Descriptive trends showed the treatment group improving slightly from pre- to post-test and continuing to improve at delayed post-test, while the control group declined then recovered¶
Claim · All claims
Evidence · 1 study · causalr1·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? Although no significant improvement over time was found, the treatment group appeared to improve slightly between pre- and post-tests and continued to improve through the delayed post-test, whereas the control group decreased between pre- and post-tests. → 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
Descriptive trend in the SPM storytelling data across pre-, post-, and delayed post-tests (Table 1 reports means: treatment 108.27, 111.09, 120.27; control 112.67, 101.78, 123.78). The article presents this as a trend, not a tested difference.
"the treatment group did appear to improve slightly between the pre- and post-tests, whereas the control group decreased in performance between these same tests. Participants in the treatment group continued to improve through the delayed post-test; the control group, interestingly, also improved from pre-test to delayed post-test, despite their decline in performance at the post-test."
Discussion¶
Learner Variables¶
- Time and Continuity — outcome: instruction changes it
Related 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 — related
- One month of playing the digital information gap game PàN produced no statistically significant improvement in FSL learners' comprehensibility, fluency, or overall pronunciation — related
- The control group's pre-test to post-test fluency decrease was not statistically significant but represented a medium effect (r=0.5) — related
- Playing Spaceteam ESL as a warm-up produced no significant difference in fluency improvement between treatment and control groups over time — related
- From post-test to delayed post-test the CI group showed further DCT gains while the SI group showed losses — related
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