Claims

Gamified mobile question-asking elicits more basic information questions and fewer off-topic, incomplete or nonsense questions than a basic version in museums

Claim · All claims
Evidence · 1 study (2 entries) · causal r2 · q3
Currency · newest study 2021 · 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 mode elicited statistically significant differences in question types, with more basic information questions and fewer off-topic, incomplete or nonsense questions than the basic version. → Peter Reimann 2021 q3 i? Children and teens or the whole group were more often mentioned as question generators in the game version, but the difference did not reach statistical significance. → Peter Reimann 2021 (2)

Evidence

Peter Reimann 2021

Peter Reimann. (2021). Socio-technical configurations for productive talk. Intern. J. Comput.-Support. Collab. Learn (2021) 16:301–306. https://doi.org/10.1007/s11412-021-09354-6

q3 · i? · causal · r2

Large-scale authentic-setting comparison of basic and gamified question-generating mobile apps involving more than 5600 visitors to two museums in 614 natural groups randomly assigned to the basic and 925 groups to the gamified version, with post-visit questionnaires on question generation. No effect size is printed.

"Significant differences in types of questions were found, with game mode eliciting more basic information questions and fewer off-topic, incomplete or nonsense questions than the basic version."

Peter Reimann 2021 (2)

Peter Reimann. (2021). Socio-technical configurations for productive talk. Intern. J. Comput.-Support. Collab. Learn (2021) 16:301–306. https://doi.org/10.1007/s11412-021-09354-6

q3 · i? · review · r2

Null result from the same two-museum randomized comparison: question-generator attribution favored children and teens or whole groups in the game version but the difference did not reach statistical significance; equivalence was not tested.

"With the game version, children and teens or the whole group were more often mentioned as the question generators than was the case for the basic version, but this difference did not reach statistical significance."

Discussion

Page metadata
Field Value
type claim
id gamified-museum-question-apps-eliciting-more-basic-information-questions
title Gamified mobile question-asking elicits more basic information questions and fewer off-topic, incomplete or nonsense questions than a basic version in museums
description Gamified mobile question-asking elicits more basic information questions and fewer off-topic, incomplete or nonsense questions than a basic version in museums
status review
evidence_strength moderate
newest_evidence 2021
generated by process:wiki-ingest on 2026-10-18
trust unverified — no one has confirmed this page's content
sources 2 — peter-reimann-2021, peter-reimann-2021-2

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