Experimental groups differed significantly on prior VR experience and gender composition, which were used as covariates¶
Claim · All claims
Evidence · 1 study (2 entries) · causalr2–r3·q3
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.
q3 i? The four condition groups differed significantly in previous experience with VR and in the proportion of males and females, so subsequent analyses used VR experience and gender as covariates. → Klingenberg 2024
q3 i? The groups did not differ significantly on age, English proficiency, self-reported prior knowledge, or previous experience with PCs. → Klingenberg 2024 (2)
Evidence¶
Klingenberg 2024¶
Klingenberg, S., Bosse, R., Mayer, R. E., & Makransky, G. (2024). Does Embodiment in Virtual Reality Boost Learning Transfer? Testing an Immersion-Interactivity Framework. Educational Psychology Review. https://doi.org/10.1007/s10648-024-09956-0
q3 · i? · causal · r2
Preliminary one-way ANOVAs checked whether the four randomly assigned groups differed on basic characteristics. The VR-experience ANOVA was significant, F(3,173) = 2.99, p = 0.03, with the printed group means; the article states the "following analyses were conducted using previous experience with VR and gender as covariates."
"However, there was a significant difference among the groups on previous experience with VR, F (3,173) = 2.99, p = 0.03, with mean ratings of 2.43 (SD = 1.34) for the VR congruent group, 2.95 (SD = 1.25) for the VR incidental group, 2.53 (SD = 1.18) for the PC congruent group, and 2.24 (SD = 1.13) for the PC incidental group."
Klingenberg 2024 (2)¶
Klingenberg, S., Bosse, R., Mayer, R. E., & Makransky, G. (2024). Does Embodiment in Virtual Reality Boost Learning Transfer? Testing an Immersion-Interactivity Framework. Educational Psychology Review. https://doi.org/10.1007/s10648-024-09956-0
q3 · i? · causal · r3
The same preliminary ANOVA checks found no significant group differences on age, English proficiency, self-reported prior knowledge of pipetting or serial dilution, or previous PC experience, with the printed F and p values; no effect sizes are reported.
"One-way analyses of variance (ANOVAs) indicated that the groups did not differ significantly on age, F (3,173) = 0.505, p = 0.68; English proficiency, F(3,173) = 0.051, p = 0.99; self-reported prior knowledge of using a micropipette or conducting a serial dilution, F (3,173) = 2.50, p = 0.06; or previous experience with PCs, F(3,173) = 0.798, p = 0.50."
Discussion¶
Related Claims¶
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- Males show larger AU > OC activation discrepancies than females in left SMG and left MTG, with no age-related differences in these gender effects — related
- MPathic-VR-trained students achieve significantly higher composite scores than computer-based learning students on a subsequent advanced communication OSCE, several days later — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
groups-differed-on-vr-experience-and-gender |
title |
Experimental groups differed significantly on prior VR experience and gender composition, which were used as covariates |
description |
Experimental groups differed significantly on prior VR experience and gender composition, which were used as covariates |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2024 |
generated |
by process:wiki-ingest on 2026-10-21 |
trust |
unverified — no one has confirmed this page's content |
sources |
2 — klingenberg-2024, klingenberg-2024-2 |
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