An interactive game training context provided no immersion or bias-mitigation advantage over a text script with identical content¶
Claim · All claims
Evidence · 1 study (2 entries) · causalr1–r2·q3
Currency · newest study 2017 · 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? Game-based and text-based participants did not differ in immersion ratings, and no significant Context effects emerged on any bias measure. → Poos 2017
q3 i? The authors conclude that embedding training in a game provides no additional performance benefit compared with text-based narratives when training content is held equal. → Poos 2017 (2)
Evidence¶
Poos 2017¶
Poos, J., van den Bosch, K. & Janssen, C.P. (2017). Battling bias: Effects of training and training context. Computers & Education, vol. 111, pp. 101-113. https://doi.org/10.1016/j.compedu.2017.04.004
q3 · i? · causal · r1
Prerequisite check with the 30-item immersion questionnaire (Jennet et al., 2008), scored as a proportion of the per-condition maximum: game-based (M = 0.60) and text-based (M = 0.59) conditions did not differ significantly; equivalence was not tested.
"A one-way ANOVA revealed no signi ficant effect of Context on the immersion scores, ( F (1,78) ¼ 0.43, p ¼ 0.51). Participants in game-based conditions ( M ¼ 0.60, SD ¼ 0.04; raw score: 90.18 points out of maximum of 150 points) did not have higher immersion scores than participants in text-based conditions ( M ¼ 0.59, SD ¼ 0.05; raw score: 83.1 out of 140)."
Poos 2017 (2)¶
Poos, J., van den Bosch, K. & Janssen, C.P. (2017). Battling bias: Effects of training and training context. Computers & Education, vol. 111, pp. 101-113. https://doi.org/10.1016/j.compedu.2017.04.004
q3 · i? · causal · r2
In the General discussion the authors interpret their pattern of null Context effects and equal immersion as showing a narrative is sufficient to engage learners in immersive learning and that adding interactive game-play elements had no added value in this study.
"Our findings show that embedding training in the context of a game provides no additional performance bene fits, when compared to a training using text-based narratives. Groups performed equal with respect to committing or avoiding bias, on both the in-context and the out-context measurements."
Discussion¶
Related Claims¶
- Increased perceptual fidelity fails to reliably improve serious game learning outcomes (the fidelity fallacy) — a broader claim this one bears on
- Conventional training received significantly higher ratings for perceived realism and immersion than VR-based training (r=0.774) — related
- Media comparison studies produce uninterpretable "no significant difference" findings. — a broader claim this one bears on
- Training did not reduce confirmation bias on in-context measurements embedded in the second murder case — related
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