Claims

Second Life role-play yields higher multicultural acceptance and cultural enrichment 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 2 and 4 simulation tasks in Second Life (planning a cultural event, developing a sustainable tourism project) scored significantly higher on multicultural acceptance and cultural enrichment than the control group (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 3 comparing control and experimental groups on multicultural acceptance; Table 4 reports t = -1.999, p = .050 (equal variances assumed). The article reports no effect size.

"There also exist significant differences in mean va lues between both groups of students (6.06 versus 7.09 in the case of the exper imental group, scores in a grading scale ranging from 0 to 10 points, with a minimum pass ma rk of 5 to achieve the minimum acceptance level of competence)."

Discussion

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