Claims

After the experience, 100% of students fully agreed the videogame develops heuristic (trial-and-error) thinking

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? 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

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