Students' perceived usability of the game declined significantly across lessons while focused attention, aesthetics, and satisfaction remained stable¶
Claim · All claims
Evidence · 1 study (2 entries) · causalr1·q2·i3large
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 i3 Mean Perceived Usability differed significantly across the four time points (η2 = .16), decreasing from 3.8 to 2.9 before a slight rebound. → Yanjun Pan 2024
q2 i? Focused Attention, Aesthetics, and Satisfaction did not differ significantly across the four lessons. → 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 · i3 · causal · r1
One-way repeated measures ANOVA (Greenhouse–Geisser corrected) on User Engagement Scale subscales across four time points (n = 19). Perceived Usability differed significantly across lessons, F(2.034, 36.621) = 3.34, p = .046, η2 = .16, with a post hoc change between Tutorial and Lesson 2 (p = .025); means fell from 3.8 to 2.9.
"but not Perceived Usability, F(2.034, 36.621) = 3.34, p = .046, η2 = .16. The follow-up Bonferroni-adjusted post hoc tests revealed that there was a significant change in Perceived Usability at Tutorial and Lesson 2 (p = .025)."
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 · i? · design · r2
Repeated measures ANOVAs on the other User Engagement Scale subscales found no significant differences across the four time points for Focused Attention (F(3, 54) = 0.48, p = .697), Aesthetics (p = .222), or Satisfaction (p = .216).
"mean Focused Attention did not differ statistically significantly across the four lessons (i.e., time points), F(3, 54) = 0.48, p = .697, η2 = .03."
Discussion¶
Related Claims¶
- A significant gender-by-time interaction characterized perceived usability, with marginally significant male-female differences at Lessons 1 and 3 — related
- Usability and interface improvements in NNG 2 significantly improved students' game experiences compared with NNG 1 in all dimensions except Competence — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
gbl-perceived-usability-declined-across-lessons |
title |
Students' perceived usability of the game declined significantly across lessons while focused attention, aesthetics, and satisfaction remained stable |
description |
Students' perceived usability of the game declined significantly across lessons while focused attention, aesthetics, and satisfaction remained stable |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2024 |
generated |
by process:wiki-ingest on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
2 — yanjun-pan-2024, yanjun-pan-2024-2 |
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