Vocabulary performance shifted from B1–B2 CEFR levels at pre-test to B2–C1 at post-test after four weeks of Mangomon play¶
Claim · All claims
Evidence · 1 study · causalr1·q2
Currency · newest study 2026 · 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.
q2 i? Participants' mapped CEFR levels moved upward: pre-test scores ranged between B1 and B2 while post-test scores ranged between B2 and C1. → Tangkiengsirisin 2025
Evidence¶
Tangkiengsirisin 2025¶
Tangkiengsirisin, S., Taylor, P., & Thansirichaisree, P. (2026). The effects of role-playing gamification on business vocabulary learning and motivation: A study of CEFR-based language learning mobile application for Thai undergraduate students. LEARN Journal: Language Education and Acquisition Research Network, 19(1), 464-486. https://doi.org/10.70730/UFRC4620
q2 · i? · causal · r1
Descriptive comparison of the same 21 participants' pre- and post-test scores mapped to CEFR bands shows "a shift in test scores to higher CEFR levels"; minimum scores rose from 7 to 21 and maximum from 21 to 30 out of 30 items.
"The results from the pre -test scores showed that participants’ business vocabulary knowledge ranged between B1 and B2 CEFR levels (Table 6) when compared with the post-test scores’ range between B2 and C1 CEFR levels (Table 7)"
Discussion¶
Related Claims¶
- A review of four major CALL journals found 50% of articles targeting 'advanced' proficiency levels had learner populations of only B1 level — related
- Thai undergraduates' business vocabulary test scores rose from pre-test to post-test after four weeks of out-of-class role-playing gamification with Mangomon, in a single-group study with no control group — related
- IMI motivation ratings after four weeks of Mangomon play were moderate (all sub-scale means below 4.00), highest for effort/importance and lowest for perceived choice — related
- Interest/enjoyment and perceived choice were the weakest motivation dimensions, suggesting Mangomon's RPG mechanics did not yet fully serve learner autonomy — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
cefr-band-shift-business-vocabulary-mangomon |
title |
Vocabulary performance shifted from B1–B2 CEFR levels at pre-test to B2–C1 at post-test after four weeks of Mangomon play |
description |
Vocabulary performance shifted from B1–B2 CEFR levels at pre-test to B2–C1 at post-test after four weeks of Mangomon play |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2026 |
generated |
by process:wiki-ingest on 2026-09-27 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — tangkiengsirisin-2025 |
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