Kickstarter Project Update #3, our results from efficacy and play testing
Why did we play test? We play tested to make sure kids could play the game and had fun doing so, an important step for both entertainment and educational games.
What do we mean by efficacy testing? We had a diverse group of kids answer questions about their knowledge of science and their favorite subjects. Next, we gathered lots of data while they played the game, and again afterward.
Our results were GREAT.
All groups showed:
- High degree of engagement
- High frequency of replay, on average 5 times (far above the norm for education games)
- 76% of time: active, on topic communication
- Less than 6% of time: off topic communication. Students stayed on task.
- Improved science & math self-efficacy scores in all groups
- Urban students saw score increases of over 20%, almost closing the gap with their suburban and rural peers
Martha Madison’s Marvelous Machines shows HUGE potential for the future of education!
Pledge today, and encourage your friends to do the same. Thank you!