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) · causalr1·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¶
- Gender — moderator: an instructional effect differs by group
Related Claims¶
- Male students report significantly higher overall technological self-efficacy than female students (p = 0.001) — related
- Female students in the experimental group showed significantly higher maths gains than female controls, while males did not differ — related
- Female students reported significantly lower initial self-efficacy for quantitative biology problems than male students, with small effect sizes — related
- Both male and female students rated their AI knowledge and confidence significantly higher after a one-day AI literacy workshop, which had no comparison group — related
- Gender showed no significant effect on test outcomes — related
- Gender is associated with healthcare leaders' digital competence, with females' computer and patient monitoring system knowledge lower than males' — related
- Both male and female students gained from games-based instruction, though the gain was higher for males — related
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by process:wiki-ingest on 2026-10-29 |
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