scholarly journals INFLUENCE OF VIDEO GAMES ON THE ACQUISITION OF THE ENGLISH LANGUAGE

Verbum ◽  
2018 ◽  
Vol 8 (8) ◽  
pp. 112
Author(s):  
Domas Rudis ◽  
Svetozar Poštić

In the past decade or two, there has been an obvious increase in the number of school children profici­ent in English. One of the reasons is the number of English classes per week, but even more important­ly, it is the influence of the media. Students are greatly exposed to video games. In this paper, a survey was conducted in order to find the connection between video-game playing and English proficiency. Ninety six students filled out the survey answering a range of question on the quantity and quality of their video game playing. The conclusion drawn was that video games have a profound impact on language learning. The areas of most benefit were vocabulary and pronunciation. As a form of highly desirable entertainment, video games provide a positive and motivating atmosphere, which is perfect for adopting a foreign language.

2021 ◽  
Vol 1 (1) ◽  
pp. 28-37
Author(s):  
Adela Mašić ◽  
Aida Tarabar

In the last couple of years, there has been an obvious increase in the number of school children proficient in English. One of the main reasons is the influence of the media, as well as students’ great exposure to video games. The aim of this study was to investigate the connection between video-game playing and English language proficiency based on age, gender and latest grade in English language. A questionnaire was completed by 71 middle and high school students answering a range of questions on the quantity and quality of the video game they play. The results showed that video games have a great impact on language learning, as well as that vocabulary and communication are areas of most benefit. Therefore, as a form of highly desirable entertainment, video games provide a positive and motivating atmosphere which is perfect for adopting a foreign language and may have positive impacts on obtaining and improving vocabulary.


2017 ◽  
Vol 6 (4) ◽  
pp. 29-40 ◽  
Author(s):  
N.V. Bogacheva ◽  
A.E. Voiskounsky

The article is aimed at analysis of current studies of the link between video games experience and creativity. The impact of video game playing on the psychological specificity of gamers has repeatedly become a subject of many studies, though higher-level cognitive abilities, such as creativity, were rarely the subject of interest, remaining unexplored in the context of video games. Contrary to the earlier predictions that the increased amount of «readymade» visual information will reduce the imaginative ability, most of the current works show positive links between some types of creativity (in particular — visual) and playing video games. The latter becomes not only a source of inspiration but also a platform for creative realization. Many authors draw attention to possible negative aspects of creativity, in particular, the possibility of its antisocial applications. In this regard, the importance of studying the aggressiveness and empathy of computer players is increasing but the research data in this area is particularly contradictory.


Author(s):  
I Dewa Putu Eskasasnanda

Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied. Initially, students play online video games to relieve the fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a condition that they find it difficult to stop playing games.This condition will directly affect their achievement in school.


Author(s):  
Nadia Itona Siregar ◽  
Pudji Muljono

 The development of today's technology so rapidly, this development affects the audio-visual media one of which is video games. The aim of this study are: 1) to analyze the differences influence the level of violent video game playing element to the level of adolescent aggressive behavior, 2) to analyze the influence of personal factors as differences in behavior-forming element violent video games to the level of adolescent aggressive behavior, 3) to analyze differences in the effect of factors situational as forming behavior of violent video game playing element to the level of adolescent aggressive behavior. The analysis in this study uses cross tabulation, the statistical test Mann-Whitney and Kruskal-Wallis with a 5% significance level. The results showed that there are differences in the level of situational and gender differences on the level of play behavior element violent video games; and there are differences in the level of playing video games behavioral element of violence against adolescent aggressiveness level.Keywords: audio-visual media, development of technology -------------------------------------------------------------------------------------------ABSTRAKPerkembangan teknologi saat ini begitu pesat, perkembangan ini mempengaruhi media audio-visual salah satunya adalah video game. Tujuan dari penelitian ini adalah: 1) untuk menganalisis perbedaan yang memengaruhi elemen tingkat kekerasan bermain video game ke tingkat perilaku agresif remaja, 2) untuk menganalisis pengaruh faktor pribadi sebagai perbedaan dalam elemen perilaku pembentuk video game kekerasan untuk tingkat perilaku agresif remaja, 3) untuk menganalisis perbedaan pengaruh faktor situasional sebagai pembentuk perilaku bermain video game unsur kekerasan ke tingkat perilaku agresif remaja. Analisis dalam penelitian ini menggunakan tabulasi silang, uji statistik Mann-Whitney dan Kruskal-Wallis dengan tingkat signifikansi 5%. Hasil penelitian menunjukkan bahwa ada perbedaan dalam tingkat perbedaan situasional dan jenis kelamin pada tingkat perilaku bermain elemen video game kekerasan; dan ada perbedaan dalam tingkat bermain video game unsur perilaku kekerasan terhadap tingkat agresivitas remaja.Kata kunci: media audio-visual, perkembangan teknologi


Author(s):  
Jonathan Newcombe ◽  
Billy Brick

Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.


2021 ◽  
Vol 1 (194) ◽  
pp. 65-70
Author(s):  
Zhanna Babyak ◽  
◽  
Iryna Plavutska ◽  
Natalia Rybina ◽  
◽  
...  

The article considers the issues of continuity in foreign language teaching in the process of continuing professional education in the system «school» – «university». The essence of continuity as a didactic principle is clarified and its components have been determined. The task of continuity in the content of teaching a foreign (English) language to students of non-language specialties of universities and the factors that complicate its implementation are outlined. The importance of adhering to this principle for optimizing the educational process at all levels and stages of learning is emphasized. The importance of adhering to the principle of continuity in the transition from school to university education system is emphasized. It is shown that continuity in foreign language learning covers all components of the learning process and is complex. Some technologies for ensuring the continuity of foreign language learning are proposed, which helps to improve the quality of language training for future professionals. The authors state that the concept of continuity is actively used in the national educational space as a designation of one of the prerequisites for optimizing the study of English at the stage of transition from the school stage to the system of higher education. The essence of continuity as a pedagogical principle is that at each higher stage of education in determining the content of education takes into account everything that was learned at earlier stages. It is stated that one of the technologies to ensure the implementation of the principle of continuity directly in the educational process is the use of a leveling course, the possibilities of which to improve the knowledge of freshmen and eliminate the possible gap between the starting level of English and the requirements of the university program were demonstrated.


Author(s):  
Angelica B. Ortiz de Gortari ◽  
Karin Aronsson ◽  
Mark Griffiths

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.


2019 ◽  
Vol 9 (3) ◽  
pp. 164 ◽  
Author(s):  
Valieva ◽  
Sagimbayeva ◽  
Kurmanayeva ◽  
Tazhitova

This article examines different aspects of the oralman students’ socio-linguistic adaptation. Scientific research has identified various obstacles oralmen face when studying at Universities in Kazakhstan, especially in the context of the English language studying process. The data used in this paper explores certain peculiarities of oralman students’ adaptation to new educational environments, their attitude towards English, and their difficulties in advancing in foreign language learning. The electronic questionnaires, which included the Likert scale, multiple choice and open-ended questions, were offered to 600 students, while interviews were conducted with 90 students in the last stage of the research. Descriptive statistics and one-way analysis of variance were used to analyze the data. The scientific findings indicated some unexpected difficulties in the oralman students’ socio-linguistic adaptation, which decreased their motivation for learning the foreign language and reduced effectiveness of the teaching. However, certain noticeable discrepancies between the anticipated and real educational context were revealed. The interview and data analysis made it possible to uncover cultural, linguistic, social, and psychological problems. The scientific research suggests that the incorporation of some integrative effective methods and techniques into English classes would be useful for improvement of the oralman students’ English language skills.


Author(s):  
Mark D. Griffiths

Video game playing is a popular leisure activity for many people across the world. Despite some of the negative publicity and empirical research highlighting the more negative aspects of playing video games, there is also a large literature demonstrating the therapeutic capacity that video game playing can have. This chapter briefly examines a number of therapeutic uses of video games, including: (i) cognitive remediation, (ii) distractors in the role of pain management, (iii) physiotherapy and occupational therapy, (iv) the development of social and communication skills among the learning disabled, (v) psychotherapeutic settings, (vi) health compliance, (vii) stress, anxiety, and emotional regulation, and (viii) physical activity using “exergames.” It is clear from the studies outlined that in the right context, video games can have a positive therapeutic benefit to a large range of different sub-groups. There has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situations remains an important consideration.


K ta Kita ◽  
2018 ◽  
Vol 5 (3) ◽  
pp. 107-112
Author(s):  
Rika Hendryani

The present study is aimed to find out the extent to which Anak Pintar seri English? No Problem! meet the 10 principles for designing video games for foreign learning proposed by Purushotma, Thorne, and Wheatley (2009). This study is a qualitative research that took the writers approximately 5 hours to play. The findings of this study show that Anak Pintar seri English? No Problem! matches 5 principles, for example, the principles of “content organized around tasks” and “metalinguistic descriptions and terminology presented as a supporting material”. The result of this study hopefully would be beneficial to the studies of video games for foreign language learning and for those that wish to evaluate or use video games as a learning tool.


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