Claims

Second Life role-play yields higher cultural awareness and diversity understanding than face-to-face role-play

Claim · All claims
Evidence · 1 study · causal r2 · q2
Currency · newest study 2017 · 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 completing unit 1 and 3 simulation tasks in Second Life scored significantly higher on cultural awareness and diversity understanding than students completing the same role-plays in class (p ≤0.05). → Mercedes Rico García and Paula Ferreira da Silva 2017

Evidence

Mercedes Rico García and Paula Ferreira da Silva 2017

Mercedes Rico García and Paula Ferreira da Silva. (2017). Acquisition of Language and Intercultural Competences in Tourism and Hospitality Studies through Active Experimentation in Second Life. Teaching English with Technology, 18(2), 69-92. https://eric.ed.gov/?id=EJ1177703

q2 · i? · causal · r2

Independent-samples t-test for hypothesis 2 (cultural awareness and diversity understanding) after SL versus in-class role-plays dealing with international guests and guided tours; Table 3 reports t = -1.997, p = .050. The article reports the test result without an effect size.

"In this case, there exist significant differences i n mean values between the two groups of students (6, 16 versus 7, 19, control and experi mental group respectively)."

Discussion

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