Claims

Thai undergraduates' business vocabulary test scores rose from pre-test to post-test after four weeks of out-of-class role-playing gamification with Mangomon, in a single-group study with no control group

Claim · All claims
Evidence · 1 study · causal r1 · q2 · i3 large
Currency · newest study 2026 · 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 i3 After four weeks of autonomous out-of-class play, participants' business vocabulary post-test scores were significantly higher than pre-test scores, with a large effect size (Cohen's d = 1.80). → Tangkiengsirisin 2025

Evidence

Tangkiengsirisin 2025

Tangkiengsirisin, S., Taylor, P., & Thansirichaisree, P. (2026). The effects of role-playing gamification on business vocabulary learning and motivation: A study of CEFR-based language learning mobile application for Thai undergraduate students. LEARN Journal: Language Education and Acquisition Research Network, 19(1), 464-486. https://doi.org/10.70730/UFRC4620

q2 · i3 · causal · r1

Quasi-experimental pre-post study of 21 Thai undergraduates practising business English who played Mangomon outside class for four weeks. Paired t-test on 30-item gap-filling vocabulary test showed the post-test mean exceeded the pre-test mean, "statistically significant, t(20) = 6.99, p < .0001"; the article reports Cohen's d = 1.80 as large. The prose gives the post-test mean as 26.18, but Tables 8 and 9 report 26.81 (26.8095), the figure consistent with the reported d; the quotation below keeps the prose as printed.

"The pre -test mean score (M = 17.14, SD = 7.17) was lower than the post-test mean score (M = 26.18, SD = 2.50), and this difference was statistically significant, t(20) = 6.99, p < .0001"

Discussion

The design is a single group of 21 students tested before and after, with no comparison group, so the gain (d = 1.80, computed on pre- and post-test scores) cannot be separated from test practice, ordinary course learning or other exposure over the four weeks; a pre–post d is also not comparable with a between-group effect size.

Page metadata
Field Value
type claim
id mangomon-rpg-gamification-improves-business-vocabulary
title Thai undergraduates' business vocabulary test scores rose from pre-test to post-test after four weeks of out-of-class role-playing gamification with Mangomon, in a single-group study with no control group
description Thai undergraduates' business vocabulary test scores rose from pre-test to post-test after four weeks of out-of-class role-playing gamification with Mangomon, in a single-group study with no control group
status review
evidence_strength moderate
newest_evidence 2026
source_checked 2026-10-20
generated by process:wiki-ingest on 2026-09-27
trust unverified — no one has confirmed this page's content
sources 1 — tangkiengsirisin-2025

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