Claims

Studying worked examples between two rounds of a computer puzzle game produced significantly greater knowledge map improvement than no worked examples for adult players

Claim · All claims
Evidence · 1 study · causal r2 · q3
Currency · newest study 2006 · not yet checked against its sources · not reviewed by a person
Evidence quality · No study behind this claim is a peer-reviewed article with a DOI: it rests on an ERIC document (a report, conference paper or thesis). It is kept because 3 design pages cite it; treat it as a lead to check, not an established finding.

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 i? Adults randomly assigned to study worked examples improved significantly more on the content-understanding knowledge map than a control group that did not (mean improvement 2.21 vs. 0.62). → Shen 2006

Evidence

Shen 2006

Shen, C.-Y., & O’Neil, H. (2006). The Effectiveness of Worked Examples in a Game-Based Learning Environment. Paper presented at the annual meeting of the American Educational Research Association (AERA), San Francisco, CA. https://eric.ed.gov/?id=ED491961

q3 · i? · causal · r2

Randomized two-group experiment (72 undergraduate or graduate students) with the SafeCracker puzzle game. The worked example group "improved significantly more than those who did not receive worked examples on the knowledge map": average improvement 2.21 (SD = 2.56) vs. 0.62 (SD = 2.45). No test statistic or effect size is printed.

"First, the participants who received worked examples improved significantly more than those who did not receive worked examples on the knowledge map. The average improvement in knowledge map score of the worked example group was more than that of the control group, i.e., 2.21 (SD = 2.56) vs. 0.62 (SD = 2.45)."

Studies bearing on this claim

Do modelling, tutoring or bridging instruction added around play raise what learners take from a game? This table gathers the studies behind this claim and the 4 narrower claims that bear on it: 2 distinct studies (1 causal, 1 review), q2–q3, 0 of 2 with an effect size coded. One row per study, codes as each entry records them; no effect is averaged and no verdict is drawn. Built by scripts/synthesize_claim.py from eval/synthesis/; a row that looks wrong is fixed on the claim it comes from.

Study Design Effect as recorded Bears on this claim through
Shen 2006 q3 · causal · r2 i? this claim; Adult players who studied worked examples scored significantly higher on a game-based prob (supports); Adult players who studied worked examples scored significantly higher on a game-based prob (supports); Worked-example gains in a puzzle game remained small relative to expert performance, with (qualifies)
Roschelle 2017 q2 · review · r? i? A 2017 cyberlearning community report states that students learn more from games when brid (supports)

Discussion

Page metadata
Field Value
type claim
id worked-examples-improve-knowledge-map-content-understanding-in-a-puzzle-game
title Studying worked examples between two rounds of a computer puzzle game produced significantly greater knowledge map improvement than no worked examples for adult players
description Studying worked examples between two rounds of a computer puzzle game produced significantly greater knowledge map improvement than no worked examples for adult players
status review
evidence_strength moderate
newest_evidence 2006
generated by claude/unspecified on 2026-09-24
trust unverified — no one has confirmed this page's content
sources 1 — shen-2006

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