Claims

A 2017 cyberlearning community report states that students learn more from games when bridging activities connect game learning to classroom instruction, and that learning analytics can strengthen the connection

Claim · All claims
Evidence · 1 study · review r? · q2
Currency · newest study 2017 · 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 i? Students learn more from games when bridging activities connect implicit learning in the game to formal, explicit classroom instruction. → Roschelle 2017 q2 i? The connection can be made stronger when learning analytics measure student progress from their actions in the game. → Roschelle 2017

Evidence

Roschelle 2017

Roschelle, J., Martin, W., Ahn, J. & Schank, P. (Eds.). (2017). Cyberlearning Community Report: The State of Cyberlearning and the Future of Learning With Technology. Menlo Park CA: SRI International. https://digitalpromise.dspacedirect.org/items/dafbe585-c0f8-4693-bde8-a6d847a58aad

q2 · i? · review · r?

The report's executive summary cites this as one example of findings discussed in the report, stating that "students learn more from games when bridging activities connect implicit learning with the game" and classroom instruction. No effect size or study detail is printed in the supplied text.

"students learn more from games when bridging activities connect implicit learning with the game to formal, explicit classroom instruction – a connection that can be made stronger when learning analytics measure student progress in learning from their actions in the game."

Discussion

Page metadata
Field Value
type claim
id bridging-activities-connect-game-learning-to-instruction
title A 2017 cyberlearning community report states that students learn more from games when bridging activities connect game learning to classroom instruction, and that learning analytics can strengthen the connection
description A 2017 cyberlearning community report states that students learn more from games when bridging activities connect game learning to classroom instruction, and that learning analytics can strengthen the connection
status review
evidence_strength weak
newest_evidence 2017
generated by process:wiki-ingest on 2026-10-09
trust unverified — no one has confirmed this page's content
sources 1 — roschelle-2017

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