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) · causalr2·q2·i2medium
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¶
Related Claims¶
- Students who played iThinkSmart VR mini games reported higher interest in learning CT concepts than students who did not use the educational game — related
- Students who played iThinkSmart VR mini games gained higher CT cognitive benefits than students learning through the traditional lecture method — related
- Students who played iThinkSmart mini games showed a significantly higher CT learning attitude than those who did not play the mini games — related
- First-level participant feedback found the iThinkSmart prototype engaging but flagged movement, navigation, graphics, and device-support issues for improvement — related
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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