Students most often attributed OrCheTaboo's contribution to retention in learning, followed by fun learning, association between concepts, and increased motivation¶
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Evidence · 1 study · causalr2·q2
Currency · newest study 2016 · not yet checked against its sources · not reviewed by a person
Subclaims¶
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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¶
Related Claims¶
- 91% of experimental group students said OrCheTaboo helped them learn functional-group concepts — related
- Students reported that ABSL activities helped them understand subjects better, learn permanently, become more active, and increased their interest and attitudes towards social studies — a broader claim this one bears on
- Students reported that the virtual-lab lesson made learning fun, helped them figure out concepts themselves, and supported thinking like real scientists — related
- Students' main difficulties during OrCheTaboo were associating concepts and giving scientific descriptions, with lack of knowledge and forbidden terms also cited — related
- Students' views on the animated 5E activities clustered around active learning, motivation and enjoyment, with time demands as the main disadvantage — related
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