Claims

Low-achievement 4th-grade students who practised English vocabulary with computer games raised their achievement by 38.7% on average over 24 weeks

Claim · All claims
Evidence · 1 study · causal r1 · q2
Currency · newest study 2017 · 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? In a 24-week pre-test/post-test comparison, experimental-group students who had scored lowest on the pre-test raised their achievement by 38.7% on average after practising vocabulary with computer games. → Vasileiadou and Makrina 2017

Evidence

Vasileiadou and Makrina 2017

Ioanna Vasileiadou & Zafiri Makrina. (2017). Using Online Computer Games in the ELT Classroom: A Case Study. English Language Teaching, 10(12). https://doi.org/10.5539/elt.v10n12p134

q2 · i? · causal · r1

Quasi-experimental Independent Measures pre-test/post-test comparison of two intact 4th-grade classes in different Greek primary schools; the experimental class (n=19) practised vocabulary with online games. The article reports the 38,7% average rise descriptively, with no test statistic or standardized effect size.

"students who were exposed to differentiated instruction and used computer games as a means of practicing vocabulary, managed within a period of 24 weeks to raise their achievement by 38,7% on average"

Discussion

Page metadata
Field Value
status review
generated by process:wiki-ingest on 2026-11-03
trust unverified — no one has confirmed this page's content

Frontmatter is the page's machine-readable record — see the Schema & Guide.