No significant difference between designers and players in subjectively perceived interest in the game topic¶
Claim · All claims
Evidence · 1 study · causalr1·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¶
Related Claims¶
- Learning by designing an educational location-based game produced greater knowledge acquisition than learning by playing one, with significant effects on five of nine knowledge questions — related
- Group membership showed weak negative Pearson correlations with knowledge score and perceived interest — related
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