Essays about: "Language Learning Games"
Showing result 21 - 25 of 80 essays containing the words Language Learning Games.
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21. The Effect of Gender on English as L2 Learning Motivation
University essay from Malmö universitet/Institutionen för kultur, språk och medier (KSM)Abstract : Abstract The aim of this study is to expound on the gender discrepancy that is present in the English subject in the Swedish school, where female students generally and consistently attain higher grades. We do so by investigating any gender differences in motivation to learn a second language (L2). READ MORE
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22. 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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23. Programming Arcade Games using Natural Language - Utilizing inherent language skills as a gentler introduction to Computational Thinking
University essay from Göteborgs universitet/Institutionen för data- och informationsteknikAbstract : Due to the technological advances in society, the need for digital competences is increasing. The purpose of this thesis is to develop a web application that introduces children between ages 10 and 18 to basic programming concepts and train them in Computational Thinking by using their existing knowledge of Natural Languages. READ MORE
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24. 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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25. 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