Claims

Trainee teachers shift toward agreement that videogames help develop the curriculum crosswise after experiencing one

Claim · All claims
Evidence · 1 study · causal r1 · 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

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