Claims

In middle school children, VR-assisted SCE produced significantly greater gains than traditional classroom learning in general social competence and nonverbal sending skills (Study 2)

Claim · All claims
Evidence · 1 study (2 entries) · causal r1–r2 · q3 · i3 large
Currency · newest study 2023 · checked against its sources 2026-10-29 (automated, 2 of 2 entries) · 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.

q3 i3 The time-by-group interaction on general social competence was significant (p = .002, ηp² = .240), with social knowledge, verbal conversation skills, and nonverbal sending skills also showing significant interactions. → Xining Wang 2023 q3 i? Post hoc Tukey tests showed the VR group improved significantly more than the TC group in general social competence (p = .005) and nonverbal sending skills (p = .048). → Xining Wang 2023 (2)

Evidence

Xining Wang 2023

Xining Wang, Gareth W. Young, Adéla Plechatá, Conor Mc Guckin, Guido Makransky. (2023). Utilizing virtual reality to assist social competence education and social support for children from under-represented backgrounds. Computers & Education. https://doi.org/10.1016/j.compedu.2023.104815

q3 · i3 · causal · r1

Mixed ANOVA (Study 2) of 50 middle school children randomized to VR (n = 10), Lego (n = 10), or traditional classroom (n = 30); the MSCS total interaction had ηp² = .240, described as a "significant interaction effect over time by group (VR, Lego, and TC)".

"Moreover, there was also a significant interaction effect over time by group (VR, Lego, and TC) on general social competence (p = .002) and social knowledge (p = .004), verbal conversation skills (p = .004), and nonverbal sending skills (p = .003) (Table 4)."

Xining Wang 2023 (2)

Xining Wang, Gareth W. Young, Adéla Plechatá, Conor Mc Guckin, Guido Makransky. (2023). Utilizing virtual reality to assist social competence education and social support for children from under-represented backgrounds. Computers & Education. https://doi.org/10.1016/j.compedu.2023.104815

q3 · i? · causal · r2

Post hoc comparisons in Study 2 (reported in the results as Tukey tests; the methods name a post hoc Bonferroni test) found "the VR group improved significantly more than the TC group in general social competence (p = .005)"; the VR group also exceeded the TC group in nonverbal sending skills (p = .048), whose time-by-group interaction was p = .003.

"The Post hoc Tukey test results showed that the VR group improved significantly more than the TC group in general social competence (p = .005)."

Discussion

Learner Variables

Page metadata
Field Value
type claim
id vr-beats-traditional-classroom-social-competence-middle-school
title In middle school children, VR-assisted SCE produced significantly greater gains than traditional classroom learning in general social competence and nonverbal sending skills (Study 2)
description In middle school children, VR-assisted SCE produced significantly greater gains than traditional classroom learning in general social competence and nonverbal sending skills (Study 2)
status review
evidence_strength moderate
newest_evidence 2023
source_checked 2026-10-29
generated by process:wiki-ingest on 2026-10-29
trust unverified — no one has confirmed this page's content
sources 2 — xining-wang-2023, xining-wang-2023-2

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