Claims

Gameplay changed students' perceptions of themselves as learners and their learning practice

Claim · All claims
Evidence · 1 study · qualitative r? · q2
Currency · newest study 2015 · 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? Gameplay affected the participants' perceptions of themselves as learners and, through this, their learning practice. → Hayo Reinders and Sorada Wattana 2015

Evidence

Hayo Reinders and Sorada Wattana 2015

Hayo Reinders and Sorada Wattana. (2015). Affect and willingness to communicate in digital game-based learning. ReCALL, Volume 27, Issue 1. https://doi.org/10.1017/S0958344014000226

q2 · i? · qualitative · r?

The study investigated how the five participants experienced games, including the impact of gameplay on "students’ perceptions of themselves as learners" and how this affected their learning practice, as traced through the 30 interviews. No effect size is reported.

"What impact does gameplay have on students’ perceptions of themselves as learners, and how does this affect their learning practice?"

Discussion

Page metadata
Field Value
type claim
id gameplay-changed-learner-self-perceptions
title Gameplay changed students' perceptions of themselves as learners and their learning practice
description Gameplay changed students' perceptions of themselves as learners and their learning practice
status review
evidence_strength weak
newest_evidence 2015
generated by process:wiki-ingest on 2026-10-15
trust unverified — no one has confirmed this page's content
sources 1 — hayo-reinders-and-sorada-wattana-2015

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