Claims

Over one third of participants reported increased conversations with colleagues about student veterans they were concerned about, suggesting potential institutional-level culture change.

Claim · All claims
Evidence · 1 study · causal r1 · 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? 38% of participants either agreed or strongly agreed that as a result of the training there has been an increase in the number of conversations they have had with other faculty, staff, and/or administrators regarding student veterans they are concerned about. → Cate 2015

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

A 3-month follow-up survey item found that "38% of participants either agreed or strongly agreed" that the training increased conversations with colleagues about student veterans of concern.

"Lastly, 38% of participants either agreed or strongly agreed that as a result of the training there has been an increase in the number of conversations they have had with other faculty, staff, and/or administrators regarding student veterans they are concerned about."

Discussion

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