Claims

Males significantly favored writing interactive stories over traditional stories at school, while females showed no significant difference.

Claim · All claims
Evidence · 1 study · design r2 · q2
Currency · newest study 2010 · 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? A significant difference for males (p = .031) favoring interactive stories, but no significant difference for females (p = .388). → Carbonaro 2008

Evidence

Carbonaro 2008

Carbonaro, M., Szafron, D., Cutumisu, M., & Schaeffer, J. (2010). Computer-game construction: A gender-neutral attractor to Computing Science. Computers & Education, 55(3), 1098–1111. doi:10.1016/j.compedu.2010.05.007

q2 · i? · design · r2

A follow-up McNemar analysis by gender found "no significant difference for females, χ2 (1, 23) = .006, p = .388, but a significant difference, χ2 (1, N = 26) = 2.006, p = .031, for the males".

"A subsequent analysis of more-traditional-in-school versus more-interactive-in-school by gender reveals no significant difference for females, χ2 (1, 23) = .006, p = .388, but a significant difference, χ2 (1, N = 26) = 2.006, p = .031, for the males."

Discussion

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