Attitudes of Adolescent users of Electronic Games towards Extramural EFL/ESL Exposure and Language Skills

Detta är en Magister-uppsats från Stockholms universitet/Engelska institutionen

Sammanfattning: Studies relating to Electronic Games (EG) and the development of language acquisition for ESL learners have shown remarkable results. A Swedish study researching vocabulary proficiency reported that “frequent gamers had a higher total mean score than the moderate gamers, and in turn the moderate gamers had a higher score than the non-gamers” (Sundqvist & Sylvén, 2012, p. 313). Regarding oral proficiency, willingness to communicate and language strategies Horowitz (2019) illustrates that verbal linguistic competence increases concurrently with extended periods of exposure to EG. Games and grades in English similarly seem to have some overlap (Sundqvist & Sylvèn, 2012; Uuskoski, 2011). “Massively multiplayer online games, role-playing games, strategy games and shooter games also had noticeable statistically significant correlations with good grades” (Uuskoski, 2011, p. 43). The adage of the more you use it, the better you become seems to have further implications when the use of EG seems to not only increase the average grades, vocabulary, and oral skills in addition to possibly increasing the motivation of EFL students. However, a vital aspect that has often been overlooked in other studies is how students and users of EG perceive their own language learning and what implications this entails for learners of English. This study consists of the attitudinal values of 50 adolescent students in an International School in Stockholm towards L2 language skills and language motivation through EG. In order to measure the study a quantitative analysis was conducted based on answers from a questionnaire. The results showed that a majority of the students had positive attitudes towards the use of Electronic Games (EG) and increasing their English proficiency. It was additionally discovered that both receptive and productive skills when playing were considered useful with significant differences between girl and boy gamers. In regards to EG and student motivation to learn more in school by playing EG a majority however found EG to not give any major contributions. Furthermore, students believed they learned the most English at school although EG and other sources had some importance. 

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