Experimental-group students expressed positive attitudes toward gamification, accepting the technique at a high level overall¶
Claim · All claims
Evidence · 1 study · causalr1·q2
Currency · newest study 2017 · 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? On a seven-item attitude questionnaire, experimental-group students accepted the gamification technique at a high level (average mean 3.58), with 'made the course more fun' rated highest (3.87) and 'enabled me to learn better' lowest (3.45, moderate). → Saovapa Wichadee and Fasawang Pattanapichet 2017
Evidence¶
Saovapa Wichadee and Fasawang Pattanapichet 2017¶
Saovapa Wichadee and Fasawang Pattanapichet. (2017). Enhancement of Performance and Motivation through Application of Digital Games in an English Language Class. Teaching English with Technology, 18(1), 77-92. https://eric.ed.gov/?id=EJ1170635
q2 · i? · causal · r1
Post-intervention seven-item questionnaire completed only by the experimental group, scored on the article's five-level interpretation scale. The average mean of 3.58 fell in the high-approval band; item means ranged from 3.45 to 3.87.
"students in the experimental group accepted the gamification technique at a high level, the average mean being 3.58 as shown in Table 6"
Discussion¶
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