Claims

91% of experimental group students said OrCheTaboo helped them learn functional-group concepts

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? In post-game interviews, 91% of students (f: 29) thought the game helped learning of functional-group concepts; 9% (f: 3) thought it did not. → 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

Semi-structured interviews with each experimental group student after the experiments and game, five open-ended questions, 20-25 minutes each, subjected to content analysis with a researcher agreement rate of .94. This is student self-report, not an achievement measure.

"According to the findings, 91% of the students (f: 29) think that it helps learning the concepts relat ed to the functional groups, 9% (f: 3) of them think that it does not help"

Discussion

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