Claims

Playing Spaceteam ESL as a warm-up produced no significant difference in fluency improvement between treatment and control groups over time

Claim · All claims
Evidence · 1 study · causal r1 · q2
Currency · newest study 2016 · 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? A repeated measures factorial design test found no significant difference in SPM improvement between the treatment and control groups from pretest to two post-tests (p=.395). → Grimshaw 2016

Evidence

Grimshaw 2016

Grimshaw, J., Cardoso, W., & Waddington, D. (2016). Can a ‘shouting’ digital game help learners develop oral fluency in a second language?. In S. Papadima-Sophocleous, L. Bradley & S. Thouësny (Eds), CALL communities and culture – short papers from EUROCALL 2016 (pp. 172-177). Research-publishing.net. https://doi.org/10.14705/rpnet.2016.eurocall2016.557

q2 · i? · causal · r1

A repeated measures factorial design test with treatment as the independent variable and Syllables Per Minute (SPM) as the dependent variable, comparing 20 learners in two intact classes. The article reports "no significant difference in improvement between groups over time"; equivalence was not tested.

"Results indicate that there was no significant difference in improvement between groups over time (Table 1), p=.395."

Discussion

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