Claims

Gameplay increased participants' willingness to communicate in English

Claim · All claims
Evidence · 1 study · qualitative r? · q2
Currency · newest study 2015 · checked against its sources 2026-10-20 (automated, 1 of 1 entry) · 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? Digital gameplay increased the five participants' willingness to communicate in English. → 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?

Interview-based study of five students' willingness to communicate (WTC) in English, using the MacIntyre, Dörnyei, Clément & Noels (1998) construct, with 30 interviews total. The results section reports "increasing their willingness to communicate" as a gameplay benefit. No effect size is reported.

"We conducted six interviews with each of them (for a total of 30 interviews) to identify what impact gameplay had in particular on their willingness to communicate in English (MacIntyre, Dörnyei, Clément & Noels, 1998)."

Discussion

Page metadata
Field Value
type claim
id gameplay-increased-willingness-to-communicate
title Gameplay increased participants' willingness to communicate in English
description Gameplay increased participants' willingness to communicate in English
status review
evidence_strength weak
newest_evidence 2015
source_checked 2026-10-20
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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