Effectiveness of Comic-based Learning Materials in Enhancing the Mathematics Performance and Motivation of Students
The improvement of students’ achievement in Mathematics stands as one of the goals of Mathematics education in the Philippines. However, the results of international assessments reveal that the Philippines is behind other countries in Mathematics performance. In the Programme for International Student Assessment (PISA) 2018, the Philippines scored 353 points, which is lower than all 79 participating countries. Less than 20% of Filipino students obtained satisfactory performance, while more than half demonstrated a low proficiency level. Similar results were found in the latest PISA 2022. With a score of 355 points, the Philippines ranked sixth from the bottom among 81 participating countries. Findings indicate that only 16% of Filipino students attained at least Level 2 proficiency, compared to the 69% average of Organisation for Economic Co-operation and Development (OECD) countries. Meanwhile, almost no Filipino students belong to the group of top performers, which is significantly below the 9% average of OECD countries. These results indicate that Filipino students are 5 to 6 years behind in Mathematics. Aside from Mathematics, Filipino students also perform poorly in reading. In PISA 2022, the Philippines scored 347 points in reading, below the global average of 476. The Philippines ranked 75th among participating countries.
A body of literature asserts the benefits of comics in Mathematics education. According to previous studies, one effective intervention to enhance Mathematics performance and motivation is the implementation of comic-based learning. The study by Uy (2018) developed and evaluated a comic strip that covers operations on integers. The findings confirmed the effectiveness of comic-based learning for underperforming high school students. Nurfitriyanti et al. (2020) tested the effectiveness of comics in teaching Mathematics. Results revealed a significant increase in the Mathematics performance of Grade 7 students. Experts in subject matter, language, and child development rated the developed material as very satisfactory. The study of Sipayung et al. (2020) found that the group utilizing comic-based learning materials scored higher in learning motivation and conceptual understanding than the control group. This affirms that utilizing comic-based learning can potentially enhance student engagement and comprehension. Tassell et al. (2019) examined how the use of comics in covering different Mathematics topics could improve the Mathematics attitudes of students at the intermediate level. Findings revealed that the implementation of comics led to an increased enjoyment and appreciation for Mathematics learning.
One theory that can support the effectiveness of comic-based learning material is the Cognitive Theory of Multimedia Learning by Mayer (1997). This theory supports three assumptions about information processing. First, there are separate and distinct information processing channels for visual and auditory information; second, the two processing channels have limitations; and third, the processed information leads to coherent mental representations. This theory posits that learners grasp information more effectively when presented with material that combines text and pictures, as opposed to predominantly text-based content. The use of comics as a learning material conforms to the multimedia design principles that originated from the Cognitive Theory of Multimedia Learning. Utilizing comics aligns with the ideas of the multimedia principle and spatial contiguity principle. These principles underscore the importance of using text and images in a balanced manner and maintaining their close distance from each other.
The present study aims to test the Cognitive Theory of Multimedia Learning within the context of Mathematics education. Specifically, the study aims to assess the effectiveness of comic-based learning in enhancing the performance and motivation of students in Mathematics. The investigation will explore whether students using comic-based learning materials achieve better performance and higher motivation levels compared to students who use traditional learning materials. The study will hold potential benefits for students and various stakeholders. This study may assist teachers in developing instructional materials, enabling them to improve their lesson presentations. Moreover, this study may contribute to future research involving comic-based learning, Mathematics performance, and Mathematics motivation.
Review of Related Literature
Mathematics Performance, Mathematics Motivation, and Other Factors
           As defined by Glynn et al. (2005) motivation influences and maintains the behavior of a person. Students with high motivation demonstrate consistent efforts toward achieving a goal.  Ucar and Kumtepe (2019) confirmed the significant relationship between motivation and performance. The study found that students who implement motivational strategies obtained better performance and course interest. Several studies examined the factors related to Mathematics motivation and performance. Chen (2019) tested how augmented reality influences the learning, motivation, and performance of students with low and high Mathematics anxiety. It was assumed that the interesting visual experience of augmented reality would contribute positively to students. The results indicate that the group of students taught using augmented reality obtained better performance and higher motivation. Silinskas and Kikas (2019) investigated the longitudinal relationship between the perceived parental involvement of children in Mathematics homework and their Mathematics performance and motivation. Findings indicate that perceived parental involvement significantly predicts Mathematics performance and motivation. Students with higher perceived parental control obtained lower Mathematics performance and motivation. The study by Yu and Singh (2016) verified the relationship between teacher-classroom practices, student motivation, and mathematics achievement. The study found that conceptual teaching positively impacts student achievement in Mathematics. Teacher support indirectly affects Mathematics achievement through self-efficacy and directly influences student course interest. The results of the study promote the importance of teacher support in maintaining student performance and motivation. Meanwhile, a study conducted by El-Adl and Alkharusi (2020) examined the relationship between self-regulation, academic motivation, and achievement in Mathematics. The study found a significant positive association of self-regulation with internal motivation, external motivation, value of task, control over learning beliefs, self-confidence, and academic performance. A significant negative relationship was found between self-regulation and test anxiety.
Issues in Mathematics Performance
           Filipino students struggle in Mathematics based on the results of international assessments. The Philippines obtained a score of 297 in Mathematics in the Trends in International Mathematics and Science Study (TIMSS) 2019. This score is the lowest among the 58 participating countries. The study found that among all participating Grade 4 students, only 1% reached the high benchmark. This indicates that a negligible number of students can apply Mathematics concepts to solve problems. Additionally, only 6% of Filipino students passed the intermediate benchmark, suggesting limited proficiency in applying mathematical knowledge in simple situations. The Philippines tallied 353 points in Mathematics in the Programme for International Student Assessment (PISA) 2018. This is below the Organization for Economic Cooperation and Development (OECD) average of 489 points. The Philippines ranked 79th among 79 countries. This kind of performance continued in PISA 2022, where the Philippines placed 76th out of 81 countries with a score of 355 points. Findings suggest that as compared to the 69% average of OECD countries, only 16% of Filipino students achieved a minimum level of Mathematics proficiency. Moreover, compared to the 9% average of OECD, a negligible number of Filipino students were rated as top performers. These results suggest that Filipino students are five to six years behind in Mathematics proficiency.
The issues in Mathematics education cannot be attributed to a single reason. Different studies found different factors that influence how students learn Mathematics and perform in Mathematics class. In a study, Peteros et al (2020) explored the factors that can affect student performance in Mathematics. The results revealed that self-concept and academic performance are significantly connected. This suggests that the knowledge of students about their skills, abilities, enjoyment, and interests plays a vital role in student Mathematics performance. Additionally, the study found that the variable sex does not contribute to a difference in self-concept between males and females. Acharya (2017) discovered that factors associated with students, teachers, parents, and the learning environment profoundly influence Mathematics performance. Results revealed inadequate prior knowledge, Mathematics anxiety, negative attitudes toward Mathematics, insufficient parental involvement, and ineffective school management as the most common reasons behind the different issues of students in Mathematics learning. Another study that emphasized the importance of the affective aspect of Mathematics learning is the study of Manzana et al. (2019). The study found that enjoyment and attitude have a predictive power over Mathematics performance. Findings suggest that poor performance in Mathematics can be attributed to issues concerning teaching practices, school resources, learning and test-taking strategies, and student comprehension. The studies by Sun et al. (2018) and Lai and Hwang (2016) highlighted the role of self-regulation in Mathematics learning and performance in the context of flipped classrooms. Sun et al. (2018) emphasized the positive effect of self-regulatory practices on Mathematics achievement, while Lai and Hwang (2016) found that the implementation of self-regulation strategies improved Mathematics performance and self-efficacy. The investigation of Cho and Heron (2015) involving students at the college level discovered that students with higher self-efficacy obtained higher Mathematics performance. Results assert the important role of prior knowledge in developing confidence and the mediating role of collaboration between confidence and achievement.
Cognitive Theory of Multimedia Learning
           The Cognitive Theory of Multimedia Learning, as proposed by Mayer (1997) asserts that students learn more effectively when information is presented using a combination of written words and images, rather than texts or pictures alone. Mayer and Moreno noted three assumptions about information processing in multimedia learning. First, individuals perceive information from two distinct channels: visual and auditory. Second, the two channels are limited in capacity, and an imbalance in information distribution may lead to cognitive overload. Third, the processed information from the two channels leads to coherent mental representations.
           The Cognitive Theory of Multimedia Learning asserts the importance of balancing visual and verbal information to ensure student learning (Bull, 2013). Anchored on this theory, Mayer (2009) developed 12 multimedia design principles. The 12 multimedia design principles include multimedia, spatial contiguity, temporal contiguity, coherence, modality, redundancy, personalization, signaling, segmenting, pre-training, voice, and image.
According to the multimedia principle, the combination of words and visuals is more effective than using one of them alone (Bull, 2013). This combination keeps one of the two information channels from being overloaded. The spatial contiguity principle advocates that words and visuals should be placed near one another (Sodern, 2012). The closeness aids in the attainment of effective learning. The temporal contiguity principle explains the necessity of presenting words and pictures continuously rather than one after another (Sodern, 2012). The coherence principle recommends presenting only pertinent and related concepts at a single time to maintain an acceptable cognitive load. The modality principle contends that the graphics and narration work better than graphics and text on a page. The redundancy principle prohibits the employment of graphics, narration, and text at once to avoid cognitive overload. The personalization principle suggests adopting a conversational tone as opposed to a formal one when delivering information (Sorden, 2012). Applying this principle makes learners more interested in the subject matter. The signaling principle acknowledges that the use of callouts, arrows, and other means of emphasis to highlight key ideas, makes it easier for learners to understand the material. The segmenting principle advises dividing complex information into digestible portions to avoid cognitive overload (Sorden, 2012). The pre-training principle states that it is beneficial to inform learners in advance about the information they will learn and to honor their readiness levels. The voice principle argues that the use of the human voice in conveying information to learners is more engaging and efficient than the use of a computer-generated one. Meanwhile, the image principle states that learners do not benefit from seeing the image of the speaker on the screen during a multimedia class.
           Studies have verified the application of the Cognitive Theory of Multimedia Learning in education. Almasseri and Alhojailan (2019) evaluated the impact of flipped classrooms designed using the Cognitive Theory of Multimedia Learning. The study compared the academic achievement of Grade 8 students in the flipped classroom and traditional learning. Based on the results, the group in the flipped classroom achieved better academic outcomes, particularly in higher-order thinking skills. This supports the assumption based on the Cognitive Theory of Multimedia Learning, that learners with minimal prior knowledge would perform better in the learner-centered flipped classroom. Pantazes (2021) investigated the use of the Cognitive Theory of Multimedia Learning in developing educational videos for online learning. The study used self-reported survey data from 55 online teachers, interview data, and video artifacts. The findings indicate the importance of using more images than text in video lessons to deliver content effectively. Furthermore, the study highlighted that the effectiveness of instruction depends more on how instructional materials are utilized rather than the materials themselves. The study by Shamim (2018) examined the application of the Cognitive Theory of Multimedia Learning in teaching undergraduate surgery courses. The study evaluated the impact of video-based operations designed using the Cognitive Theory of Multimedia Learning on student satisfaction and retention levels. Findings posit the effectiveness of video-based operative sessions in teaching general surgery despite the limitation in resources. The participants reported a high level of satisfaction and achieved better retention.
Benefits of Comic-based Learning
           As per Meskin (2008) comics premiered mid-19th century with the main goal of entertaining its consumers with caricature and humor (Trnova et al., 2013). At present, comics is being used as an instructional material. Muzumdar (2016) highlighted narration, juxtaposed panels, and permanence as essential features that set educational comics that set it apart from traditional materials. The use of comics has been found effective in teaching subjects with difficult reputations. Studies involving Physics education validated the impact of comics on student learning and student performance. Badeo and Ong Kian Koc (2021) investigated the efficacy of comic-based Physics modules in improving the achievement and motivation of students in Physics. The study discovered that the use of Physics modules contributed to a significant improvement in how Grade 8 students understand Physics concepts. Moreover, students who used the modules obtained higher levels on the four subconstructs of student motivation: internal motivation, self-confidence, determination, and grade satisfaction. The study of Estrallado (2023) tested if the use of comic-based learning modules would contribute benefits to the cognitive and affective outcomes of students in studying Newton’s laws of motion. Results revealed the effectiveness of comic-based learning materials in enhancing the performance and attitudes of high school students in their Physics subject. The study acknowledged the potential of comics to make abstract and complex topics more meaningful and easier to understand. Priyadi and Kuswanto (2023) examined the impact of android-based comics with integrated indigenous knowledge in teaching Physics in senior high school. The results revealed the positive impact of comics on the critical thinking skills and mathematical representation ability of students. Similarly, the study by Sari et al. (2020) contends the benefits of android-assisted comics in Physics education. The study examined the impact of android-assisted comics in teaching impulse and momentum to Grade 10 students. Results found a significant difference between students who utilized android-assisted comics and conventional references in terms of creative thinking and mathematical reperesentation skills.
           A myriad of studies verified the direct impact of comic-based learning materials on Mathematics performance (e.g., Canbulut and Kilic, 2022; Uy, 2018; Sipayung et al., 2023; Nurfitriyanti et al., 2019; Musa et al., 2018). Canbulut and Kilic studied the impact of instructional comics on student achievement in Mathematics. The study found that Grade 2 students who learned the concept of division using comics performed better than students who learned using traditional materials. Uy (2018) launched a comic strip titled Numerolandia: The Chosen One. The comic strip was utilized in teaching fundamental operations on integers. By comparing pre-test and post-test scores, the study found a 7.7% progress rate among underperforming Grade 7 students. This asserts the effectiveness of comics in improving the proficiency of students in operating on integers. The study of Sipayung et al. (2023) examined how a comic-based realistic approach enhances the conceptual understanding of students on the concept of fractions. It was found that the students who underwent this approach outperformed students who learned under the expository approach. Nutrifiyanti et al. (2019) verified the effectiveness of comic-based learning materials in improving the learning outcomes of Grade 7 students in Mathematics. The study recognized that the ability of comics to attract student interest contributes to its effectiveness. Meanwhile, the study by Musa et al (2018) explored the utilization of comics in improving the competence of students in the lesson on order of operations. The implementation of comics led to an enhancement in student performance. The participating Grade 7 students also reported that the use of comics contributes to a fun and interesting learning experience.
           Aside from studies that validated the direct impact of comics on Mathematics performance, the benefits of comics were highlighted in some studies that explored the indirect impact on Mathematics learning and performance (e.g., Batrisyia et al., 2019; Mamolo, 2019; Lestari et al., 2021). Batrisyia et al. (2019) used a mixed-method approach to examine the use of comics in teaching problem-solving among elementary school students. The data collected from classroom observations and interviews assert that the students are highly motivated and interested in using the comics. The comparison of pre-test and post-test results showed that the comics had a significant impact on the problem-solving skills of students. The study by Mamolo (2019) developed and evaluated the usability of digital interactive comics with romantic love story plots in teaching General Mathematics among senior high school students. The findings indicate that the implementation of digital comics garnered positive experiences from the students. The students rated the comics as highly useful, easy to use, instructional, and satisfying. Furthermore, the expert ratings indicate that the developed comics have high quality. The study by Lestari et al. (2021) revealed the significant influence of Mathematics comics integrated with Pancasila values, which are considered the guiding principles of Indonesia. The results assert a positive impact on the critical thinking skills and character development of intermediate students. The study recognized the potential of comics in teaching discipline and hard work traits to young learners.
After reviewing the related literature, it became evident that comics as an instructional material have a significant impact on student learning and performance. However, there is a limited number of studies in the Philippines that cover the effect of comic-based learning materials on the performance and motivation of students in Mathematics. As a response to this gap and anchored on the principle of the Cognitive Theory of Multimedia, the present study seeks to assess the effectiveness of comic-based learning materials in enhancing student performance and motivation in Mathematics. Specifically, the study will answer the following questions:
What is the level of Mathematics performance of the students before and after the implementation of comic-based and traditional learning materials?
What is the level of Mathematics motivation of the students before and after the implementation of comic-based and traditional learning materials?
Is there a significant increase in the Mathematics performance of students after the implementation of comic-based and traditional learning materials?
Is there a significant increase in the Mathematics motivation of students after the implementation of comic-based and traditional learning materials?
Is there a significant difference between the Mathematics performance of students who utilized comic-based and traditional learning materials?
Is there a significant difference between the Mathematics motivation of students who utilized comic-based and traditional learning materials?
           The study is focused on testing the effectiveness of comic-based learning material in enhancing student performance and motivation in Mathematics. The study will compare the Mathematics performance and motivation of students before and after using comic-based and traditional learning materials. Also, the study will compare the performance and motivation of students who utilized comic-based and traditional learning materials. Based on the research questions of the study, the researcher will evaluate the following hypotheses:
There is a significant increase in the Mathematics performance of students after the implementation of comic-based and traditional learning materials.
There is a significant increase in the Mathematics motivation of students after the implementation of comic-based and traditional learning materials.
There is a significant difference between the Mathematics performance of students who utilized comic-based and traditional learning materials.
There is a significant difference between the Mathematics motivation of students who utilized comic-based and traditional learning materials.
The participants of the study are 300 Grade 8 students enrolled in a public junior high school in Rodriguez, Rizal. The researcher will conduct the study during the school year 2023-2024. Purposive sampling will be implemented to select the participants. As defined by Etikan et al. (2016), a researcher using purposive sampling, selects participants based on criteria aligned with the purpose of the study. The researcher selected Grade 8 students because of the available learning materials for the experiment. The researcher developed comic-based learning material that covers competencies within Grade 8 Mathematics.
The participating school has a total of 1236 Grade 8 students divided into 23 sections. Based on the recommendation of a sample size calculator, the ideal sample size is at least 294 at a 5% margin of error. The 300 participants will be divided into two groups: a control group and an experimental group. During the treatment stage of the data collection, the control group will use traditional learning materials, while the experimental group will use comic-based learning materials. Table 1 shows the distribution of research participants in terms of sex and treatment. The 300 participants will be divided equally into two treatment groups of 150 members, each consisting of 75 males and 75 females.
The researcher will control all possible variables that could contribute to an influence on the dependent variables of the present study. Both groups will have an equal number of male and female participants and will receive instruction from the same Mathematics teacher. Furthermore, the researcher will pair participants based on their previous Mathematics grades. Each pair will consist of students of the same sex. Each student within a pair will be assigned to a different group. Before the start of the treatment, the researcher will use the pretest data in implementing independent t-tests to check if the two groups have the same motivation and Mathematics performance levels.
The study will utilize four research instruments for the data collection: traditional learning material, comic-based learning material, a Mathematics test, and a motivation scale. The researcher will ensure the validity and reliability of both the Mathematics test and the motivation scale. To ensure validity, three experts will evaluate the content, language, and structure of the research instruments. Revisions will be made based on the comments and recommendations of the validators.  For reliability, the validated instruments will undergo pilot testing. The researcher will administer the instruments to a minimum of 30 students. The researcher will calculate Cronbach’s alpha values to ensure the internal consistency of the instruments.Â
Traditional Learning Material
           The control group will utilize learning modules issued by the Department of Education. The traditional learning materials cover competencies in the first quarter of Grade 8 Mathematics, including systems of linear equations.
Comic-based learning material
           The researcher will implement a comic-based learning material covering basic operations on integers, linear equations, slopes of a line, intercepts, graphs of linear equations, systems of linear equations, graphs of systems of linear equations, and solving problems involving systems of linear equations. The comic-based learning material is titled: Super Matt and the Martians. The storyline of the comics revolves around a superhero with superhuman abilities, including an exemplary competence in Mathematics. The comics were written using the mother tongue of the target participants. Before the implementation, the researcher will ask experts to validate the content and language of the comics.
           To assess the Mathematics performance of the participants, the researcher will administer a 30-item multiple-choice Mathematics test aligned with the learning competencies covered in the comic-based learning material. As presented in Table 2, the Mathematics test will cover basic operations on integers, linear equations, slopes of a line, equations of the line, intercepts, graphs of linear equations, systems of linear equations, graphs of systems of linear equations, and problems involving systems of linear equations. Table 2 also presents the number of items and sample questions per learning competency.
           The Inventory of School Motivation (ISM) of McInerney (2004) will be used to gauge the  Mathematics motivation of the participants. The researcher will modify the 34-item version proposed by Li et al. (2017). This version implements a 5-point Likert scale with items subdivided into 8 subfactors of motivation: task (items 1-3), effort (items 4-10), competition (items 11-15), social power (items 16-19), affiliation (items 20-22), social concern (items 23-26), praise (items 27-31), and token (items 32-34). Table 3 presents the eight subfactors of the Inventory of School Motivation, the number of items per subfactor, and sample items.
The subfactors task and effort are associated with the goal of mastery (McInerney, 2016). Competition and social power are related to student ego (McInerney and Liem, 2009). Affiliation and social concern are connected to the preference of students to work with other people (King, Ganotice, and Watkins, 2012). Praise and token are related to both intrinsic and extrinsic gains (King and McInerney, 2014).
The primary intention of the present study is to examine the effectiveness of comic-based learning materials in enhancing the performance and motivation of students in Mathematics. The researcher will follow ethical procedures before, during, and after data collection. Before data collection, the researcher will secure a letter of permission addressed to the school principal of the participating school and the parents of the participants. The researcher will conduct an orientation session to discuss the purpose of the study and the role of the participants in the data collection. Â The researcher will emphasize that participation in the study is voluntary. Since the participants are minors, consent forms will be sent to their parents.
The data collection process will be divided into three stages: pretest, treatment, and post-test. The data collection will take two weeks, consisting of 8 days.
           The control and experimental groups will answer a 30-item Mathematics test and a 34-item motivation scale on the first day of data collection. The participants will be given one hour to complete both the research instruments. They will not be allowed to use a calculator or formula cards during the pretest. Scratch papers will be provided for items that require computation or illustration.
           The two groups will undergo six learning sessions over six days focused on systems of linear equations, using different learning materials. The control group will use traditional learning materials provided by the Department of Education, while the experimental group will utilize comic-based learning materials developed by the researcher.
 During the first session, both groups will be given an hour to read the learning material and take note of important details. The participants will be allowed to ask questions to the researcher during the session. However, the two groups will not be permitted to use any additional references. Â
From the second to fifth sessions, the researcher will conduct one-hour learning sessions using the two different learning materials. These sessions will cover basic operations on integers, linear equations, slopes of a line, intercepts, graphs of linear equations, systems of linear equations, graphs of systems of linear equations, and solving problems involving systems of linear equations. Both groups will be taught using direct instruction. However, the researcher will utilize examples exclusive from the two learning materials. Compared to the control group, the experimental group will receive more real-life examples integrated into a story format.
In the sixth session, the researcher will administer a learning activity to both groups using different assessment approaches. The control group will complete a traditional assessment with test papers and answer sheets. Meanwhile, the experimental group will accomplish an authentic assessment, referring to the last page of the comic-based learning material. The two groups will solve a system of linear equations.
           On the eighth day of data collection, the two groups will accomplish the same Mathematics test and motivation scale that they took for the pretest. The rules during the pretest will be applied during the post-test. The participants will be prohibited from using calculators and formula cards. Instead, scratch papers will be distributed for any computation and illustration needed. The participants will be given one hour to answer the two research instruments. After the data collection, the data will be encoded into a spreadsheet.  The researcher will ensure participant confidentiality by using pseudonyms and password-protected files.
Different statistical treatments will be implemented to examine the effectiveness of comic-based learning materials. The researcher will use the statistical software Statistica to perform statistical treatments. To answer the first two research questions, the mean scores of the two groups on the Mathematics test and motivation scale will be computed and analyzed. The mean scores will be reported with corresponding standard deviations as indicators of variability. To further assess the motivation of the participants, the researcher will compute mean scores for the eight subfactors of motivation. The mean score on each competency of the Mathematics test will also be analyzed.
As shown in Table 4, the mean motivation scores from 1.00 to 1.49 suggest a very low level of motivation, the mean scores from 1.50 to 2.49 indicate a low level of motivation, the mean scores from 2.50  to 3.49 represent a moderate level of motivation, the mean scores from 3.50 to 4.49 denote a high level of motivation, and the mean scores from 4.50 to 5.00 indicate a very high level of motivation.
Dependent t-tests will be conducted to address the third and fourth research questions. Using this statistical treatment, the researcher will determine if there is a significant increase in the Mathematics performance and motivation of the participants after the implementation of comic-based and traditional learning materials Meanwhile, independent t-tests will be conducted to answer the fifth and sixth research questions. The researcher will examine if there is a significant difference between the two groups in terms of Mathematics motivation and performance.
In conducting dependent and independent t-tests, a p-value below .05 indicates a significant increase or difference.  After the implementation of dependent and independent t-tests, Cohen’s d values will be calculated to assess the effect size. Table 5 shows the interpretation table for Cohen’s d values  According to Heroux (2017), the mean effect size is 0.4, with 0.2 indicating a small effect, 0.4 indicating a substantial effect, and 0.6 indicating a large effect.
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