Claims

CS students who learned CT concepts through the iThinkSmart VR game-based application demonstrated significantly better CT competency scores than students in the control group

Claim · All claims
Evidence · 1 study (2 entries) · causal r2 · q2 · i2 medium
Currency · newest study 2023 · 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? The experimental group (n=21) scored significantly higher on the CT post-test than the control group (n=26), t(45) = 2.51, p = 0.016. → Friday Joseph Agbo 2023 q2 i2 The between-group effect size was d = 0.74, described by the authors as a nearly large effect size. → Friday Joseph Agbo 2023 (2)

Evidence

Friday Joseph Agbo 2023

Friday Joseph Agbo, Solomon Sunday Oyelere, Jarkko Suhonen, Markku Tukiainen. (2023). Design, development, and evaluation of a virtual reality game-based application to support computational thinking. Education Tech Research Dev 71:505–537. https://doi.org/10.1007/s11423-022-10161-5

q2 · i? · causal · r2

Randomized experiment with 47 Nigerian CS students: the experimental group learned CT via iThinkSmart VR mini games while the control used Kahoot! blended with traditional lecture. Means were "μ = 8.81, σ = 2.70" versus "μ = 6.96, σ = 2.36" on the BCTt-based post-test.

"The 21 participants in the experimental group (μ = 8.81, σ = 2.70) compared to the 26 participants in the control group (μ = 6.96, σ = 2.36) demonstrated significantly better CT competency scores, t(45) = 2.51, p = 0.016."

Friday Joseph Agbo 2023 (2)

Friday Joseph Agbo, Solomon Sunday Oyelere, Jarkko Suhonen, Markku Tukiainen. (2023). Design, development, and evaluation of a virtual reality game-based application to support computational thinking. Education Tech Research Dev 71:505–537. https://doi.org/10.1007/s11423-022-10161-5

q2 · i2 · causal · r2

The same experiment's computed effect size: "the d value is 0.74 which indicates a nearly large effect size", favoring the VR group over the traditional lecture group.

"In this study, the d value is 0.74 which indicates a nearly large effect size, implying that those that learned CT concepts through iThinkSmart VR game-based application gained more CT competency compared to those that learned CT concepts using the traditional lecture method."

Discussion

Page metadata
Field Value
type claim
id ithinksmart-vr-better-ct-competency-scores
title CS students who learned CT concepts through the iThinkSmart VR game-based application demonstrated significantly better CT competency scores than students in the control group
description CS students who learned CT concepts through the iThinkSmart VR game-based application demonstrated significantly better CT competency scores than students in the control group
status review
evidence_strength moderate
newest_evidence 2023
generated by process:wiki-ingest on 2026-10-29
trust unverified — no one has confirmed this page's content
sources 2 — friday-joseph-agbo-2023, friday-joseph-agbo-2023-2

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