Claims

High game interactivity hinders vocabulary acquisition: players recalled significantly less vocabulary than watchers

Claim · All claims
Evidence · 1 study · review r2 · 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 deHaan et al. (2011) study reviewed, players of an English-language music videogame recalled significantly less vocabulary than paired watchers, attributed to extraneous cognitive load induced by interactivity. → Blanka KLIMOVA 2017

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? · review · r2

Review's Discussion account of deHaan et al. (2011): 80 randomly-selected Japanese university undergraduates paired on English and game proficiency; one played the game for 20 minutes while the paired subject watched. The review attributes the result to "the extraneous cognitive load induced by the interactivity of the game".

"The follow-up tests revealed that both the players and the watchers of the video game recalled vocabulary from the game, but the players recalled significantly less vocabulary than the watchers."

Discussion

Learner Variables

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