Inference-based computer games produce better vocabulary learning than traditional hardcopy word lists¶
Claim · All claims
Evidence · 1 study · causalr1·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 Smith et al. (2013) study reviewed, inference-based computer games resulted in better learning of new vocabulary than traditional hardcopy lists of new words. → 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? · causal · r1
Review's Table 1 entry for Smith et al. (2013), USA: 57 participants aged 18–21, two 2-hour sessions; intervention was reading plus a follow-up computer game with no control group; outcome was a vocabulary knowledge scale test.
"The results indicate that inference-based computer games result in better learning of new vocabulary than with traditional hardcopy lists of new words."
Discussion¶
Learner Variables¶
- Vocabulary — outcome: instruction changes it
Related Claims¶
- The review reports that students learning with serious games often perform better on content knowledge assessments than those in traditional settings — a broader claim this one bears on
- Educational computer games are effective for vocabulary acquisition in foreign language learning, per a systematic review of six studies — a broader claim this one bears on
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