Students who played iThinkSmart mini games showed a significantly higher CT learning attitude than those who did not play the mini games¶
Claim · All claims
Evidence · 1 study · causalr2·q2
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? Learning-attitude mean scores differed significantly between groups, t = 6.34, p < 0.05, favoring the VR group (μ = 4.42 vs 3.93). → Friday Joseph Agbo 2023
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
Post-questionnaire comparison of learning attitude (Cronbach's alpha 0.81) between the experimental group (μ = 4.42) and the control group (μ = 3.93) in the same 47-student experiment.
"students who played iThinkSmart mini games show a significantly higher CT learning attitude (t = 6.34, p < 0.05) compared to those who do not play iThinkSmart mini games."
Discussion¶
Related 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 — 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 VR mini games reported higher interest in learning CT concepts than students who did not use the educational game — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
ithinksmart-vr-higher-learning-attitude |
title |
Students who played iThinkSmart mini games showed a significantly higher CT learning attitude than those who did not play the mini games |
description |
Students who played iThinkSmart mini games showed a significantly higher CT learning attitude than those who did not play the mini games |
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 |
1 — friday-joseph-agbo-2023 |
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