Claims

Students rated the game positively, most often citing fun/interactive features, visuals, and new information learned

Claim · All claims
Evidence · 1 study · causal r2 · q2
Currency · newest study 2015 · 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's mean on the feedback survey Likert items was 4.19 out of 6, and open-ended responses most frequently mentioned fun or interactive features and new information learned. → E. Michael Nussbaum 2015

Evidence

E. Michael Nussbaum 2015

E. Michael Nussbaum, Marissa C. Owens, Gale M. Sinatra, Abeera P. Rehmat, Jacqueline R. Cordova, Sajjad Ahmad, Fred C. Harris, Jr., Sergiu M. Dascalu. (2015). Losing the Lake: Simulations to Promote Gains in Student Knowledge and Interest about Climate Change. https://doi.org/10.12973/ijese.2015.277a

q2 · i? · causal · r2

Post-intervention feedback survey administered only to the experimental group (n = 60, internal consistency .89); 46.7% also referred to new information learned, e.g., grey water options. Descriptive percentages only; no inferential test.

"In regards to the item, “Please list at least two things you like about Losing the Lake ,” 48.3% of the participants referred to fun or interactive features of the game and 18.3% listed specific visual elements"

Discussion

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