Claims

No significant difference between designers and players in subjectively perceived interest in the game topic

Claim · All claims
Evidence · 1 study · causal r1 · q2
Currency · newest study 2016 · 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? One-way ANOVA revealed no significant difference between the active ('designers') and passive ('players') approaches on interest in the history of Čakovice. → Slussareff 2016

Evidence

Slussareff 2016

Slussareff, M. and Boháčková, P. (2016). Students as Game Designers vs. 'Just' Players: Comparison of Two Different Approaches to Location-Based Games Implementation into School Curricula. Digital Education Review, 29, 284-297. http://greav.ub.edu/der

q2 · i? · causal · r1

Same quasi-experiment; interest measured by one questionnaire item scored from -1 to 1 (stronger/no change/weaker), distributed one week after the game-play session. Descriptive means were 0.36 (experimental) vs 0.12 (comparison), but the ANOVA found "no significant difference" [F(1, 25) = 1.12, p = 0.300]; equivalence was not tested.

"One-way between subjects ANOVA was conducted, its results for dependent variable interest in a given area revealed no significant difference between active ('designers') or passive ('players') approach to the use of educational location-based games in school curricula; at the p<.05 level [F(1, 25) = 1.12, p = 0.300]."

Discussion

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