Essays about: "Gaming and language"
Showing result 11 - 15 of 46 essays containing the words Gaming and language.
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11. The consequences of digital extramural activities for the formal classroom
University essay from Malmö universitet/Institutionen för kultur, språk och medier (KSM)Abstract : The purpose of this independent project is to give teachers of young ESL-students a collected knowledge of what kind of digital extramural activities the students often do on their spare time and what consequences this have for the formal primary classroom and students’ vocabulary skills. The studies used are found on EBSCO’s ERIC and SwePub, peer reviewed, published between 2010 and 2020, and all available in full text through Malmö university. READ MORE
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12. The effectiveness of digital online games as an extramural activity for facilitating motivation and vocabulary acquisition in L2 English learning: student and teacher perspectives
University essay from Malmö universitet/Fakulteten för lärande och samhälle (LS)Abstract : In Sweden, 50% of all teenagers between the ages 12-18 spend at least three hours a day, spending their time on anything from digital games to YouTube and homework research. Given the popularity of such activities, it is worthwhile investigating to what degree any one of them might be used to help facilitate English second language learning. READ MORE
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13. Video games – A tool for expanding English vocabulary knowledge? : A study of video games potential impact on English vocabulary knowledge in Swedish upper secondary students
University essay from Karlstads universitet/Institutionen för språk, litteratur och interkultur (from 2013)Abstract : This study researches the possibility of video games being a helpful tool when it comes to English vocabulary knowledge, by comparing the English vocabulary knowledge of those that play video games to those that do not play video games. The study also focuses on comparing the English vocabulary knowledge of those that play video games frequently to those that play video games seldomly and discuss why this might make a difference. READ MORE
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14. Learning by gaming : A comparison of how Swedish upper secondary male and female students learn English
University essay from Mälardalens högskola/Akademin för utbildning, kultur och kommunikationAbstract : Earlier research has suggested that online gaming can be an effective way of acquiring English as a second or foreign language. It can both increase language proficiency (vocabulary or oral proficiency) and have a positive impact on affective filters such as motivation or willingness to communicate. READ MORE
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15. Gender & race in digital game cultures: A critical discourse analytical approach to Metacritic game reviews
University essay from Lunds universitet/Genusvetenskapliga institutionenAbstract : This thesis examines user reviews of the video game Wolfenstein II: The New Colossus (Machine games 2017). From a total of 560 reviews, 176 reviews engaging with social and political issues in the game was selected for a critical discourse analysis. READ MORE