In the adolescent subgroup network, Functional games had the highest P-score (0.830; SMD 2.568), but rankings differed by age stratum and inconsistency remained significant¶
Claim · All claims
Evidence · 1 study · quant-synthesisr1·q2·i3large
Currency · newest study 2026 · not yet checked against its sources · 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.
q2 i3 In the exploratory adolescent (13-17 years) broad-outcome subgroup network, Functional games had the highest P-score (0.830; SMD 2.568, 95% CI 1.277 to 3.859), followed by Game-based and Sport Education, with significant between-design inconsistency (p = 0.0046). → Tian Qi 2026
Evidence¶
Tian Qi 2026¶
Tian Qi, Liu Yaowen, Wang Ziyu, Qin Gang. (2026). Comparative effects of physical education teaching models on motor skill development in school-aged children and adolescents: a systematic review and network meta-analysis. Frontiers in Public Health. https://doi.org/10.3389/fpubh.2026.1905122
q2 · i3 · quant-synthesis · r1
Exploratory age-stratified subgroup network (nine adolescent studies, broad outcomes, one connected component with one independent cycle). In the child/preadolescent subgroup the leading estimate depended entirely on the single Akil visual-motor integration study.
"In the adolescent subgroup, Functional games had the highest P-score (0.830; SMD = 2.568, 95% CI 1.277 to 3.859), followed by Game-based and Sport Education; between-design inconsistency remained significant (p = 0.0046)."
Discussion¶
Learner Variables¶
- Visual Processing — outcome: instruction changes it
Related Claims¶
- In the under-18 primary network, Hybrid TGfU-SE, Nonlinear, and Functional games are the only nodes whose estimates versus Control exclude zero, led by Hybrid TGfU-SE (SMD 1.35) — related
- The treatment ordering is sensitive to outcome definition, participant age, and individual studies, including the reconstructed Orangi effect — related
- The primary network retains substantial heterogeneity and significant local inconsistency, with four linked node splits significant at p = 0.039 — related
- Cooperative learning's top rank in the broad network rests entirely on a single visual-motor integration study and disappears when that study is removed — related
- Standalone serious games show large, relatively consistent effects on knowledge acquisition compared with other gamification categories — related
- Traditional instruction is approximately null versus Control in the primary network, and the analysis does not support claims that every active or structured node outperforms Control — related
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