun to play." She most liked going against the robot but

said it was " a little hard to learn the keys.”

"You can't backspace [when at a challenge spot]. It sucks."

Interview- Q: What did you like the most about Timez Attack? “Helps us learn times

tables. Parents can't tell us not to use it. I like it the most cause it's long.”

Q: What did you NOT like about Timez Attack? “When you really want to finish it, try to go

too fast, and make dumb mistakes.”

"Yes" when he beats final boss

"I can't see. It's too dark on the thing."

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"Yes" "This is really cool"

"I don't know how to work it."

"It's angrifying" the thing in the game doesn't com back if you fall

"My computer's frozen."

"I can't think of it!"

"Ah, 12s are hard!"

Interview – Q: What do you like about Timez Attack? “It's not like having a piece of paper

or flashcards. It's like a game. It's fun. And it teaches you and makes it so you can

memorize.”

Q: What don't you like about Timez Attack? “ Umm... how when the spiders come out,

there are blue things... it like turns blue near them and then you can't get them--it takes a

long time to get them.”

Q: Do you think playing Timez Attack is useful? “It's good practice.”

Q: if you could change anything about Timez Attack, what would you change? “On the last

level, make it easier to get the dragon.”

Q: Do you play at home? “Not much. I play one or two times in three or two weeks.”

Q: Do you have any siblings? Do they play at home? “I have three younger siblings, but they don't play. My older brother used to play when he was in third grade, but he passed

all of them, so he stopped.”

"I don't know how to get out.”

"Did I just come up from there?"

Interview - Q: Why do you throw the snails at the wall? “ Well, they represent each group

in the array.”

Q: So, they help you count up? “Yeah.”

Interview – Q: Why do they have those dots? “Because they... it's sort of like an array."

Interview - Q: Did you know your 12s coming in? “Sort of. A few of them--that would have

been useful to know!"

"No!" he exclaimed quietly when he missed another question.

"Now I'm fighting the big boss, I'm guessing."

"No!" "This is so fun!"

''Holy cow you are good”

“Not another one of these guys”(robot) “This is fun”

Page 43: Evaluation report of big brainz

Interview - Q: Is it easy to play the game? “Kind of easy (the multiplication can be

hard).”

Interview - Q: Have you played the game before? “Yea, at school.“

Shouting “yea” when she is correct, shouting “oh no” when wrong.

Interview - Q: Why do you throw balls at the gate? “It helps you figure out the right

answer so you can get in.”

Interview - Q: Why do you throw balls at the gate? “You have to throw the balls to get in

the gate.“

Interview - Q: Why do you throw balls at the gate? “Counts until last one then that is the

answer .”

Interview - Q: Have you play this before “Yes.”

Q: Where? “At school and home. At home it has slugs. I like slugs better.”

Q: Why are there groups with 5 balls on the gate? “Not sure.”

Interview - Q: Why do you hit the spider? “Helps you count to get answer.”

Q: What do you like about the game? “You do not have to ask anyone the answer if you forget.”

Q: Anything else? “It makes me get me answers faster.”

Q: What do you not like about the game? “When I get the wrong answer.”

Claps when right, says “ah sweet”

Interview - Q: Why is it counting by two when you throw the ball? “Because it is 2 x 12, so you have to count by 2’s.”

“I do not like battling the robot. He beats me up.” “Oh no, I killed him” “Not sure how I

get to next level. Am I in it?”

Says “phew” when he gets them right.

Interview - Q: Why are there groups of balls on the gate? “They help you figure out the

answer.”

Q: How? “Since it is 9X12 you have 9 groups. Wait, I guess I have 9 in every group and then I would have to count twelve of them.”

Interview - Q: Why are there groups of balls on the gate? “To get the answer “

Q: Why is there 7 in each group? “It is 7X12 so since there is 7 balls in each I count by

sevens to get the answer.“

“YES!” at checkpoint, with handpump.

Interview - Q: Why do you throw the balls? “Because it counts up and gives the answer if

you need it. “

Likes the game “because it's a mix between a game and times tables.”

Page 44: Evaluation report of big brainz

Likes the game “better than memory cards.”

Game “makes me feel better at math. “

“I just did it!”

“Ah, 12s are hard!”

“Oh, it's . . .; I can't do it . . .” “Yes!"

“Okay, think.”

“Yes!” when he found it was right.

“I just have to beat the sixes and I'm done. Can I play the game?”

“Yes! I got it done!”

“Oh! Oh my Gosh!”

“Ah!”

“Turn the other way!”

“Door, another door, weird.” “Yes! Oh, bam bam ...”

“Oh!”

To his friend- “It shows you the ones you need to practice to beat the game.”

“Okay.” “Ah.” “Ch, ch.”

“Oh no!”

“Ah! I forgot that one!”

Gives her friend suggestions- “Just walk off the edge.”

Singing- “I'm going backward; I'm going backward.”

“Oh!” -goes back and laughs. “When is it gonna come and get me?”

“How do I do this part?” “Ahh! I did it!”

“And I was doing good and just figured out how . . .”

“Only got two.”

“When does this guy [robot] end? When does this guy end? I'm getting annoyed at how

long he's taking! Do you know how much longer?” “I couldn't finish it.” -He told me. “How

many lives do I have?” -He asked me. “I had like twenty.”-He replied. I asked him if he

was glad to be doing something else rather than facing the robot. “Yeah, but I'm gonna

have to face him again.” -He said.

“That was hard!”

“It took me 25 minutes just to beat the robot!”

“Sixty.” (Speaking right answer as typing.)

“Oh come on, no!”

Page 45: Evaluation report of big brainz

One student, while filling out pre-survey, "Nobody would do it almost everyday!"

Student leaving to play, "I'm not good at Timez Attack. I always get stuck in the dungeon."

"It's a good game."

"Burst all the people"

"I like how it's a fun game and you can learn in a fun game."

"They made it more difficult. Like you can go in alleyways."

"I like how they made a videogame for while you're learning."

"I didn't hate any of it."

"I liked it. It was a fun game."

"There's just SO much spiders! You have to get ALL of them and it takes a long time."

"I liked every bit of it!"

"It kind of takes a long time to figure them out..."

"I LOVED all of it!"

"Well, some of the class didn't like it."

Student Responses to Post-Survey Question 11

The following responses are taken verbatim from the open-ended, post-survey question, "What I love about Timez

Attack is..."

It helps you remember timz tables

Asoum

It is a game you can play and learn lots

of new stuff

It is fun.

you can learn multiplication in a fun way.

It helps you learn your math facts.

It's a fun game to play and help's you learn multiplication

It make me feel smarter.

they made multiekatshin easy

Everything

how you can chang levels!

I love the green guy.

Page 46: Evaluation report of big brainz

you had to fite

It helped me learn my math facts

It's a good way to learn.

the same

That you can learn about the math facts!

That you have challenges and match is

envolved

It teaches you multiplication facts.

It helps you learn more.

I can learn math while I'm playing

computer games

That it teaches you something when you

play. So it's a good way to learn.

It's a fun way to learn times tables.

the math.

mutipulcation

it teches me times

it’s a fun way to learn math facts

?

It helps kid learn times tables.

nothing

its fun and it teachs you x tables

It help me think

You can learn and have fun at the same time!

Lrning math facts

it gives you a challage.

It's so fun. It helped me with my

multiplucation 12's.

killing the robotst.

nothing

you lern your multiplication

when you colecet the spiders

Because its fun and a good way to learn your times quistian

Page 47: Evaluation report of big brainz

You get to go on the moving elivater

thing

the ashin

It's fun and easy and you do not get lost. P.S. the green dude

it is math but it is a fun game

Student Responses to Post-Survey Question 12

The following responses are taken verbatim from the open-ended, post-survey question, "What I

hate about Timez Attack is..."

?

starting over

nothing!

It is hard.

you have to get the spiders & slugs.

I fall off when I'm trying to go really

really fast.

that you don't just get to write the

anser then

the spiders

I hatted nothing

They tell you the answer when you get

it wrong

nothing!

The robot!

nuthing

the graphikiks

nothing.

the robot

That you fall off when you miss going

on the blocks!

nothing

You have to type in the answer before

a certain time

Page 48: Evaluation report of big brainz

Ansers to hard

If you died, you would have to restart

the level

I don't hate it but it challenging to go

on the transportation you might fall.

the green guy doesn’t have much

clothes on.

you die.

doesn't give you enough time to

answer

nuthing

NONE

?

nothing!

nothing

nothing!

nothing

It doesn’t give me the time I need to find the numbers on the keybord!

nathing

nothing

I keep pressing rong buttons

when the brige was really skinny.

That once I beat the boss it made me start over

Nothing

the robot!

its hard to get from qustion

You have to throw the dimends.

dus not let me think

Nothing

they make you go back if the robot

kills you

References

Page 49: Evaluation report of big brainz

Berk, L. (2009). Child Development (8th ed.). Boston, MA: Pearson

Education, Inc.

Carter, G. S., & Norwood, K. S. (1997). The relationship between teacher

and student beliefs about mathematics. School Science and Mathematics,

97, 62-67.

Fennema, E., & Sherman, J.A. (1976). Fennema-Sherman mathematics

attitudes scales: Instruments designed to measure attitudes towards the

learning of mathematics by males and females. JSAS Catalog of Selected

Documents in Psychology, 6(1), 3b.

Federation of American Scientists. (2006). Harnessing the power of video

game for learning. Retrieved from http://fas.org/gamesummit/.

Jackson, C. D., Leffingwell, J. R. (1999). The role of instructions in creating

math anxiety in students from kindergarten through college. The

Mathematics Teacher, 92(7), 583-586.

Ke, F. & Grabowski, B. (2007). Gameplaying for maths learning: Cooperative

or not? British Journal of Educational Technology, 38(2), 249-259.

Kebritchi, M., Hirumi, A., and Bai, H. (2008). The effects of modern math

computer games on learner's math achievement and math course motivation

in a public high school setting. [Research brief based on dissertation

research for Doctor of Philosophy in Education with an Instructional

Technology Specialization from the College of Education at the University of

Central Florida (UCF)].

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Klawe, M. M. (1998). When does the use of computer games and other

interactive mult-imedia software help students learn mathematics? Retrieved

from http://www.cs.ubc.ca/nest/egems/reports/NCTM.doc.

Meece, J. L., Wigfield, Al, & Eccles, J. (1990). Predictors of math anxiety and

its influence on young adolescents' course enrollment intentions and

performance in mathematics. Journal of Educational Psycholoy, 1, 60-70.

Moreno, R. (2002). Who learns best with multiple representations? Cognitive

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presented at World Conference on Educational Multimedia, Hypermedia, &

Telecommunications. Denver, CO.

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final report of the National Mathematics Advisory Panel. Washington, DC:

U.S. Department of Education.

National Research Council. (1989). Everybody counts: A report to the nation

on the future of mathematics education. Washington, DC: National Academy

Press.

Nichols, J., Cobb, P., Wood, T., Yackel, E., & Patashnick, M. (1990).

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Programme for International Student Assessment. (2003). Learning for

tomorrow's world: First results from Programme for International Student

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Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P.,

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games and the future of learning. The Phi Delta Kappan, 87(2): 104-111.

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Metaevaluation

The meta evaluation was performed by the evaluation team using the following peer reviewed

instrument:

*Program Evaluations Metaevaluation Checklist (Based on The Program Evaluation

Standards),created by Daniel L. Stufflebeam (1999).

Page 52: Evaluation report of big brainz

Utility: On the subject of Utility the overall score was 71%. Report clarity and Information Scope were

particularly strong. The educational nature of this evaluation encouraged us to properly identify

and clarify stakeholder needs and circumstances. Due to the limited scope of the evaluation,

Stakeholder identification and Timeliness/Dissemination achieved slightly lower (Good) results.

Stakeholder involvement was identified as a main weakness in the evaluation, again due to the

restricted timeline of the project. Data was collected from only two classes and at only one point

in time. Because of these limitations, we were unable maintain a more satisfactory level of

interaction with the stakeholders. In summary, while we feel we gave adequate attention to the

stakeholder‘s needs there was simply not enough time to properly address the questions.

Feasibility:

Overall, the feasibility of this evaluation was rated ―very good‖ using Stufflebeam's Program

Evaluations Metaevaluation Checklist (1999). Our overall rating was a score of 8, which equates

to 67%--the low end of the "very good" category.

This rating is a result of averaging three areas: Practical procedures, political viability, and cost

effectiveness.

Practical procedures was our strongest area. While we question our appointment of competent

staff (all evaluators were student novices), we believe we made a strong showing in other areas.

For example, we tailored our methods and instruments to the client's information requirements,

choosing procedures in light of known constraints. We also made use of local resources, and

designed the observation to minimize disruption to the teachers and classrooms.

Political viability was our weakest area. We failed to maintain communication or involvement

with the stakeholders, particularly our client, throughout the evaluation. We did not agree on, or

even extensively consider, editorial and dissemination authority. Further, the lack of formality in

planning and contracting for the engagement with the client created concern in understanding

expectations. On the other hand, we did spend sufficient time considering positions of different

interest groups. We also immediately terminated any corrupted evaluation data as it was

encountered. While we were consistently aware of what our client wanted, we maintained

objectivity and worked to consistently avoid bias.

Considering the cost and value of the evaluators time was null, it is not surprising that our

analysis of our evaluation project was high in terms of cost-effectiveness. However, there were

examples of inefficiency. Particularly, we had seven observers present during the evaluation—

Page 53: Evaluation report of big brainz

nearly one observer for every three students. Also, we employed all 12 evaluators in the

authoring of the evaluation report. This was because this was largely an academic exercise for

our course, and our instructor wanted each student to have the experience of participating in

every step of the evaluation. Our strengths in this area included making use of in-kind services,

providing a report that may inform decisions, and minimizing both disruption and time demands

on client/program personnel.

Accuracy: Our overall accuracy score was 68%, or ―very good‖ based on Daniel L. Stufflebeam‘s ―Program

Evaluations Metaevaluation Checklist‖ accuracy standards. In regards to program

documentation, a technical report was produced and a copy was provided for the stakeholders.

Limitations lie in that we did not collect descriptions of the intended program from various

written sources, and we did not analyze discrepancies between the various descriptions of how

the function was intended to function. Context analysis was also a strong area of our evaluation,

as we noted and reported important contextual influences and effects. However, we did not

analyze how the program‘s context is similar to or different from contexts where the program

might be adopted. Furthermore, data collection procedures were specifically identified and tied

to the evaluation‘s purposes. Information was collected from a variety of sources from

documented populations, and all data collection instruments were documented, justified, and

reported in the evaluation report (in a technical appendix). Key questions for the evaluation were

identified, data analysis procedures were identified to address these questions, and information

was collected in a valid and reliable manner. Although consistency between multiple observers

was not checked during data collection, methods of triangulation were employed during data

analysis. Our biggest weakness lied in aspects of impartial reporting. The client was not engaged

during the process to ensure impartial reporting, and perspectives of all involved stakeholders

were not reported. We did not obtain any outside audits of the report, and we did not report

alternative plausible conclusions for our results.

Propriety: Service Orientation: We identified the strengths and weaknesses of the program. Because of the

brief nature nature of this report, we chose to focus on the needs of Big Brainz.

Advanced Written Agreements: While we did not include written agreements, we did have

verbal agreements.

Rights of human Subjects: We were clear to the stake holders that the evaluation would protect

the participants human rights.

Potential Conflicts of Interest:

1. James West (of Big Brainz) is a first cousin of Rick West (the Instructor of the BYU

course that undertook the evaluation). Our evaluation team took precautions to avoid a

conflict of interest by choosing a Project Manager other than Rick West to lead the

interactions with Big Brainz.

2. Rick West's daughter attends the same school and class where we did the evaluation.

Again, our evaluation team took care to minimize this potential conflict of interest.

Page 54: Evaluation report of big brainz