Gameplay increased participants' willingness to communicate in English¶
Claim · All claims
Evidence · 1 study · qualitativer?·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¶
Related Claims¶
- Studies directly measuring WTC consistently report positive effects of AI on EFL learners' WTC across tool types, contexts, and age groups — the general claim this finding bears on, with the studies behind it
- Gameplay changed students' perceptions of themselves as learners and their learning practice — related
- Gameplay lowered participants' affective barriers to learning English in a fifteen-week game-based program — related
- Individual WTC variables (confidence, motivation, perceived performance, anxiety) correlate positively with overall WTC throughout interpersonal audio discussion activities — related
- Participation in interpersonal audio discussions produced no statistically significant changes in overall willingness to communicate, though most students reported unchanged or increased WTC — reports the opposite
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 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.