Claims

Qualitative findings showed increased student motivation toward English class and learning vocabulary through videogames

Claim · All claims
Evidence · 1 study · qualitative r3 · q2
Currency · newest study 2018 · 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? Participant observation and interviews indicated an increase in motivation towards the English class and interest in learning new vocabulary words. → Vélez-Agosto 2018

Evidence

Vélez-Agosto 2018

Vélez-Agosto, N. M. & Rivas-Vélez, A. (2018). Benefits and meanings of educating with videogames in a Puerto Rican sixth grade public school classroom. International Journal of Educational Technology, 5(1), 9-19. http://educationaltechnology.net/ijet/

q2 · i? · qualitative · r3

Conventional content analysis of participant observation field notes and semi-structured interviews with the EG teacher and school director; the teacher reported students were more motivated, asked to use the dictionary, and previously uninterested students became interested, seeing "a few changes, but favorable".

"Our qualitative findings show an increase in motivation towards the English class and learning new vo cabulary words in English."

Discussion

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