Kindergarten students taught English vocabulary through authentic childhood games achieve significantly higher post-test scores than students taught through traditional methods¶
Claim · All claims
Evidence · 1 study · causalr1·q3
Currency · newest study 2016 · 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.
q3 i? After six weeks, the experimental group taught through authentic childhood games scored significantly higher on the achievement test than the control group taught through traditional methods (t=7,352, p<0.05). → Hursen 2016
Evidence¶
Hursen 2016¶
Hursen, C., & Salaz, D. (2016). Investigating the effects of authentic childhood games in teaching English. Cypriot Journal of Educational Science. 11(2), 58-62. http://sproc.org/ojs/index.php/cjes/
q3 · i? · causal · r1
Independent samples t-test on post-test scores of 43 kindergarten students (22 experimental, 21 control) after a 6-week intervention. Experimental group M=89.17 (sd=8,73) versus control M=62.16 (sd=14,73); "there was a significant difference (t=7,352, p<0.05)".
"While both groups pre-test results showed that there weren’t any significant difference (t=.523, p>0.05), the post-test results showed that there was a significant difference (t=7,352, p<0.05) between both groups."
Discussion¶
Related Claims¶
- Authentic problem-based vocabulary tasks improve immediate vocabulary recall of intermediate Iranian EFL learners compared with conventional input-based tasks — related
- Ninth-grade students taught Newton's Laws through project-based learning game techniques scored significantly higher on a concept achievement post-test than students taught by traditional methods — related
- Activity-based teaching produced significantly higher post-test achievement than traditional lecture instruction in a higher-secondary education course — related
- Teachers observing game-based lessons reported that authentic childhood games motivated and entertained students and eased English learning, but required strong classroom management — related
Page metadata
| Field | Value |
|---|---|
status |
review |
generated |
by process:wiki-ingest on 2026-11-02 |
trust |
unverified — no one has confirmed this page's content |
Frontmatter is the page's machine-readable record — see the Schema & Guide.