Claims

Both the online role-playing game-based guide and the traditional online guide produced significant pretest-to-posttest learning effectiveness gains, with no significant difference between the two groups

Claim · All claims
Evidence · 1 study (2 entries) · causal r1 · q2
Currency · newest study 2025 · 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? Learning effectiveness improved significantly in both the experimental group (Z = − 2.728, p = 0.006) and the control group (Z = − 2.684, p = 0.007). → Shu-Wei Liu 2025 q2 i? Mann–Whitney U tests showed no significant difference in learning effectiveness between the two groups at pretest or posttest. → Shu-Wei Liu 2025 (2)

Evidence

Shu-Wei Liu 2025

Shu-Wei Liu, Hung-Yu Chan, & Huei-Tse Hou. (2025). Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours. Education Tech Research Dev. https://doi.org/10.1007/s11423-025-10480-3

q2 · i? · causal · r1

Wilcoxon signed rank tests of pretest–posttest learning effectiveness (23-point test) in a quasi-experiment with 12 experimental and 9 control participants. The article reports significant gains in both groups, indicating "positive learning effectiveness for both groups of activities".

"They showed that there were significant differences in both the experimental group (Z = − 2.728, p = 0.006) and the control group (Z = − 2.684, p = 0.007), which indicated positive learning effectiveness for both groups of activities."

Shu-Wei Liu 2025 (2)

Shu-Wei Liu, Hung-Yu Chan, & Huei-Tse Hou. (2025). Role-playing monument exploration: an online educational game with a role-playing mechanism and multi-dimensional scaffolding for monument tours. Education Tech Research Dev. https://doi.org/10.1007/s11423-025-10480-3

q2 · i? · causal · r1

Mann–Whitney U comparison of pretest and posttest learning effectiveness between the game-based and traditional guide groups (n = 12 vs. 9). No significant difference was found; equivalence was not tested. The authors note more game play time might produce higher learning effectiveness.

"The results showed that there were no significant differences between the two groups, indicating that there was no significant difference in the learning effectiveness of the two groups."

Discussion

Page metadata
Field Value
type claim
id game-guide-and-traditional-guide-both-significant-learning-gains
title Both the online role-playing game-based guide and the traditional online guide produced significant pretest-to-posttest learning effectiveness gains, with no significant difference between the two groups
description Both the online role-playing game-based guide and the traditional online guide produced significant pretest-to-posttest learning effectiveness gains, with no significant difference between the two groups
status review
evidence_strength moderate
newest_evidence 2025
generated by process:wiki-ingest on 2026-10-29
trust unverified — no one has confirmed this page's content
sources 2 — shu-wei-liu-2025, shu-wei-liu-2025-2

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