Students' endorsement of videogames for developing visual memory and retentiveness rose sharply after the experience¶
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? Pre-test disagreement on the visual memory item (98%) flipped to post-test agreement (56% fully agree, 43% agree). → 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
Pre/post survey responses on item 8 of the 9-item questionnaire. The article states the pre-test results "significantly differ from those obtained in the posttest", with agreement replacing near-universal disagreement.
"In the first questionnaire, 98% of students disagreed and only 2% were indifferent. But, after the experience, students did choose the positive options (fully agree and agree, 56% and 43%) and only 1% remained indifferent."
Discussion¶
Related Claims¶
- Trainee teachers shift toward agreement that videogames help develop the curriculum crosswise after experiencing one — related
- After the experience, 100% of students fully agreed the videogame develops heuristic (trial-and-error) thinking — related
- Students remained largely disagreeing that the videogame supports self-regulation of learning (continuous assessment) — related
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