Claims

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 · causal r2 · 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

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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