Academia.edu no longer supports Internet Explorer.
To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to upgrade your browser.
School lore has it that young learners acquire foreign languages easily by playing computer games. In an attempt to investigate this claim, a study was conducted involving 228 lower and upper secondary school Romanian students. The investigation probed for age and gender differences in the students’ attitudes towards learning English from computer games, as well as for specific instances of language learning. The language remembered from playing reveals which game elements and properties appear most conducive to language learning. The frequency of a word or phrase, its bearing in the logic of the game, and the game capacity to present contextualized language, simultaneously seen and heard, are important factors. Nevertheless, there is ample evidence of significant limitations. The analysis shows strengths and weaknesses that may be relevant for foreign language learning game design.
Open Journal for Educational Research, 2017
The research described in this thesis is grounded in the fields of game design, linguistics, andESL(English As A Second Language) pedagogy in relation to the field of independent adult learning, specifically young adults (ages 18-40) in preliminary Higher Education (ages 18-25) . It considersthe case for independent digital-game based learning of foreign languages, in particular Englishasa second language. Initial literature has found that when it comes to learning as a subject, academia is far fromunifiedin its assertions on what conditions and situations best support learning. When language learningand game based learning are the specific subsets of learning being studied, researchers areevenless in agreement. While the majority of the research that has been done focuses on serious gamesand how they can benefit language learning with the support of an educator or institution, therearestill principles that can be applied to self-directed language learning through casual games. Guidelines were then developed to inform the design of the accompanying digital-game prototype, titled Deathless (2019), as a reflection of the principals and theories evaluated in this document. This research offers a rationale for using language education strategies that have beenfoundeffective in serious games, and implementing them in casual ones
Procedia-Social and Behavioral Sciences, 2009
Journal of Gaming & Virtual Worlds, 2019
Advances in Language and Literary Studies, 2014
Abstract Computer games have become a major fun element in our lives and most people spend hours in front of the screen playing them. This study deals with this issue from a linguistic point of view. The goal pursued in this study is to find out whether playing computer games improve foreign language acquisition of elementary level Turkish children or not. 40 participants were tested in means of vocabulary, pronunciation and communications skills. Data was collected through a 50 item questionnaire which consists of a vocabulary starting from basic words to more complex ones, taken from different types of computer games and communication based multiple choice questions. As a result we have found that participants who play computer games have a better understanding of English words and phrases; on the contrary pronunciation of the participants who does not play computer games was much better. Keywords: computer games, computer assisted language learning, second language acquisition, foreign language learning, English vocabulary learning
2018
Gee (2003) has posited that successful digital games embody design principles that are based on an understanding of how people learn. Games have been used for language learning for decades, and the growing popularity of digital games, coupled with improvements in hardware and software, have made them common tools in second language acquisition classrooms. Empirical research, however, on games and language learning is still relatively scarce. In this paper, we explore the existing evidence on how digital games can be and have been used in language learning, with particular focus on studies that originate from outside the United States. The paper examines three categories of studies that focus on different aspects of gameplay: in game-player interactions, in player-player interactions, and in game-player–online community interactions. Our paper critically presents how using games can be oversimplified in their application and offers ways that the implementation of games and game-like ...
مجلة کلية الآداب . جامعة بني سويف, 2022
Self publsihing, 2022
Psychology and Education: A Multidisciplinary Journal , 2023
Libro de bautismos de españoles y otras calidades o castas y cruzas de la Parroquia de San Juan Evangelista Culhuacan 1754-1810, 2022
Ceramica in Italia: VI-VII secolo, 1998
Nuntius Antiquus, 2023
IMPORTANCE DE LA COLLABORATION MULTISECTORIELLE POUR LA RIPOSTE DU CHOLERA AU CAMEROUN DEPUIS 2009, 2022
Boletim Do Laboratorio De Hidrobiologia, 2010
Journal of Religion and Health, 2021
IEEE Access, 2020
International Journal of Educational Development, 2014
Geomorphology, 2017