Claims

Game-based virtual-human role-play training significantly increases faculty military cultural competency, with sustained gains at 3-month follow-up.

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? Participants showed statistically significant increases in the composite military cultural competency score from pretraining to posttraining to 3-month follow-up, F(2, 735) = 274.0, p < .01. → 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 repeated-measures ANOVA on the five-item MCC composite (covering preparedness to discuss military service, knowledge of common challenges, managing veteran-sensitive classroom discussions, comfort, and referral preparedness) showed "statistically significant increases in the composite MCC score" across the three time points.

"Reponses to these items were used to form a composite score and a repeated-measures ANOVA showed that there was statistically significant increases in the composite MCC score. Pre, post, and follow-up scores F (2, 735) = 274.0, p < .01."

Discussion

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