Claims

Fluency showed a trend toward significance for the treatment group between pre- and post-tests (p=.055), suggesting digital game pressure may push learners to speak faster

Claim · All claims
Evidence · 1 study · causal r1 · 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? The treatment group's fluency gain from pre- to post-test was marginally non-significant (Z=-1.92, p=0.055). → Cardoso 2017

Evidence

Cardoso 2017

Cardoso, W., Rueb, A., & Grimshaw, J. (2017). Can an interactive digital game help French learners improve their pronunciation? In K. Borthwick, L. Bradley & S. Thouësny (Eds), CALL in a climate of change: adapting to turbulent global conditions – short papers from EUROCALL 2017 (pp. 67-72). Research-publishing.net. https://doi.org/10.14705/rpnet.2017.eurocall2017.691

q2 · i? · causal · r1

Wilcoxon test on treatment-group fluency ratings approached but did not reach significance pre-to-post. The authors interpret that "the trend in increased fluency for the experimental group suggests that digital game-playing placed more pressure on students to speak faster than its paper-based counterpart".

"For fluency, the treatment group showed no significance between pre- and post-tests (Z=-1.92, p=0.055), nor pre- and delayed post-tests ( Z=-1.48, p=0.14)."

Discussion

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