Upper-quartile and lower-quartile learning-gain players showed opposite correlations between cell-cycle activity and learning, and lower-quartile players had more far failures (7 vs 2.3 average cycles)¶
Claim · All claims
Evidence · 1 study · designr2·q2·i3large
Currency · newest study 2012 · 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 i3 Upper-quartile players' cell starts correlated positively with gains (r = .7059) while lower-quartile players' correlated negatively (r = -.8641); lower-quartile players averaged 7 far-failure cycles versus 2.3 for upper-quartile players, with comparable total failures. → Richard Halverson 2012
Evidence¶
Richard Halverson 2012¶
Richard Halverson, Elizabeth Owen, Nathan Wills, R. Benjamin Shapiro. (2012). Game-Based Assessment: An integrated model for capturing evidence of learning in play. ERIA Working Paper. http://www.eriainteractive.com/index.php
q2 · i3 · design · r2
Quartile comparison of 10 upper-quartile students (averaging a 33% increase) and 10 lower-quartile students (averaging a 17% decrease) in pre-post gain (Table 4, α = .10). Far-failure cycles correlated positively with gains in the upper quartile (r = .5796) and negatively in the lower (r = -.9408).
"On average, students in the lower quartile had 7 cycles of far failure, while upper quartile students only had 2.3 cycles. Since both groups had comparable total NUMBERS of failures, the lower quartile had a greater proportion of far failures;"
Discussion¶
Related Claims¶
- After playing Progenitor X over three weeks, 39 middle and high school students showed a statistically significant 11% pre-post gain in stem-cell science content knowledge, in a one-group design with no comparison
- Aggregate play-efficiency measures in Progenitor X were not correlated with pre-post learning gains, except for efficiency in the final organ boss level (r = .3219) — related
- The number of far failures — cycles ended by incorrect collection and/or time running out — was negatively correlated with pre-post learning gains in Progenitor X — related
- Number of cell-cycle starts and cell-cycle destroys in Progenitor X were negatively correlated with pre-post learning gains, while total cycle starts across the game were not — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
quartile-far-failure-contrast |
title |
Upper-quartile and lower-quartile learning-gain players showed opposite correlations between cell-cycle activity and learning, and lower-quartile players had more far failures (7 vs 2.3 average cycles) |
description |
Upper-quartile and lower-quartile learning-gain players showed opposite correlations between cell-cycle activity and learning, and lower-quartile players had more far failures (7 vs 2.3 average cycles) |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2012 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — richard-halverson-2012 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.