Claims

Game-based vocabulary interventions outperformed control conditions in several reviewed studies

Claim · All claims
Evidence · 1 study (2 entries) · 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 the Ashraf et al. (2014) study reviewed, the online-game experimental group outperformed the pen-and-paper control group on a written vocabulary recall test (t = 2.40). → Blanka KLIMOVA 2017 q2 i? In the Shokri and Abdolmanafi-Rokni (2014) study reviewed, the experimental group playing a computer game with teacher instruction significantly outperformed the game-only control group. → Blanka KLIMOVA 2017 (2)

Evidence

Blanka KLIMOVA 2017

Blanka KLIMOVA, Jaroslav KACETL. (2017). Efficacy of Computer Games on Language Learning. TOJET: The Turkish Online Journal of Educational Technology, 16(4). https://eric.ed.gov/?id=EJ1160637

q2 · i? · causal · r1

Review's Table 1 entry for Ashraf et al. (2014), Iran: 24 participants aged 16–22, two 2-hour sessions weekly for 15 weeks; experimental group played an online game, controls used pen and paper; outcome was a written vocabulary recall test, with t = 2.40 reported.

"The results show that the experiment al group outperform ed the co ntrol group (t = 2.40) and thus, that playing online games enhances vocabulary acquisition in language learning."

Blanka KLIMOVA 2017 (2)

Blanka KLIMOVA, Jaroslav KACETL. (2017). Efficacy of Computer Games on Language Learning. TOJET: The Turkish Online Journal of Educational Technology, 16(4). https://eric.ed.gov/?id=EJ1160637

q2 · i? · causal · r1

Review's Table 1 entry for Shokri and Abdolmanafi-Rokni (2014), Iran: 40 participants aged 14–16 over eight 45-minute sessions; experimental group played an original computer game with teacher instruction, controls only played the game; outcomes were a Likert questionnaire and vocabulary test.

"Likert scale questionnaire, vocabulary test The findings reveal that the experi ment al group significantl y outperform ed the control group."

Discussion

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