38,620 research outputs found

    A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

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    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers

    Digital Games and Second Language Acquisition : The Effect of Gimkit! and Kahoot! on Upper Secondary School Students’ Vocabulary Acquisition and Motivation

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    This empirical joint thesis examines the use of two educational games Kahoot! and Gimkit! on second language vocabulary acquisition and the games’ effect on learning motivation. The aim was to discover whether educational games enhance vocabulary acquisition and the in-game features that promote learning motivation. The study consisted of 49 first year Finnish upper secondary school students. The participants were divided into two experimental groups based on the school’s class division. Experimental group 1 played Gimkit! during their two 15-minute treatment sessions and, respectively, experimental group 2 played Kahoot!. Both of the digital games contained vocabulary items that were presented in the students’ course book and, therefore it was meaningful for the participants to learn the target words. The acquisition of target language vocabulary items and the effect of motivation were both studied quantitatively. Firstly, the effect of playing the digital games on vocabulary acquisition was measured with pre-, post-, and delayed post-test. The vocabulary tests measured the acquisition of 25 target language words. Secondly, the motivational aspect was measured with pre- and post-treatment motivation questionnaires. We inspected the effect of in-game features, such as competition and game mode, on learning motivation through the motivation questionnaires. The results of this study revealed that both digital games used in this study were beneficial in terms of promoting second language vocabulary acquisition. In addition, the use of digital games in formal education was perceived an enjoyable activity by the participants, and the in-game features of game mode and progress pace were meaningful in terms of learning motivation. Further research should be conducted to discover the exact elements and features in a game that facilitate vocabulary acquisition

    A Literature Review and Meta-analysis of Digital Games and Second Language Learning

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    Exposed to traditional language learning strategies, students will gradually lose interest in and motivation to not only learn English, but also any language or culture. Hence, researchers are seeking technology-based learning strategies, such as digital game-mediated language learning, to motivate students and improve learning performance. This paper synthesizes the findings of empirical studies focused on the effectiveness of digital games in language education published within the last five years. Nine qualitative, quantitative, and mixed-method studies are collected and analyzed in this paper. The review found that recent empirical research was conducted primarily to examine the effectiveness by measuring language learning outcomes, motivation, and interactions. Weak proficiency was found in vocabulary retention, but strong proficiency was present in communicative skills such as speaking. Furthermore, in general, students reported that they are motivated to engage in language learning when digital games are involved; however, the motivation is also observed to be weak due to the design of the game and/or individual differences. The most effective method used to stimulate interaction language learning process seems to be digital games, as empirical studies demonstrate that it effectively promotes language education. However, significant work is still required to provide clear answers with respect to innovative and effective learning practice

    The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for English Language Learners: A Mixed-Methods Study

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    Slow vocabulary development and poor comprehension among English Language learners (ELLs) (August, Carlo, & Snow, 2005) have resulted in an academic achievement gap between ELLs and native English-speaking learners in the United States (Klingner, Artiles, & Barletta, 2006; Wilde, 2010). This mixed-methods sequential explanatory research aims to help narrow the academic gap by providing increased engagement and interaction opportunities to ELLs. In this study, I replicated and extended Bourgonjon et al. (2010)’s study identifying the predictive factors of students’ acceptance for using video games in the classrooms. A sequential qualitative study with 11 selected participants was conducted to explain how the factors, tested in the first quantitative phase of study, facilitate ELLs’ vocabulary growth. I triangulated the results of the two phases and the discussion of the findings to answer my research questions. Based on the data collected from 371 participants via a web-based survey, I tested the reliability and validity of the adapted survey scale items using inter-item correlations, factor analysis, and internal consistency reliability tests. Then, I formulated and validated path models to test the hypotheses related to relationships among variables. Results from the analysis concluded that the factor of perceived learning opportunity is an important predictors for players’ preference for using MMORPGs in the L2 English classroom. The follow-up qualitative study aims to explain why certain factors identified in the first phase were significant predictors that impact players’ preference to use MMORPGs to obtain L2 English vocabulary. Evidence shows that game texts and social interactions are major learning opportunities provided by MMORPGs. I expect that this study, along with further research in this area, will help teachers integrate MMORPGs or related game mechanics into their regular instruction to provide increased engagement and interaction opportunities to English language learners

    Digital Gaming and Language Learning: Autonomy and Community

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    The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most Chinese gamers are playing L2 digital games in their leisure time. Informed by research on out-of-class L2 learning, this paper discusses findings from an exploratory study investigating L2 gaming and learning practices in young people's everyday lives. Drawing on rich data from gaming sessions, stimulated recall, focus group discussion, individual interviews and online discussion forums, this paper argues that gamers exercise autonomy by managing their gameplay both as leisure and learning practices in different dimensions (location, formality, locus of control, pedagogy and trajectory). At the same time, gameplay-as-learning practices are supported by wider communities of digital gamers who take on roles as language teachers and advisers. The paper suggests that activities in these dimensions mediated learning autonomously and from community, and discusses the research and pedagogical implications for L2 gaming and learning.16 page(s

    EFL teaching through english-practice work stations (EPWS) to enhance participation and interaction in english for third grade learners

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    Tesis (PedagogĂ­a en InglĂ©s)Teachers all over the world are constantly searching for new activities, new strategies and methodologies that can help them make their lessons more satisfying for their learners and making it possible to enhance their learning process as well as their results. This has become a titanic effort for those teachers who do not count on the amount of time necessary for their lesson planning and to design their activities. But there are numerous Internet websites or teachers on social networks that are willing to give and share ideas. While doing the previous research for this thesis the authors came across with Debbie Diller’s book “Literacy Work Stations: Making Centers Work” (2003), where she explains how Literacy Work Stations (henceforth, LWS) work. After reading vast information about this method, there are several aspects presented that are very similar to the one seen at pre-elementary school by two of the authors were this methodology consisted of working in stations during short periods and rotating between them, so learners can work on different subjects. The researchers think that this kind of methodology is the one that generated faster and deeper development of the four skills of the English language for the two of them. And so the main purpose of this research is to foresee its usefulness and to propose an innovative strategy to enhance participation and interaction, not only in Spanish but mainly in English, inside an English as a Foreign Language (henceforth, EFL) lesson. The topic of this research is related to the implementation of a different strategy in elementary grades called English-Practice Work Stations to enhance participation and interaction during EFL lessons

    Using Games to Teach English in Chinese High School Classroom

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    In the 20th century, English played an important role in international communication as an international language. English is a bridge between countries\u27 economies, cultures, and trade. However, current English education in Chinese high schools is still test-oriented which is ineffective, and students are tired of it. Moreover, teachers also have trouble engaging students in the class. The purpose of this project is to create a curriculum for high school English teachers in China to use games to teach English language skills. Krashen’s (1982) Theory of Second Language Acquisition contains five main hypotheses which support this project. The project includes twenty-three activities to improve students’ five language skills: vocabulary, listening, reading, speaking, and writing

    Digital Games and Second Language Learning among Tertiary-level EFL Learners: A Critical Review

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    Despite the increased interest in the possibilities of digital games in second language education, their use in higher education is a relatively uncharted territory. This review was carried out to examine how digital game-based language learning is used, and what its effects are on language learners at tertiary level in English as a Foreign Language (EFL) contexts. Twenty-seven studies were short-listed from academic literature and were analysed for research methodology, theoretical frameworks, research foci, game types and specifications, research results, and pedagogical implications. The research revealed six types of digital games, each with its own affordances that could enhance language learning. It was also found that these games increased vocabulary uptake and long-term lexical retention, enhanced L2 reading and listening comprehension, fostered writing ability and communicative competence, and increased motivation and willingness to communicate in the L2. Therefore, it may be deduced that digital games can be employed as a beneficial tool for the development of L2 competence and for the enrichment of the language learning experience. Suggestions for further research and educational implications have been provided

    Exploring English as an Additional Language Students’ Perceived Engagement in and Experience of Content Vocabulary Acquisition and Retention Through Immersive Virtual Reality Games

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    This thesis aimed to explore whether headset-mounted display virtual reality (HMD VR) games could serve as an innovative approach to enhance content vocabulary learning and foster subject content knowledge of Years 7 and 8 Middle Eastern students. Specifically, it aimed to measure these students’ content specific vocabulary acquisition and retention, examine their perceptions of and attitudes towards VR game-based learning, and offer best practices for educational institutions that support culturally and linguistically diverse (CALD) learners
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