English recall posttest scores differed significantly across three groups (video games with English language concepts, games without them, and no games) after controlling for pretest scores; the English-concept games group scored highest, but no pairwise comparisons were reported¶
Claim · All claims
Evidence · 1 study · causalr2·q2
Currency · newest study 2018 · checked against its sources 2026-11-01 (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? Among 2nd grade high school students, ANCOVA with pretest as covariate showed a significant omnibus difference between the three groups (games with English concepts, games without, no games) in English language posttest scores; raw posttest means were 13.0, 10.8 and 7.3 respectively, and no pairwise comparisons or adjusted means were reported. → Jalalian 2018
Evidence¶
Jalalian 2018¶
Jalalian, F. (2018). Study on the Role of Video Educational Games with a Linguistic Approach in English Language Education of the 2nd Grade High School Students. Advances in Language and Literary Studies, 9(2). https://dx.doi.org/10.7575/aiac.alls.v.9n.2p.59
q2 · i? · causal · r2
Quasi-experimental pretest-posttest study of 90 male students aged 16-17 in three groups of 30, analyzed by ANCOVA omitting the pretest covariate impact. The article reports "a significant difference exists between the mean scores of the three groups in English language posttest" (F = 16.244, p = 0.000); no effect size is printed. Only this omnibus test is reported: there are no pairwise comparisons or adjusted means, so it does not establish that the English-concept games group differed significantly from each of the other two. Raw posttest means were 13.0 (games with English concepts), 10.8 (games without) and 7.3 (no games), against pretest means of 8.9, 9.27 and 9.8. Students in the game groups played at home over the summer.
"F value of the impact of independent variable is 16.244, which is significant because its probability (0.000) is smaller than the significance level (0.05). This means that a significant difference exists between the mean scores of the three groups in English language posttest."
Discussion¶
Related Claims¶
- Adventure video games with supplementary vocabulary material outperform control conditions on receptive and productive vocabulary tests — related
- Preschoolers using gesture recognition with the memory strategy achieved significantly better English learning performance than those using traditional activity learning with the memory strategy — related
- Pretest scores significantly predicted posttest scores, supporting the pretest as an ANCOVA covariate in this study — related
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