Claims

CT self-efficacy gains varied by gender, grade, and prior Minecraft experience, with significant increases for female students, Grade 8 students, and students with limited Minecraft experience

Claim · All claims
Evidence · 1 study (2 entries) · causal r1 · q2 · i2–i3
Currency · newest study 2024 · 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 i2 Female students increased significantly in CT self-efficacy (d = .58) whereas male students did not (p = .061). → Yanjun Pan 2024 q2 i3 Students with limited Minecraft experience (r = .45) and entering Grade 8 (r = .63) showed significant self-efficacy increases. → Yanjun Pan 2024 (2)

Evidence

Yanjun Pan 2024

Yanjun Pan, Elizabeth L. Adams, Leanne R. Ketterlin-Geller, Eric C. Larson, Corey Clark. (2024). Enhancing middle school students' computational thinking competency through game-based learning. Education Tech Research Dev. https://doi.org/10.1007/s11423-024-10400-x

q2 · i2 · causal · r1

Paired-samples t-tests on the self-efficacy survey in the one-group study. Female students' increase was significant (t(11) = −2.53, p = .028, d = .58); male students' was not (t(13) = −2.05, p = .061, d = .78). The authors note this contradicted their hypothesis.

"We also observed that female students increased in CT self-efficacy, t(11) = −2.53, p = .028, d = .58; whereas male students did not increase significantly, t(13) = −2.05, p = .061, d = .78."

Yanjun Pan 2024 (2)

Yanjun Pan, Elizabeth L. Adams, Leanne R. Ketterlin-Geller, Eric C. Larson, Corey Clark. (2024). Enhancing middle school students' computational thinking competency through game-based learning. Education Tech Research Dev. https://doi.org/10.1007/s11423-024-10400-x

q2 · i3 · causal · r1

Wilcoxon Signed-Rank subgroup tests in the same one-group study. Significant increases for limited-Minecraft-experience students (z = −2.09, p = .037, r = .45) and Grade 8 students (z = −2.37, p = .018, r = .63); sufficient-experience students were marginal (p = .053).

"There were statistically significant increases in self-efficacy for students with limited Minecraft experience, z = −2.09, p = .037, r = .45, and students entering Grade 8, z = −2.37, p = .018, r = .63."

Discussion

Learner Variables

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