Claims

Students most often attributed OrCheTaboo's contribution to retention in learning, followed by fun learning, association between concepts, and increased motivation

Claim · All claims
Evidence · 1 study · causal r2 · 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? Content analysis of interview answers yielded four categories: retention in learning (33.3%), fun learning (30.3%), association between the concepts (21.2%), and increasing the motivation (15.2%). → Akkuzu 2016

Evidence

Akkuzu 2016

Akkuzu, N. & Uyulgan, M.A. (2016). How to Improve Students' Comprehension concerning the Major Terms of Functional Groups?--In the Experiment of OrCheTaboo Game. International Journal of Higher Education, 5(2). https://doi.org/10.5430/ijhe.v5n2p196

q2 · i? · causal · r2

Content analysis of the interview question about what contributions the game made to concept learning, reported as frequency and percentage (Table 7). Retention in learning had the highest percentage at 33.3% (f: 22), followed by fun learning (f: 20), association between the concepts (f: 14), and increasing the motivation (f: 10).

"When these findings have been analyzed, we found out that the category retention in learning has the most percentage (33.3%)."

Discussion

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