Formal learning context is a significant positive predictor of whether a robotics study reports quantifiable learning gains¶
Claim · All claims
Evidence · 1 study · reviewr2·q2
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.
q2 i? In an exploratory logistic regression, formal (vs. informal) context significantly predicted reporting of quantifiable learning gains (OR = 3.17, p = .049); immersion showed a suggestive positive association (p = .094) and programming skill tier a negative non-significant one (p = .051). → Syed Tanzim Mubarrat 2026
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
q2 · i? · review · r2
Exploratory logistic regression (McFadden's pseudo-R² = 0.091, AIC = 118.32) predicting quantifiable learning gains across the 95 studies, reported in Results §4.2. The model is explicitly labeled exploratory.
"learning context (formal vs. informal) was a significant positive predictor (OR = 3.17, 95% CI [1.00, 10.08], 𝑝=. 049). Immersion (any vs. none) showed a suggestive positive association (OR = 3.00, 95% CI [0.83, 10.86], 𝑝=. 094)."
Discussion¶
Related Claims¶
- GBL and gamified approaches show comparable rates of quantifiable learning gains and affective outcomes in robotics education — related
- GBL approaches are more prevalent in informal settings while gamification dominates formal classrooms in robotics education — related
- Gamified robotics studies skew toward higher programming/software development skill tiers than GBL studies — related
- Immersive technologies are rarely adopted in robotics GBL/gamification but studies using them report heightened engagement, improved spatial reasoning, and enhanced perceived realism — related
- Both publication year and journal five-year impact factor statistically significantly predict adherence to intensive longitudinal reporting guidelines — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
formal-context-predicts-learning-gains-robotics |
title |
Formal learning context is a significant positive predictor of whether a robotics study reports quantifiable learning gains |
description |
Formal learning context is a significant positive predictor of whether a robotics study reports quantifiable learning gains |
status |
review |
evidence_strength |
weak |
newest_evidence |
2026 |
generated |
by process:wiki-ingest on 2026-10-12 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — syed-tanzim-mubarrat-2026 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.