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Rating trivia questions

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Addiso
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I'm thinking about designing a creature combat game based on trivia questions.
Creatures would upgrade and gain access to new moves and powers as the player answers trivia.
Combat between creatures would also be based on the pool of answers collected during the upgrade phase.

I'd need a system to rate the difficulty of the questions, I would like to avoid measuring progress only by the number of correct answers. Questions would be divided into topics and subtopics.

For example :
math
- algebra
- geometry
- analysys
- combinatorics
- number theory

Are there established systems to rate trivia questions (used in TV shows or the like), or should I think in surveys and base diffculty rattings on community feedback ? Should I rate the subtopics instead of individual questions ?

InvisibleJon
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How you rate depends on your goal...

Short answer:
1) Get a group of 10 or more players who are representative of your target audience for the game and are roughly equal in education and skill.
2) Have them answer each question. Time how long it takes them to answer each question.
3) Take the average of the wrong answer with the longest time and the correct answer with the shortest time. This number is the "difficulty rating" of the question.

Alternately, have test participants answer each question, taking only one minute per question. Count how many times a given question was answered correctly. Higher numbers indicate easier questions. Lower numbers indicate harder questions.

Long answer:
I'm not aware of a specific rating system for trivia (or test) question difficulty, although I suspect that one exists somewhere.

However... Difficulty is subjective. Before you can rate the "difficulty" of your questions, you need to define what difficulty means to you and what you're trying to accomplish with your game.

Your categories are: Algebra, geometry, analysys, combinatorics, and number theory. They're all math-related. I'm assuming that you intend for your game to fill two roles: providing a fun structure for players to rehearse math skills and for them to learn math skills. I'm also assuming that you want to evaluate the difficulty of your questions so you can associate more powerful power-ups with the harder questions. This implies that you want players with a more in-depth understanding of a given topic to be rewarded with cooler power-ups.

The best two ratings of a question's difficulty (that I can think of in this context) are how long it takes to get a correct answer and how many players (out of, say, 10) get the correct answer. Pretend I have a question. The answer can be correct (1), partially-correct (0), or incorrect (-1). I give that question to 10 players (all of whom are educational grade-level peers). I get the following results:

Name: Score (1, 0, or -1), Time in minutes – Commentary
Player 0: 1, 5.8 – Took a long time, got it right.
Player 1: -1, .8 – Did it really fast, got it wrong.
Player 2: 0, 1.5 – Didn't take too long, partially correct.
Player 3: 1, 2.9 – Took a while, got it right.
Player 4: 1, 3.1 – Took a while, got it right.
Player 5: 0, 1.8 – Didn't take too long, partially correct.
Player 6: -1, 1.1 – Did it pretty fast, got it wrong.
Player 7: 0, 1.7 – Didn't take too long, partially correct.
Player 8: 1, 2.5 – Took a while, got it right.
Player 9: 0, 2.7 – Took a while, partially correct.

Assuming that the testers have equivalent educations and mathematical skills, this tells me a few things about the question. There is a clear correlation between time taken to answer and accuracy of answer. Sorting by time to answer reveals another interesting thing:

Player 0: 1, 5.8 – Took a long time, got it right.
Player 4: 1, 3.1 – Took a while, got it right.
Player 3: 1, 2.9 – Took a while, got it right.
Player 9: 0, 2.7 – Took a while, partially correct.
Player 8: 1, 2.5 – Took a while, got it right.
Player 5: 0, 1.8 – Didn't take too long, partially correct.
Player 7: 0, 1.7 – Didn't take too long, partially correct.
Player 2: 0, 1.5 – Didn't take too long, partially correct.
Player 6: -1, 1.1 – Did it pretty fast, got it wrong.
Player 1: -1, .8 – Did it really fast, got it wrong.

Take a look at scores for players 3, 9, 8, and 5. This is where the correct answer times overlap with the partially correct answer times. If we assume that the time it takes to answer the question and get it correct is a valid indicator of the difficulty of the question, then we could assign this question a difficulty rating of 2.6. That's the average of the time for the lowest correct answer and the highest partially correct answer. If you wanted to, you could discard the results for players 9 and 8 as outliers and take the average times for players 3 and 5, yielding a difficulty rating of 2.35 ((2.9+1.8)/2).

Wow, I just ran down a rabbit hole I didn't intend to enter. I guess what I'm saying is that approximating the shortest amount of time it takes to get a question correct is one way of assessing the difficulty of a question. Another way would be to test a bunch of education-equivalent peers, giving a set amount of time (1 minute?) to answer every question. Count the number of times a question was answered correctly. Higher numbers (more correct answers) indicate easier questions and low numbers (fewer correct answers) indicate harder questions.

Example: I have a 10-question test. I give this test to 100 education-equivalent people. Each participant has 1 minute to answer each question. The results (number of correct answers) for each question are:

Question 0: 73
Question 1: 13
Question 2: 55
Question 3: 100
Question 4: 89
Question 5: 83
Question 6: 56
Question 7: 33
Question 8: 26
Question 9: 90

Sorted by number correct, from most correct to least, I get:

Question 3: 100
Question 9: 90
Question 4: 89
Question 5: 83
Question 0: 73
Question 6: 56
Question 2: 55
Question 7: 33
Question 8: 26
Question 1: 13

This tells me that Question 3 is the easiest (and may be too easy, in fact). Questions 9, 4, 5, and 0 are of roughly equal difficulty and are not too hard. Questions 6 and 2 are of roughly equal difficulty and are fairly hard. Questions 7, 8, and 1 are of roughly equal difficulty and are pretty hard, with question 1 possibly being too difficult.

I think I prefer this way of assessing difficulty.

Okay. I think that's enough for now. Of course, you could always just use your own judgment. Imagining how many people out of 100 you'd expect to get the question correct given a minute to answer it may be sufficient for you to assign difficulty ratings to your questions.

Best of luck with your game!

Addiso
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Thank you !

InvisibleJon - Thank you very much for your thoughts and effort to answer !

You got all your assumptions right. The game aims to reward knowledge and learning, in educationally relevant topics (not lmited to math) while providing a fun context, and the rating would be used for match up with upgrade strengths.

Both methods you've described, "timed response" and "correct answer percentage" are great. As you pointed out I need to define diffficulty in the context of the game and maybe it'll differ depending on topic. Some topics would value response time others the accuracy of the answer.

seo
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Teachers or School curricula

Excellent answer by InvisibleJon!

My 2 cents: to some extent, all that info (or similar) has already been collected and analyzed. A math teacher will probably be able to tell you, without much effort, which topics and questions are easier or harder.

If you can't have a teacher as a consultant, you may be able to use school books or curricula as a reference. We all know calculating 2+2 is easier than 2x2, which is easier than the square root of 36, etc. No school plan teaches you how to solve an advanced analysis problem before you learn to do simple calculations. First grade math is easier than third grade, and so on.

DonovanLoucks
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Would it be practical within

Would it be practical within the context of your game to allow opponents to simultaneously answer the same questions? This is the approach my friends and I took years ago with our own version of Trivial Pursuit. Instead of using a board we would split into three teams and play for points. Each turn we would draw a card, choose a question at random, and then each team would quietly confer on an answer and write it down. Once all teams had answered the question (or a certain amount of time had passed), the answer would be revealed. The teams that answered correctly would split six points. Thus, if it was an easy question that all three teams got right, each team would get only two points. If it was a medium question that two teams got right, each team would get three points. But if it was a difficult question that only one team got right, it would net them all six points. Thus, the players' very act of playing the game rated the questions.

Addiso
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Great contributions !

Great contributions Seo and DonovanLoucks !
Thank you guys!

I've been thinking about hiring teachers as topic editors who could give a really good estimation of the ratings.
I'm wondering how local curricula compares to an international auidence of the same tagret group, or should I think in localizing the questions.

The "rate as you play" mechanism is also a great concept and will be a good starting point in the combat phase of the game, but it gives a realtive rating determined by the current players and if possible I'd need an absolute scale for the upgades.

InvisibleJon
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Simultaneous play obviates the need to indicate difficulty.

Addiso wrote:
The "rate as you play" mechanism is also a great concept and will be a good starting point in the combat phase of the game, but it gives a realtive rating determined by the current players and if possible I'd need an absolute scale for the upgrades.
When I wrote my previous post, I thought about this in the example where the players are scored on time to answer and accuracy.

Imagine that there are "all play" powerup cards. On an "all play," all players participate. When you write your answer down, you put it in the answer queue. The first person to answer gets the first spot in the answer queue and the last person to answer gets the last spot. Once all players answer, you reveal the answer to the question and each answer in the queue. The first correct answer gets the powerup.

In one sense, doing this makes difficulty ratings unnecessary. The "best" player gets the reward, regardless of whether the question takes 1, 2, or 5 minutes to answer. On the other hand, I understand why you want to rate your questions. You don't want to give the ultimate powerup to a player who can answer what the average result of 2d6 is, while giving the weakest powerup as a reward for calculating the second derivative of an equation.

Using "all play" mechanics on cards that you've assigned "best guess" ratings to seems like a good move to me, but it may not fit the flow of your game. Obviously, it's your call. Tangentially related comment: All play is a good mechanic in that it minimizes "down time." There's less boredom because you're involved in the game more and waiting less.

Best Regards,

Jonathan

TLEberle
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Addiso wrote:Are there

Addiso wrote:
Are there established systems to rate trivia questions (used in TV shows or the like), or should I think in surveys and base diffculty rattings on community feedback ? Should I rate the subtopics instead of individual questions ?
What you choose to do depends on what the questions, the subtopics and the categories are for.

Regarding the rating of just questions, you should ask them to as many people as you possibly can. Something that might be simple to you might be unheard of to someone else, and the opposite is true also.

Two quiz shows that make use of graduated questions are Jeopardy! and Who Wants to be a Millionaire? If you watch a few episodes of each, you'll get an idea for what's easy and what's hard, at least in terms of the overall program.

Why do you want to avoid using correct answers as the measuring stick? That seems to make the most sense. If you're right, you score a hit. If not, you fail.

ilta
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You can also check out

You can also check out standardized test prep books. Many of them will rate the difficulty of their practice questions. When I tutor I like to use Barron's.

Be advised, however, that the question text itself will be copyrighted, so no lifting questions wholesale from the books (this is why some books advertise "actual College Board SAT questions!" -- they've gotten permission from the College Board, which administers the SATs, and paid money to use their text; other books use questions "in the style" of the SAT, which is basically the same thing to everyone except lawyers). Note: I am not a lawyer.

Addiso
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Correct answers are not to be avoided ! :D


Why do you want to avoid using correct answers as the measuring stick?

I am usig correct answers, but instead of the "more answers more rewards" model I'm going for
a "harder answers better rewards" model or a mix of the two worlds. Under mixed model I mean that the player can choose to answer easier questions in a wider topic range, or become an expert answering heavier questions in some topics, but the two paths (play styles) would be rewarded differently.

Thx again for the feedback guys !

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