The experiment is
designed to be a two factor within subject design. The first factor is
presentation mode and is varied
at three levels,
serial, overlapping and parallel. The second factor is game complexity and is
varied at two levels, three
and four discs.
Each subject played the game once for every combination of the two factors,
which means that every
subject, played
the game six times. The sequence of the combinations was counterbalanced using a
Latin square.
During the
experiment two quantitative measurements were made, number of errors (or rather
the number of extra
steps in the
solution path compared with the optimal path), and time to complete. After the
session the subject answered
questions about
which presentation mode they preferred and which they thought they performed
best with.
The quantitative
data had to be analysed using nonparametric statistical methods, since the
measurements neither
could be
classified as ratio or interval, but rather as ordinal measurements.
Additionally, these methods are very insen-
sitive to extreme
values, something that is important in an experiment were one might expect a
learning effect that will
vary between
different subjects. The three level factor (presentation mode) was analysed
using the Friedman two-way
analysis of
variance by ranks. The two level factor (game complexity) was analysed using the
Wilcoxon signed ranks
test.
The experimental
set-up was very simple. The subject used a pair of earphones and a regular
computer mouse, the
computer screen
was turned away from the subject and was used exclusively by the session leader
to monitor what the
subject was
doing.
A session
started with the subject being informed about what was going to happen during
the experiment and the
purpose of the
study. After this, the subject learnt to play the game using a wooden model of
the game. This continued
until the subject
knew how to solve for both three and four discs without making any errors. By
doing this we are trying