Claims

Simulation games are more effective when they actively rather than passively convey course material

Claim · All claims
Evidence · 1 study · quant-synthesis r? · q3 · i2 medium
Currency · newest study 2011 · checked against its sources 2026-10-20 (automated, 1 of 1 entry) · 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.

q3 i2 When the majority of instruction in the simulation game was active, the simulation game group learned more than the comparison group (d = .49). → Traci Sitzmann 2011

Evidence

Traci Sitzmann 2011

Traci Sitzmann. (2011). A Meta-Analytic Examination of the Instructional Effectiveness of Computer-Based Simulation Games. Personnel Psychology, 64, 489-528. https://onlinelibrary.wiley.com/journal/17446570

q3 · i2 · quant-synthesis · r?

Meta-analytic moderator analysis across 46 active-instruction samples (N = 3,260); the between-class QB was significant (36.41), with active games yielding d = .49 favoring the simulation game group.

"However, when the majority of the instruction in the simulation game was active, the simulation game group learned more than the comparison group (d = .49)."

Discussion

Page metadata
Field Value
type claim
id simulation-games-effective-when-instruction-active
title Simulation games are more effective when they actively rather than passively convey course material
description Simulation games are more effective when they actively rather than passively convey course material
status review
evidence_strength moderate
newest_evidence 2011
source_checked 2026-10-20
generated by process:wiki-ingest on 2026-10-16
trust unverified — no one has confirmed this page's content
sources 1 — traci-sitzmann-2011

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