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Brain teaser game curriculum delivered three days a week for one hour over ten weeks

Design · All designs
Evidence · 2 claims (2 for) · 1 study (1 causal), q3 · 0 of 1 report an effect size · 2 claims rest on one study

Description

The article's intervention pattern is a structured play-based curriculum: the experiment group "was given the brain teaser curriculum 3 times a week for an hour each time, for 10 weeks". The curriculum comprised named strategy and construction games such as Quoridor, Katamino, Make'n Break, ColourCode, Tangram, Mangala, Jenga and Kapla, implemented by classroom teachers after researcher briefing, with reinforcing statements such as "good job" given to children during activities.

Design Implications

Context

Requirements

  • Teachers briefed about the implementation of activities, with the first activity implemented under researcher supervision
  • Reinforcing statements provided to children during activities

Constraints

  • Tested with six-year-old pre-school children in one kindergarten; no implementations were made on children in the control group

Target Learners

  • pre-school children of age six

Learning Goals

  • attention span and concentration

Claims

Examples

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Key Sources

  • Altun, M., Hazar, M., & Hazar, Z. (2016). Investigation of the Effects of Brain Teasers on Attention Spans of Pre-School Children. International Journal of Environmental & Science Education, 11(15), 8112-8119. http://creativecommons.org/licenses/by/4.0/
Page metadata
Field Value
type design
id brain-teaser-game-curriculum-schedule
title Brain teaser game curriculum delivered three days a week for one hour over ten weeks
description The article's intervention pattern is a structured play-based curriculum: the experiment group "was given the brain teaser curriculum 3 times a week for an hour each time, for 10 weeks".
status review
generated by process:settle-candidates on 2026-11-01
trust unverified — no one has confirmed this page's content
sources 1 — altun-2016

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