Set of commercial video educational games used with a linguistic approach over 36 sessions¶
Design · All designs
Evidence · 2 claims (2 for) · 2 studies (1 causal, 1 quant-synthesis),q2· 0 of 2 report an effect size · 2 claims rest on one study
Description¶
The intervention consisted of commercial games arranged into a 36-session sequence: Upwords, which "increases the English vocabulary of learners and helps them to create sentences"; strategy games (Quarto, Quoridor, Pentago, Ab alone); the Civilization and Anno series presenting historical content through English; and Scribblenauts, in which "a name and an adjective appears after writing each combination". Students played them at home during the summer.
Design Implications¶
Context¶
Requirements¶
- Students needed access to a personal PC at home; for those without one, the school computer site was used on Mondays for two hours
Constraints¶
- Games were played at home "due to the lack of equipment in the school's computer site"
Target Learners¶
- 2nd grade male high school students (ages 16-17) learning English
Learning Goals¶
- English vocabulary, sentence creation, spelling, and recalling of textbook concepts
Claims¶
- In one mixed-methods study of university students, reported in a review, gamified vocabulary learning gave better test results, motivation and satisfaction than traditional instruction [+W]
- English recall posttest scores differed significantly across three groups (video games with English language concepts, games without them, and no games) after controlling for pretest scores; the English-concept games group scored highest, but no pairwise comparisons were reported [+W]
Related Designs¶
- Suite of eight selected commercial video games played in supervised drop-in game labs
- Drop-in game lab structure preserving flexible play sessions for ecological validity
Examples¶
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Key Sources¶
- Jalalian, F. (2018). Study on the Role of Video Educational Games with a Linguistic Approach in English Language Education of the 2nd Grade High School Students. Advances in Language and Literary Studies, 9(2). https://dx.doi.org/10.7575/aiac.alls.v.9n.2p.59
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
linguistic-video-game-set-36-sessions |
title |
Set of commercial video educational games used with a linguistic approach over 36 sessions |
description |
The intervention consisted of commercial games arranged into a 36-session sequence: Upwords, which "increases the English vocabulary of learners and helps them to create sentences"; strategy games (Quarto, Quoridor, P... |
status |
review |
generated |
by process:settle-candidates on 2026-11-01 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — jalalian-2018 |
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