Claims

GBL and gamified approaches show comparable rates of quantifiable learning gains and affective outcomes in robotics education

Claim · All claims
Evidence · 1 study (2 entries) · quant-synthesis r2 · q3
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.

q3 i? Quantifiable learning gains were comparable between GBL (29.41%) and gamified (31.15%) approaches, with no significant difference. → Syed Tanzim Mubarrat 2026 q3 i? Affective outcomes did not differ significantly by approach (GBL: 52.94%; gamified: 57.38%). → Syed Tanzim Mubarrat 2026 (2)

Evidence

Syed Tanzim Mubarrat 2026

Syed Tanzim Mubarrat, Byung-Cheol Min, Tianyu Shao, E. Cho Smith, Bedrich Benes, Alejandra J. Magana, Christos Mousas, and Dominic Kao. (2026). Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines. Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26). https://doi.org/10.1145/3772318.3791338

q3 · i? · quant-synthesis · r2

2×2 comparison of quantifiable learning gains (Yes/No) by approach across the 95 studies, reported in Results §4.2.1 with "𝜒 2(1)= 0.03, 𝑝=. 860".

"quantifiable learning gains were comparable between GBL and gamified approaches (GBL: 29.41%, 95% CI [18.62%, 48.05%]; gamified: 31.15%, 95% CI [20.97%, 43.61%]; 𝜒 2(1)= 0.03, 𝑝=. 860, Cramér’s 𝑉≈ 0.00, OR = 0.92 (95% CI [0.37, 2.30])"

Syed Tanzim Mubarrat 2026 (2)

Syed Tanzim Mubarrat, Byung-Cheol Min, Tianyu Shao, E. Cho Smith, Bedrich Benes, Alejandra J. Magana, Christos Mousas, and Dominic Kao. (2026). Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines. Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26). https://doi.org/10.1145/3772318.3791338

q3 · i? · quant-synthesis · r2

2×2 comparison of affective outcomes (Yes/No) by approach, reported in Results §4.2.1 with "𝜒 2(1)= 0.17, 𝑝=. 676" and Cramér's V ≈ 0.00.

"affective outcomes did not differ significantly by approach (GBL: 52.94%, 95% CI [38.21%, 69.55%]; gamified: 57.38%, 95% CI [44.93%, 69.04%]; 𝜒 2(1)= 0.17, 𝑝=. 676"

Discussion

Page metadata
Field Value
type claim
id comparable-outcomes-gbl-versus-gamified-robotics
title GBL and gamified approaches show comparable rates of quantifiable learning gains and affective outcomes in robotics education
description GBL and gamified approaches show comparable rates of quantifiable learning gains and affective outcomes in robotics education
status review
evidence_strength moderate
newest_evidence 2026
generated by process:wiki-ingest on 2026-10-12
trust unverified — no one has confirmed this page's content
sources 2 — syed-tanzim-mubarrat-2026, syed-tanzim-mubarrat-2026-2

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