The advantage of simulation games shrinks or reverses when the comparison group learns via active instructional methods¶
Claim · All claims
Evidence · 1 study (2 entries) · quant-synthesisr2·q3·i0–i2
Currency · newest study 2011 · checked against its sources 2026-10-20 (automated, 2 of 2 entries) · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q3 i0 The comparison group learned more than the simulation game group when taught with active methods (d = −.19), a negligible effect. → Traci Sitzmann 2011
q3 i2 The simulation game group learned more than the comparison group when the comparison was passive (d = .38) or received no substitute instruction (d = .61). → Traci Sitzmann 2011 (2)
Evidence¶
Traci Sitzmann 2011¶
Traci Sitzmann. (2011). A Meta-Analytic Examination of the Instructional Effectiveness of Computer-Based Simulation Games. Personnel Psychology, 64, 489-528. https://onlinelibrary.wiley.com/journal/17446570
q3 · i0 · quant-synthesis · r2
Meta-analytic moderator analysis across 14 active-method comparison samples (N = 832); the comparison group "learned more than the simulation game group" with d = −.19, a negligible printed effect size.
"the comparison group learned more than the simulation game group when they were taught with active instructional methods (d =− .19)."
Traci Sitzmann 2011 (2)¶
Traci Sitzmann. (2011). A Meta-Analytic Examination of the Instructional Effectiveness of Computer-Based Simulation Games. Personnel Psychology, 64, 489-528. https://onlinelibrary.wiley.com/journal/17446570
q3 · i2 · quant-synthesis · r2
Meta-analytic moderator analysis across 18 passive-method comparison samples (N = 970) and the no-instruction category (25 samples, N = 1,844); the QB was significant (84.48), and the largest effect was d = .61 when the comparison group received no instruction.
"However, the simulation game group learned more than the comparison group when the comparison group was taught with passive instructional methods (d = .38) or a combination of lecture and active instructional methods (d = .38). In addition, the effect size was largest when the comparison group did not receive instruction as a substitute for the instruction received in the simulation game (d = .61)."
Discussion¶
Related Claims¶
- Entertainment value of simulation games did not moderate learning relative to comparison instruction — related
- Simulation games are effective as a supplement to other instruction but not as standalone instruction, where comparison groups learned slightly more (a difference not statistically significant) — related
- Simulation games are more effective when they actively rather than passively convey course material — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
active-comparison-instruction-reverses-simulation-game-advantage |
title |
The advantage of simulation games shrinks or reverses when the comparison group learns via active instructional methods |
description |
The advantage of simulation games shrinks or reverses when the comparison group learns via active instructional methods |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2011 |
source_checked |
2026-10-20 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
2 — traci-sitzmann-2011, traci-sitzmann-2011-2 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.