Claims

Specific Facebook activities predict grades in opposite directions: initiating projects, uploading and tagging videos positively; playing games and non-game applications negatively

Claim · All claims
Evidence · 1 study · causal r1 · q2
Currency · newest study 2013 · 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? Initiating a project was the strongest positive predictor of grades (β = .758, p<.001); playing games was the strongest negative predictor (β = -.242, p<.001). → Wang 2013

Evidence

Wang 2013

Wang, J., Lin, C.-F. C., Yu, W.-C. W., & Wu, E. (2013). Meaningful engagement in Facebook learning environments: Merging social and academic lives. Turkish Online Journal of Distance Education-TOJDE, 14(1), Article 26. https://eric.ed.gov/?id=EJ1006268

q2 · i? · causal · r1

Linear regression over 20 Facebook activities in the course-based Facebook sample. The authors note initiating projects was the strongest positive predictor and playing games the strongest negative predictor, consistent with prior Facebook-GPA studies they cite.

"Among 20 Facebook activities, initiating a project ( β = .758, p<.001), uploading videos ( β= .613, p<.05), and tagging videos ( β= .623, p<.05) were positive predictors of grade, whereas playing games ( β= -.242, p<.001) and using non-game applications ( β= -.025, p<.001) were negative predictors of grades."

Discussion

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