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Fifteen-week digital game-based language learning program at a Thai university

Design · All designs
Evidence · 1 claim (1 for) · 1 study (1 qualitative), q2 · 0 of 1 report an effect size · 1 claim rests on one study

Description

The studied intervention was a fifteen-week digital game-based learning program at a university in Thailand, in which five students participated. The program served as the setting for investigating how learners "actually experience the use of games" and how gameplay affected their affect and willingness to communicate in English. Its effects were traced through six interviews per participant, for a total of 30 interviews.

Design Implications

Context

Requirements

  • Sustained gameplay over a fifteen-week period with student participation sufficient to support repeated interviews.

Constraints

  • Studied with only five participants at a single Thai university.

Target Learners

  • University students learning English as a foreign language

Learning Goals

  • L2 interaction and willingness to communicate in English

Claims

Examples

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Key Sources

  • Hayo Reinders and Sorada Wattana. (2015). Affect and willingness to communicate in digital game-based learning. ReCALL, Volume 27, Issue 1. https://doi.org/10.1017/S0958344014000226
Page metadata
Field Value
type design
id fifteen-week-game-based-program-thai-university
title Fifteen-week digital game-based language learning program at a Thai university
description The studied intervention was a fifteen-week digital game-based learning program at a university in Thailand, in which five students participated.
status review
generated by process:settle-candidates on 2026-10-15
trust unverified — no one has confirmed this page's content
sources 1 — hayo-reinders-and-sorada-wattana-2015

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