publication . Bachelor thesis . 2009

Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension

Laveborn, Joel;
Open Access English
  • Published: 01 Jan 2009
  • Publisher: Karlstads universitet
  • Country: Sweden
Abstract
Video games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate how students explained the words. Depending on their explanations, students were categorized as either using a “video game approach” or a “dictionary approach” in their exp...
Subjects
ACM Computing Classification System: ComputingMilieux_PERSONALCOMPUTING
free text keywords: Vocabulary acquisition, word comprehension, learning principles, English as a second language, dictionary approach, video game approach, Language Technology (Computational Linguistics), Språkteknologi (språkvetenskaplig databehandling), Specific Languages, Studier av enskilda språk
Related Organizations

2. Background and previous research ...........................................................................2 2.1 The Netspeak phenomenon .............................................................................2 2.2 Learning mechanisms and video games.........................................................3 2.3 Video games and traditional school education..............................................6 2.4 Video games and vocabulary ..........................................................................7

3. Material and methods .................................................................................................7 3.1 Participants and ethical considerations .........................................................8 3.2 Methods.............................................................................................................8 3.2.1 Video game categorization ...................................................................9 3.2.2 Approach used in students' explanations ..........................................10 3.3 Data collection ................................................................................................11

4. Analysis and results...................................................................................................11 4.1 Playing video games: frequency....................................................................12 4.2 The language of video games ........................................................................14 4.3 Word test results ............................................................................................15

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