Claims

The authors of three case studies (roughly 28 students) argue that a place-based augmented reality game, Mad City Mystery, holds potential for engaging students in scientific argumentation

Claim · All claims
Evidence · 1 study · design r? · q2
Currency · newest study 2007 · checked against its sources 2026-10-20 (automated, 1 of 1 entry) · 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? In three cross-case studies (roughly 28 students total), the Mad City Mystery augmented reality curriculum was used to support learning in environmental science, and the authors argue that such games "hold potential for engaging students in meaningful scientific argumentation"; the abstract reports no measured outcome. → Squire 2007

Evidence

Squire 2007

Squire, K.D., Jan, M. (2007). Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers. J Sci Educ Technol 16, 5–29. https://doi.org/10.1007/s10956-006-9037-z

q2 · i? · design · r?

Design-based research cross-case comparison of three cases using the Mad City Mystery AR curriculum for environmental science; the article states the study "investigates three cases (roughly 28 students total)". The available text (the abstract) states the authors' argument that such games "hold potential for engaging students in meaningful scientific argumentation" and reports no measured outcome or effect size.

"This cross-case comparison as a component of a design-based research study investigates three cases (roughly 28 students total) where an Augmented Reality curriculum, Mad City Mystery, was used to support learning in environmental science."

Discussion

Page metadata
Field Value
type claim
id mad-city-mystery-ar-argumentation-cases
title The authors of three case studies (roughly 28 students) argue that a place-based augmented reality game, Mad City Mystery, holds potential for engaging students in scientific argumentation
description The authors of three case studies (roughly 28 students) argue that a place-based augmented reality game, Mad City Mystery, holds potential for engaging students in scientific argumentation
status review
evidence_strength weak
newest_evidence 2007
source_checked 2026-10-20
generated by process:wiki-ingest on 2026-10-15
trust unverified — no one has confirmed this page's content
sources 1 — squire-2007

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