No consistent learning effect of repeated TrackFX gameplay was found across children, though 37% showed positive performance slopes and improvement reached an asymptote after six sessions¶
Claim · All claims
Evidence · 1 study (2 entries) · designr2·q2
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.
q2 i? Of 30 children who played more than one session, 11 (37%) had positive performance slopes, but a consistent learning effect over time was not found for all children. → Kimiko Ryokai 2013
q2 i? Regression of first versus last session threshold across thirty children revealed an essentially flat, nonlinear relationship (r = 0.029; p = 0.88). → Kimiko Ryokai 2013 (2)
Evidence¶
Kimiko Ryokai 2013¶
Kimiko Ryokai, Faraz Farzin, Eric Kaltman, Greg Niemeyer. (2013). Assessing multiple object tracking in young children using a game. Education Tech Research Dev. https://doi.org/10.1007/s11423-012-9278-x
q2 · i? · design · r2
Slope-fitting analysis of tracking threshold as a function of play session for 30 children; seventeen showed negative slopes, dominated by children who only played 2 sessions, and two showed no change.
"Thirty children played more than one session. Of these thirty, eleven (37 %) had performance slopes that were positive, with 2 children (both played 3 sessions) showing perfectly linear improvement over time with repeated gameplay (slope = 1). However, we did not find a consistent learning effect over time for all 30 children."
Kimiko Ryokai 2013 (2)¶
Kimiko Ryokai, Faraz Farzin, Eric Kaltman, Greg Niemeyer. (2013). Assessing multiple object tracking in young children using a game. Education Tech Research Dev. https://doi.org/10.1007/s11423-012-9278-x
q2 · i? · design · r2
First-versus-last-session regression analysis (Fig. 7); despite the nonsignificant learning effect, a select number of children improved between the first and last gameplay session, seen in points above the no-change line.
"Regression analysis on the threshold game level reached during the first versus the last session revealed an essentially flat, nonlinear relationship (r = 0.029; p = 0.88) across the thirty children."
Discussion¶
Related Claims¶
- The game was equally engaging across children's age and sex, with no significant relationship between number of sessions played and age or sex — related
- Children encouraged to ask questions increase the number of relevant questions they ask over the course of training, but non-linearly — related
- The interactive two-timescale model (M4) provides the most general account of naturalistic learning, though the additive-forgetting model (M3) fits better at six of eight interval subsets — related
- Children aged 30–58 months tracked on average 1 target among 2 distractors, with a slight trend for older children to reach higher thresholds — related
- Proportion of correctly identified targets dropped linearly with game level for both children and adults, confirming the dynamic leveling technique adjusts difficulty nearly linearly
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
no-consistent-trackfx-practice-effect |
title |
No consistent learning effect of repeated TrackFX gameplay was found across children, though 37% showed positive performance slopes and improvement reached an asymptote after six sessions |
description |
No consistent learning effect of repeated TrackFX gameplay was found across children, though 37% showed positive performance slopes and improvement reached an asymptote after six sessions |
status |
review |
evidence_strength |
weak |
newest_evidence |
2013 |
generated |
by process:wiki-ingest on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
2 — kimiko-ryokai-2013, kimiko-ryokai-2013-2 |
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