Claims

Student personal and educational characteristics (gender, age, grade, GPA, courses taken, SAE type) were descriptively profiled for the 102 participants in the two groups

Claim · All claims
Evidence · 1 study · causal r2 · q2
Currency · newest study 2014 · not yet checked against its sources · not reviewed by a person · overdue for a recheck since 2017: local conditions change quickly

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? The counterfactual group comprised 25 males (52.1%) and 21 females (43.8%), while the treatment group comprised 37 males (68.5%) and 16 females (29.6%), with most students in grades 10-12. → Bunch 2014

Evidence

Bunch 2014

Bunch, J. C., Robinson, J. S., Edwards, M. C., & Antonenko, P. D. (2014). How a Serious Digital Game Affected Students' Animal Science and Mathematical Competence in Agricultural Education. Journal of Agricultural Education, 55(3), 57-71. https://doi.org/10.5032/jae.2014.03057

q2 · i? · causal · r2

Descriptive statistics (frequencies and percentages) from research question one, based on 102 students completing the personal and educational characteristics questionnaire (48 counterfactual, 54 treatment). The counterfactual group was "25 males (52.1%) and 21 females (43.8%)"; the treatment group was 37 males (68.5%) and 16 females (29.6%).

"The counterfactual group students consisted of 25 males (52.1%) and 21 females (43.8%)."

Discussion

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