Students showed strong interest and full participation during marble-game lessons, per the authors' observations¶
Claim · All claims
Evidence · 1 study · causalr1·q1
Currency · newest study 2013 · 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.
q1 i? During implementation, students showed great interest in the marble game and all students participated in the lessons, and teachers reported students stayed focused longer in game-based lessons. → Coşkun 2013
Evidence¶
Coşkun 2013¶
Coşkun, H. (2013). The importance of educational marble games in teaching German. Egitim Arastirmalari – Eurasian Journal of Educational Research, 53, 151-174. https://dergipark.org.tr/en/pub/ejer
q1 · i? · causal · r1
Qualitative observational evidence from the implementation phase, based on photographs, notes, reports, and discussions with students and teachers. The article reports "great interest in the marble game" and full participation; the Turkish abstract adds that teachers said students focused longer and did not want breaks in game-based lessons. No effect size is printed.
"During the implementation , the students showed great interest in the marble game and all the students participated in the lessons."
Discussion¶
Related Claims¶
- Teachers observing game-based lessons reported that authentic childhood games motivated and entertained students and eased English learning, but required strong classroom management — related
- The authors report that multimedia use appeared to include more students in the learning process and increase interest, motivation and participation — related
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