Claims

63.3% of students would like to write more interactive stories in school versus 34.0% for traditional stories, a significant difference.

Claim · All claims
Evidence · 1 study · design r2 · q2
Currency · newest study 2010 · 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? 63.3% of students wanted more interactive stories in school versus 34.0% for traditional stories (McNemar test, p = .018). → Carbonaro 2008

Evidence

Carbonaro 2008

Carbonaro, M., Szafron, D., Cutumisu, M., & Schaeffer, J. (2010). Computer-game construction: A gender-neutral attractor to Computing Science. Computers & Education, 55(3), 1098–1111. doi:10.1016/j.compedu.2010.05.007

q2 · i? · design · r2

A McNemar test comparing paired dichotomous responses found "χ2 (1, N = 49) = 5.63, p = .018", a "significant difference in favor of the students wanting to write more-interactive-in-school".

"We also used the McNemar test (Field, 2005) for comparing two paired dichotomous observations, more-traditional-in-school versus more-interactive-in-school, and obtained χ2 (1, N = 49) = 5.63, p = .018. There is a significant difference in favor of the students wanting to write more-interactive-in-school."

Discussion

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