Claims

A serious digital game produced no statistically significant effect on secondary students' animal science competence, as measured by a swine health and management examination, compared with lecture and discussion

Claim · All claims
Evidence · 1 study · causal r2 · q3
Currency · newest study 2014 · 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? Students taught swine health and management via the digital game scored statistically equivalently to students taught by lecture and discussion on the SHME (p > .05). → Bunch 2014

Evidence

Bunch 2014

Bunch, J. C., Robinson, J. S., Edwards, M. C., & Antonenko, P. D. (2014). How a Serious Digital Game Affected Students' Animal Science and Mathematical Competence in Agricultural Education. Journal of Agricultural Education, 55(3), 57-71. https://doi.org/10.5032/jae.2014.03057

q3 · i? · causal · r2

Quasi-experimental between-groups study in Oklahoma secondary animal science courses; treatment group played Virtual Walking the Pens for 10 instructional days while the counterfactual group received lecture and discussion. Descriptive SHME means were "25.89 ( SD = 6.29)" versus "25.46 ( SD = 5.47)"; the MANOVA found no significant difference (p > .05).

"The counterfactual group students ( n = 47) who took the SHME had a group mean of 25.89 ( SD = 6.29); the treatment group (n = 50) mean was 25.46 ( SD = 5.47)"

Discussion

Page metadata
Field Value
status review
generated by process:wiki-ingest on 2026-11-01
trust unverified — no one has confirmed this page's content

Frontmatter is the page's machine-readable record — see the Schema & Guide.