Participants rated the VOC training highly on means efficacy, usefulness, and satisfaction, suggesting strong perceived value of the tool.¶
Claim · All claims
Evidence · 1 study (2 entries) · causalr1·q2
Currency · newest study 2015 · 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 measures of means efficacy were high, with participants rating the training as useful, well constructed, easy to use, and likely to help with students in psychological distress. → Cate 2015
q2 i? 99% of participants rated the course 'good' to 'excellent,' 98% would recommend VOC to other faculty and staff, and 96% stated that all faculty, staff, and administrators should take the course. → Cate 2015 (2)
Evidence¶
Cate 2015¶
Cate, C. A., & Albright, G. (2015). Supporting Student Veterans: Utilizing Game-Based Role-Plays with Virtual Humans to Build Military Cultural Competency and Helping Behaviors in Faculty and Staff. Online Learning, 19(1). https://eric.ed.gov/?id=EJ1061484
q2 · i? · causal · r1
Posttraining survey items on a 5-point Likert scale measured means efficacy (usefulness, ease of use, well constructedness, scenario relevance, and timeliness of help), with "all measures of means efficacy were high" across items.
"All measures of means efficacy were high for the trainings and rated it as being a useful tool, well constructed, easy to use, “likely to help the learner with a student in psychological distress,” based on scenarios that are relevant and aiding the learner in getting timely help for the student"
Cate 2015 (2)¶
Cate, C. A., & Albright, G. (2015). Supporting Student Veterans: Utilizing Game-Based Role-Plays with Virtual Humans to Build Military Cultural Competency and Helping Behaviors in Faculty and Staff. Online Learning, 19(1). https://eric.ed.gov/?id=EJ1061484
q2 · i? · causal · r1
Reaction data from the posttraining survey showed very high satisfaction and willingness to recommend the training to colleagues.
"Reaction data also showed that 99% of participants rated the course “good” to “excellent,” 98% would recommend VOC to other faculty and staff, and 96% stated that all faculty, staff, and administrators in their academic institution should take this course."
Discussion¶
Related Claims¶
- Self-reported gatekeeper behaviors (identifying, approaching, and referring distressed student veterans) trended upward after training but did not reach statistical significance on the composite measure. — related
- Learners self-reported high satisfaction (4.4/5) and perceived educational value (4.9/5) for the curriculum — related
- Students reported positive usability and acceptance of MentorChat — related
- Teachers, parents, and coaches report high satisfaction and strong coach-teacher alliance with First Step Next — related
- Teachers rate LearnLens positively across usability, relevance, and accuracy, with all nine Likert items averaging at least 4.1/5 — related
- Adult ESL learners report above-neutral perceptions of ASR as a writing tool on usefulness, ease of use, and intention to use — related
- Most learner-facing studies of technology-enhanced simulation in laparoscopic training report favorable learner responses, mainly confidence, satisfaction, perceived safety and self-efficacy — a broader claim this one bears on
- Over one third of participants reported increased conversations with colleagues about student veterans they were concerned about, suggesting potential institutional-level culture change. — related
- College faculty, staff and administrators rated their preparedness to support student veterans in psychological distress significantly higher after game-based virtual-human role-play training, and still above baseline at 3-month follow-up, in a pre/post study with no control group. — related
- Game-based virtual-human role-play training significantly increases faculty self-efficacy and behavioral intent to support student veterans, with sustained gains at 3-month follow-up. — related
- Game-based virtual-human role-play training significantly increases faculty military cultural competency, with sustained gains at 3-month follow-up. — related
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