Claims

Sports and healthcare dominate the application domains of ILE-based psychomotor training

Claim · All claims
Evidence · 1 study · quant-synthesis r? · q2
Currency · newest study 2025 · 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? Across the 39 reviewed papers, sports (41.03%) and healthcare (33.33%) are the most frequent application domains for ILE-based psychomotor training, with arts at 7.7% and several other domains at 2.56% each. → Khaleel Asyraaf Mat Sanusi 2025

Evidence

Khaleel Asyraaf Mat Sanusi 2025

Khaleel Asyraaf Mat Sanusi, Deniz Iren, Nardie Fanchamps, Mai Geisen, Roland Klemke. (2025). Virtual virtuoso: a systematic literature review of immersive learning environments for psychomotor skill development. Education Tech Research Dev. https://doi.org/10.1007/s11423-025-10449-2

q2 · i? · quant-synthesis · r?

Frequency analysis of the review's 39-article corpus, reported in the Results section with Figure 7. The review reports that "Sports lead with 41.03%, followed by healthcare at 33.33%", with arts at 7.7% and five remaining domains each at 2.56%. No effect size applies; these are descriptive percentages.

"Sports lead with 41.03%, followed by healthcare at 33.33%, and arts at 7.7%. The remaining domains, including manufacturing/engineering, linguistics, logistics/robotics, military, and safety, each account for 2.56%."

Discussion

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