In a comprehensive review of research on PjBL, Thomas (2000)
found support for the argument that this approach is more effective in
enhancing student learning when compared to traditional instruction.
He further claimed that it is effective for teaching problem-solving
and decision-making skills. Examples of studies include a project by
Boaler (2002), which compared the mathematics skills of students in
two secondary British schools. One of the schools used project-based
learning, while the other used traditional instruction. After three
years, students in the project-based learning school outperformed the
students from the traditional instruction school in terms of mathematics
skills, as well as in conceptual and applied knowledge. In
addition, more students from the project-based learning school
passed the national exam. In another study, the Cognition and
Technology Group at Vanderbilt University (CTG Vanderbilt, 1992),
developed a software program called The Adventures of Jasper
Woodbury. This was a series of video-based adventure simulations
that enabled inquiry PjBL. This software provided a structure for
students to work collaboratively on simulated real-world problems
that required the application of mathematical reasoning. Students
who used this software scored higher in solving word problems and in
planning skills than those who did not.