Claims

The usefulness of the GAP depends on players being sufficiently challenged in the game

Claim · All claims
Evidence · 1 study · associational r2 · 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? The GAP's usefulness appears limited to players who faced sufficient difficulty, since persistence is elicited only under challenge. → Ventura 2013

Evidence

Ventura 2013

Ventura, M., Shute, V., & Small, M. (2013). Assessing Persistence in Educational Games. Design Recommendations for Intelligent Tutoring Systems - Volume 2: Adaptive Instructional Management. https://eric.ed.gov/?q=Assessing+Persistence+in+Educational+Games

q2 · i? · associational · r2

The authors' interpretation of the Ventura and Shute (2013) results: players who had more difficulty in the game were operating under the required conditions to elicit persistence, since to persist one must be challenged.

"The usefulness of the GAP does appear to depend on whether kids were being sufficiently challenged in the game."

Discussion

Page metadata
Field Value
type claim
id gap-usefulness-depends-on-challenge
title The usefulness of the GAP depends on players being sufficiently challenged in the game
description The usefulness of the GAP depends on players being sufficiently challenged in the game
status review
evidence_strength weak
newest_evidence 2013
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — ventura-2013

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