NS1 was implemented with moderate overall fidelity and substantial variability between groups, with treatment students completing on average 18.6 sessions and 499.8 practice opportunities¶
Claim · All claims
Evidence · 1 study (2 entries) · causalr2·q3
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.
q3 i? Observed implementation fidelity averaged 3.3 (SD = 0.8) on the 4-point Technology Observation Tool, with substantial variability between NS1 groups. → Hank Fien 2016
q3 i? Treatment students completed an average of 499.8 practice opportunities with 69% accuracy during gameplay. → Hank Fien 2016 (2)
Evidence¶
Hank Fien 2016¶
Hank Fien, Christian T. Doabler, Nancy J. Nelson, Derek B. Kosty, Ben Clarke & Scott K. Baker (2016). An Examination of the Promise of the NumberShire Level 1 Gaming Intervention for Improving Student Mathematics Outcomes. Journal of Research on Educational Effectiveness. https://doi.org/10.1080/19345747.2015.1119229
q3 · i? · causal · r2
Direct observations of each NS1 intervention group once during the eight-week study used the six-item Technology Observation Tool rated on a 4-point scale. The article reports the average "fidelity score was 3.3 ( SD D 0.8), indicating moderate overall fidelity."
"fidelity score was 3.3 ( SD D 0.8), indicating moderate overall fidelity with substantial vari- ability between NS1 groups."
Hank Fien 2016 (2)¶
Hank Fien, Christian T. Doabler, Nancy J. Nelson, Derek B. Kosty, Ben Clarke & Scott K. Baker (2016). An Examination of the Promise of the NumberShire Level 1 Gaming Intervention for Improving Student Mathematics Outcomes. Journal of Research on Educational Effectiveness. https://doi.org/10.1080/19345747.2015.1119229
q3 · i? · causal · r2
Gameplay metrics served as an additional fidelity and dosage measure. The article reports treatment students "completed an average of 499.8 practice opportunities ( SD D 269, range D 41 to 1,156)" with 69% correct (SD 12%), and on average 18.6 game sessions (SD 8.1).
"During gameplay treatment students completed an average of 499.8 practice opportunities ( SD D 269, range D 41 to 1,156) and completed 69% of the practice opportunities correctly ( SD D 12%, range D 37% to 90%)."
Discussion¶
Related Claims¶
- No relationship was found between treatment dosage variables and students' response to the NS1 intervention — related
- The NS1 gaming intervention produced significant effects favoring the treatment group on proximal measures of whole-number concepts and skills in first-grade students at risk for mathematics difficulties — related
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