Claims

The simple machine used to solve a problem predicts persistence, ranked NONE < RAMP < PEN < LEVER < SB

Claim · All claims
Evidence · 1 study · associational r2 · q2
Currency · newest study 2021 · 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? Unsolved problems, ramp solutions, and pendulum solutions showed 43%, 16%, and 6% smaller persistence means than lever solutions, while springboard solutions showed a 5% larger mean. → Rahimi 2021

Evidence

Rahimi 2021

Rahimi, S., Shute, V., & Zhang, Q. (2021). The effects of game and student characteristics on persistence in educational games: A hierarchical linear modeling approach. International Journal of Technology in Education and Science (IJTES), 5(2), 141-165. https://doi.org/10.46328/ijtes.118

q2 · i? · associational · r2

HLM dummy-coded contrasts against the lever reference group showed all four categories differed significantly; springboard solutions had "a 5% larger persistence mean than the LEVER group, holding all other predictors constant."

"The categories unsolved problems (NONE), solved by a ramp (RAMP), and solved by a pendulum (PEN) had 43%, 16%, and 6% smaller persistence means than the solved by a lever (LEVER) group"

Discussion

Page metadata
Field Value
type claim
id simple-machine-predicts-persistence
title The simple machine used to solve a problem predicts persistence, ranked NONE < RAMP < PEN < LEVER < SB
description The simple machine used to solve a problem predicts persistence, ranked NONE < RAMP < PEN < LEVER < SB
status review
evidence_strength moderate
newest_evidence 2021
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — rahimi-2021

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