Competition was a constant source of enjoyment for math circle participants, with evaluation focused on the task rather than the individual¶
Claim · All claims
Evidence · 1 study · qualitativer2·q2
Currency · newest study 2016 · checked against its sources 2026-10-17 (automated, 1 of 1 entry) · 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? Competition during lectures, collective challenges, and the game Atari Go was a constant source of enjoyment, and evaluative assessments focused on the task, not the individual. → Eugene Kennedy & Lawrence Smolinsky 2016
Evidence¶
Eugene Kennedy & Lawrence Smolinsky 2016¶
Eugene Kennedy & Lawrence Smolinsky (2016). Math Circles: A Tool for Promoting Engagement among Middle School Minority Males. Eurasia Journal of Mathematics, Science & Technology Education, 12(4), 717-732. https://doi.org/10.12973/eurasia.2016.1223a
q2 · i? · qualitative · r2
Participant-observer finding from the case study; students enjoyed gauging their progress relative to peers, and the leaders kept evaluation task-oriented to maintain a task-oriented environment.
"Competition was a constant source of enjoyment for the participants. This was true during lectures, collective challenges, or while playing the game Atari GOES ."
Discussion¶
Learner Variables¶
- Achievement Emotions — outcome: instruction changes it
- Interest — outcome: instruction changes it
Related Claims¶
- Individual and teamwork challenges (language barriers, personality, competition, skill screening, software, duration) can affect game jam learning processes — related
- Most surveyed participants reported they had not enjoyed mathematics classes in the past — related
- Collaborative Learning Improves Outcomes — related
- Students across competitive-preference levels reported enjoying the Kahoot activities consistently throughout the semester, with no detectable wear-out effect — related
- Math circle participants reported positive mathematics attitudes, with most respondents indicating mathematics was important, interesting, liked, and that they felt confident solving problems — related
- During the course, curiosity, enjoyment, confusion and anxiety decreased over time, boredom increased, and surprise and frustration remained stationary. — reports the opposite
- Attending a game session rather than a lecture increased all epistemic emotions except boredom among university students in a Diplomacy-based international relations course. — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
competition-enjoyment-task-focused-evaluation |
title |
Competition was a constant source of enjoyment for math circle participants, with evaluation focused on the task rather than the individual |
description |
Competition was a constant source of enjoyment for math circle participants, with evaluation focused on the task rather than the individual |
status |
review |
evidence_strength |
weak |
newest_evidence |
2016 |
source_checked |
2026-10-17 |
generated |
by process:wiki-ingest on 2026-10-17 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — eugene-kennedy-lawrence-smolinsky-2016 |
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