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¶
Related Designs¶
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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