Claims

Adding a self-explanation feature to a base game improved transfer performance

Claim · All claims
Evidence · 1 study · causal r? · q2
Currency · newest study 2014 · 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? Students who played the base version of The Circuit Game plus prompts to self-explain each major decision performed better on solving transfer problems than students who played the base version alone. → Mayer 2014

Evidence

Mayer 2014

Mayer, Richard E. (2014). Computer Games for Learning: An Evidence-Based Approach. The MIT Press. http://direct.mit.edu/books/monograph/4028/bookpreview-pdf/2362507

q2 · i? · causal · r?

Value-added study conducted in the author's UCSB lab comparing students who played the base version of The Circuit Game with those who played it with self-explanation prompts. The "base plus self-explanation group performed better than the base group" on transfer problems. No effect size is printed in the text.

"The base plus self-explanation group performed better than the base group on solving transfer problems on a embedded test, indicating that adding an instructional feature based on self-explanation improved student learning."

Discussion

Page metadata
Field Value
type claim
id self-explanation-feature-improved-game-transfer
title Adding a self-explanation feature to a base game improved transfer performance
description Adding a self-explanation feature to a base game improved transfer performance
status review
evidence_strength weak
newest_evidence 2014
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — mayer-2014

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