The Role of Explicit Information in Instructed SLA: An On-Line Study with Processing Instruction and German Accusative Case Inflections

2009 ◽  
Vol 42 (1) ◽  
pp. 19-31 ◽  
Author(s):  
Hillah Culman ◽  
Nicholas Henry ◽  
Bill VanPatten
Author(s):  
James F. Lee

AbstractTransfer-of-training effects with processing instruction have recently been reported in the literature. That is, L2 learners receive processing instruction on one particular linguistic item and, as a consequence of instruction, learners' performance improves not only on the particular linguistic item but on other linguistic items as well. The present study examines processing instruction on the Spanish passive, the word order of which places the patient in the grammatical role of subject in sentence initial position and the agent as the object of a preposition in sentence final position. The purpose of the study is to determine whether learners transfer the training they receive on processing the word order of passive sentences to their processing of sentences with anaphoric reference, specifically, accusative case pronouns for which the word order is O


2008 ◽  
Vol 30 (3) ◽  
pp. 277-305 ◽  
Author(s):  
Claudia Fernández

The present study sought to observe, through online treatments, whether explicit information assists acquisition in a way that has not been measured in previous processing instruction (PI) studies. Two experiments examined learners' behavior while they processed Spanish sentences with object-verb-subject (OVS) word order and Spanish subjunctive under two treatments: with explicit information (the PI group) and without explicit information (the structured input [SI] group). Participants in both groups worked individually with a computer and processed a series of 30 SI items. They received feedback right after each response, and both accuracy and response time were recorded. It was expected that learners in the PI group would start to process both of the linguistic targets sooner in the sequence of input items and would submit their responses faster than learners in the SI group, because explicit information in the PI treatment would help learners notice the target items early in the series. The results showed no difference between the SI group and the PI group when processing OVS sentences, but the PI group processed subjunctive forms sooner and faster than the SI group. The results suggest that the benefits of explicit information might depend on the nature of the task and the processing problem.


2011 ◽  
Vol 23 (9) ◽  
pp. 2447-2467 ◽  
Author(s):  
Sara Bögels ◽  
Herbert Schriefers ◽  
Wietske Vonk ◽  
Dorothee J. Chwilla

The present study addresses the question whether accentuation and prosodic phrasing can have a similar function, namely, to group words in a sentence together. Participants listened to locally ambiguous sentences containing object- and subject-control verbs while ERPs were measured. In Experiment 1, these sentences contained a prosodic break, which can create a certain syntactic grouping of words, or no prosodic break. At the disambiguation, an N400 effect occurred when the disambiguation was in conflict with the syntactic grouping created by the break. We found a similar N400 effect without the break, indicating that the break did not strengthen an already existing preference. This pattern held for both object- and subject-control items. In Experiment 2, the same sentences contained a break and a pitch accent on the noun following the break. We argue that the pitch accent indicates a broad focus covering two words [see Gussenhoven, C. On the limits of focus projection in English. In P. Bosch & R. van der Sandt (Eds.), Focus: Linguistic, cognitive, and computational perspectives. Cambridge: University Press, 1999], thus grouping these words together. For object-control items, this was semantically possible, which led to a “good-enough” interpretation of the sentence. Therefore, both sentences were interpreted equally well and the N400 effect found in Experiment 1 was absent. In contrast, for subject-control items, a corresponding grouping of the words was impossible, both semantically and syntactically, leading to processing difficulty in the form of an N400 effect and a late positivity. In conclusion, accentuation can group words together on the level of information structure, leading to either a semantically “good-enough” interpretation or a processing problem when such a semantic interpretation is not possible.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


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