After the experience, 100% of students fully agreed the videogame develops heuristic (trial-and-error) thinking¶
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
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This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? All students chose fully agree on the heuristic thinking item in the post-test, having been mostly indifferent beforehand. → 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
Descriptive pre/post percentages on the heuristic thinking (trial and error) item of the questionnaire administered to the 65 trainee teachers before and after playing Lemmings.
"100% of students chose the fully agree with this option in the post-test, but initially (in the pre-test) 94% of them claimed to be indifferent, and 6% disagreed."
Discussion¶
Related Claims¶
- Trainee teachers shift toward agreement that videogames help develop the curriculum crosswise after experiencing one — related
- Students' endorsement of videogames for developing visual memory and retentiveness rose sharply after the experience — related
- Developers unanimously agreed Prompt Coach improved their prompt-writing skills and reported strong trust, personalization, and adoption readiness — related
- Students remained largely disagreeing that the videogame supports self-regulation of learning (continuous assessment) — related
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