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 · 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? 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¶
Related Claims¶
- Participants rated the VOC training highly on means efficacy, usefulness, and satisfaction, suggesting strong perceived value of the tool. — 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
- 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
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