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Leveling up language proficiency through massive multiplayer online role playing games: Opportunities for English learners to receive input, modify output, negotiate meaning, and employ language-learning strategies.

机译:通过大型多人在线角色扮演游戏提高语言能力:英语学习者有机会获得输入,修改输出,协商含义并采用语言学习策略。

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摘要

The purpose of this study is to gain a better understanding of the usefulness of online videogames for promoting second language (L2) acquisition. To achieve this goal, I analyzed the specific types of interaction that take place between English language learners while playing the online videogame entitled Guild Wars 2. Previous research has shown that there can be positive results on L2 acquisition from interaction that occurs while playing video games known as massive multiplayer online role-playing games (MMORPGs). MMORPGs immerse players in virtual worlds that are populated by hundreds of other people, and all are participating in the game in real time. Learners who opt to play the game in a foreign or second language (L2) are exposed to target language input in a context-rich environment in which they can interact freely with native-speakers and other language learners. Although research into the benefits of MMORPGs for L2 learners is still relatively new, the findings so far have been overwhelmingly positive. This study aims to move beyond the question of whether MMORPGs are beneficial and instead asks why and how they may be beneficial. The data from this study are gathered from the recorded screens of 3 volunteer ESL students as they interact in Guild Wars 2 for a period of about 10 hours over a 5-week period. In-game interaction is analyzed and placed into categories that are meant to capture the number and types of opportunities for negotiation of meaning and types of learning strategies used. This study suggests that MMORPGs are beneficial to L2 acquisition because they provide opportunities for L2 learners to produce large amounts of output, and the output produced by one player is a meaningful source of input for other players. Input and output allowed for connected interaction, in which focus on language form can lead to modified-output. Further, players have the opportunity to negotiate input as a means to complete game tasks. Finally, game tasks are similar to tasks believed to be beneficial in an L2 classroom.
机译:这项研究的目的是为了更好地理解在线视频游戏对促进第二语言(L2)习得的有用性。为了实现此目标,我分析了在玩名为《激战2》的在线视频游戏时英语学习者之间发生的特定交互类型。先前的研究表明,从玩视频游戏时发生的交互中获取二语可能会有积极的结果被称为大型多人在线角色扮演游戏(MMORPG)。 MMORPG将玩家沉浸在由数百人组成的虚拟世界中,所有人都实时参与游戏。选择使用外语或第二语言(L2)进行游戏的学习者会在上下文丰富的环境中接触目标语言输入,在该环境中,他们可以与母语为母语的人和其他语言学习者自由互动。尽管对MMORPG对L2学习者的好处的研究仍相对较新,但迄今为止,研究结果绝大多数是积极的。这项研究旨在超越MMORPG是否有益的问题,而是询问为什么以及如何使其有益。这项研究的数据来自3名自愿参加ESL的学生的记录屏幕,他们在《激战2》中进行了为期5周的互动,互动时间约为10小时。对游戏中的互动进行了分析,并将其分为几类,目的是捕获商谈意义和使用的学习策略类型的机会的数量和类型。这项研究表明,MMORPG对L2习得有益,因为它们为L2学习者提供了产生大量产出的机会,而一个参与者的产出是其他参与者的有意义的输入来源。输入和输出允许进行相互连接的交互,其中以语言形式为重点可以导致修改后的输出。此外,玩家有机会协商输入以完成游戏任务。最后,游戏任务类似于被认为对L2教室有益的任务。

著录项

  • 作者

    Dixon, Daniel Hobson.;

  • 作者单位

    The University of Utah.;

  • 授予单位 The University of Utah.;
  • 学科 Education Foreign Language.;Education Technology of.;Education English as a Second Language.
  • 学位 M.A.
  • 年度 2014
  • 页码 103 p.
  • 总页数 103
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:53:19

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