Trainee teachers shift toward agreement that videogames help develop the curriculum crosswise after experiencing one¶
Claim · All claims
Evidence · 1 study · causalr1·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? After experimenting with the videogame Lemmings, most students fully agreed that the game helps develop the curriculum in a crosswise manner, whereas most had disagreed before. → Marín Díaz 2014
Evidence¶
Marín Díaz 2014¶
Marín Díaz, V.; Martín-Párraga, J. (2014). Can videogames be used to develop the infant stage educational curriculum? New Approaches in Educational Research, 3(1), 20-25. https://doi.org/10.7821/naer.3.1.20-25
q2 · i? · causal · r1
Quasi-experimental pre/post survey of 65 students in the Media Education course at the University of Córdoba. After the Lemmings experience, "76% of students fully agree with the idea that this video game helps to develop the curriculum in a crosswise manner", reversing pre-test disagreement.
"Before using the videogame, 89% of students claimed to completely disagree with item 1, 6% of them said that they were indifferent, and the remaining 5% agreed with it. After experiencing the game, the results of the second questionnaire (post-test) show that 76% of students fully agree with the idea that this video game helps to develop the curriculum in a crosswise manner"
Discussion¶
Related Claims¶
- After the experience, 100% of students fully agreed the videogame develops heuristic (trial-and-error) thinking — related
- Students' endorsement of videogames for developing visual memory and retentiveness rose sharply after the experience — related
- Students remained largely disagreeing that the videogame supports self-regulation of learning (continuous assessment) — related
- A third of Spanish educators (36.4%) used videogames as didactic tools in 2011-2012, with younger teachers more willing — related
- Videogame play in class fostered peer competition, peer support, and student attention and immersion — related
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