scholarly journals Readers, Players, and Watchers: Short and Long-term Vocabulary Retention through Digital Video Games

Author(s):  
Mohsen Ebrahimzadeh ◽  
Sepideh Alavi

The study investigated short- and long-term vocabulary retention through a digital video game. Participants were 241 male students (age 12–18) randomly assigned to three treatments, namely, Readers who learned vocabulary through intensive reading, Players who learned vocabulary through playing a digital video game, and Watchers who learned by watching two classmates play the digital video game. Twenty one words (simple and compound nouns) were pretested and then followed by the interventions which lasted for five weeks. The same pretest was posttested twice: As a one month and a three months delayed posttest after the study to measure short- and long-term vocabulary retention respectively. Results indicated that the Players and Watchers outperformed the Readers in terms of both short- and long-term vocabulary retention. The Readers were the only group to forget a significant number of words on the three-months delayed posttest. Only the Players’ treatment was equally effective for learning both simple and compound nouns. The Players showed the highest mean score on both posttests and the least drop from the short- to long-term posttest. It is concluded that digital video games can help students retain vocabulary over a longer time period.

2017 ◽  
Vol 10 (2) ◽  
pp. 1 ◽  
Author(s):  
Mohsen Ebrahimzadeh

The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12–18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers, involved those who learned vocabulary through intensive reading; the second group, Players, learned vocabulary through playing a digital video game; the third group, Watchers, were trained through watching two classmates play the digital video game. The vocabulary items were first pretested. Next, each group underwent training for five weeks (one session a week). Then, the vocabulary items were posttested. Also, field notes were made. To compare the three groups, a mixed between within subjects ANOVA was run. Results indicated that the Players and Watchers outperformed the Readers. It is concluded that digital video games can be beneficial complementary activities for vocabulary acquisition in high school classrooms.


Author(s):  
Eric Niemi

This chapter conveys the results of a study examining how male students use video games to construct their masculinity. Applying a critical discourse methodology, the study provides insight into how men construct their masculinity within video game discourse communities and how the construction applies to other discourses. It examines how men enter the discourse, what they learn in the discourse, and then how they apply that learning to other discourse communities. It concludes with recommendations and suggestions regarding how video games are a critical part of popular culture that facilitates construction of an identity through the multitude of encounters and relationships within the discourse.


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Walter R Boot ◽  
Jerad H Moxley ◽  
Nelson A Roque ◽  
Ronald Andringa ◽  
Neil Charness ◽  
...  

Abstract Background and Objective As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults (N = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researchers have often assessed older adults’ gaming preferences and habits through survey data and focus groups, this trial represented a unique opportunity to study gaming behavior “in the wild” over an entire year. Research Design and Methods We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use. Results Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers. Discussion and Implications Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games.


2011 ◽  
pp. 192-206
Author(s):  
Stephenie Hewett

This chapter examines the differences in the educational needs of males, the origins of video games, and the issue of the decline in literacy achievement levels of male students worldwide. It promotes the idea that a new literacy which includes computer technology and visual literacy has changed the scope of literacy and that males have succeeded at developing the new literacy skills. The chapter is intended to inform educators of the literacy skills involved in video games, make connections with video game literacy and traditional literacy, and to encourage teachers to integrate video games into their curriculum.


Author(s):  
Lavinia McLean ◽  
Mark D. Griffiths

Research on video game playing has focused mainly on the effects of such games in relation to aggression and attitudes towards perpetrators and towards crime. The present research was designed to investigate gamers’ attitudes towards victims of crimes and incidents that were designed to mirror those portrayed in violent video games. Vignettes were used during interviews to explore 50 participants’ attitudes towards different types of victims. The results indicate that long-term playing of violent video games appears to be associated with more negative attitudes towards victims of crime. This is the first study to directly explore attitudes towards victims of crime, in relation to violent video game exposure. Compared to nonviolent video game players, the violent video game players in the study reported less positive attitudes towards the victims in the study and attributed more blame to the victims. The implications of this finding in the context of previous research on violent video games, and on attitudes are explored. Directions for future research in the area are also highlighted.


2020 ◽  
Vol 6 (9) ◽  
pp. 414-419
Author(s):  
M. Allanazarova

Vocabulary learning has been a key aspect of acquiring a second language for many years. Many scholars and linguists claimed that learning languages cannot be successful without a wide range of vocabulary. However, most ESL learners are confronted with recalling difficulties as they tend to forget the word fast that they learned recently. These challenges are commonly discussed and researched by Cognitivists since they deem that there are several reasons for forgetting associated with memory and mental process. This case study entails small-scale research on vocabulary retention, reasons for forgetting, and some potential solutions to recall words in the second language. For this case study, we have chosen Cognitivism Theory in a bid to investigate and find out remembering challenges of our ESL learner and give her some possible solutions because according to cognitive psychology it is said that systematic forgetting occurs owing to interfering effects, a continuation of the very process of subsumption, neurolinguistic blocking and other factors. Relying on their findings we tried to help our seventeen-year-old student who tends to forget English words easily. In this case, the hypothesis of the research is that pictorial texts or stories can be more effective for short and long-term vocabulary learning and retention.


2021 ◽  
Vol 162 (3) ◽  
pp. 99-105
Author(s):  
Enikő Pomozi ◽  
Balázs Lengyel ◽  
Péter Osztrogonácz ◽  
Dat Tin Nguyen ◽  
Zoltán Szeberin

Összefoglaló. Bevezetés: A diffúz aortobiiliacalis érszakasz occlusiv betegségének kezelésére alkalmazott aortobifemoralis bypass szerepe csökken az endovascularis műtétek térnyerése miatt. Célkitűzés: A vizsgálat célja volt a modern invazív kezelés korszakában a perioperatív és a hosszú távú eredmények elemzése aortobiiliacalis bypass után, melyek összehasonlíthatók az endovascularis megoldások eredményeivel. Módszerek: A retrospektív, egycentrumú vizsgálat során a Semmelweis Egyetem Városmajori Szív- és Érgyógyászati Klinikájának Érsebészeti és Endovaszkuláris Tanszékén 2006. 01. 01. és 2017. 12. 31. között occlusiv aortoiliacalis atherosclerosis miatt primer aortobifemoralis bypass műtéten átesett 419 beteg (átlagéletkor: 62,2 év, SD: ± 8,22; 224 férfi, 53%) adatait elemeztük. Eredmények: A posztoperatív 30 napon belüli mortalitás 5,01%, a késői mortalitás 10,98% és 29,59% volt 12, illetve 60 hónap után. A betegek 12,57%-ánál történt korai reoperáció, késői reoperáció 32 (8%) betegnél vált szükségessé. A graft elsődleges nyitva maradása 88,65% és 81,15% volt 12, illetve 60 hónap után. 21 betegnél történt amputáció (6,29%); 57,14%-ban femoralis, 35,71%-ban cruralis szinten, 7,14%-ban a boka szintje alatt. Az amputációkra 35,71%-ban a bypasst követő 30 napon belül, további 35,71%-ban 2 éven belül került sor. Az esetek 35,63%-ában lépett fel egyéb szövődmény; a leggyakoribbak: műtétet igénylő posztoperatív hernia (6,89%), cardiovascularis szövődmény (4,19%), lágyéki nyirokcsorgás vagy sebgyógyulási zavar (4,79%). Következtetés: Eredményeink alapján e betegcsoportban az aortobifemoralis bypass elfogadható, de nem jelentéktelen perioperatív halálozással és magas morbiditással jár. A graft hosszú távú nyitva maradása jó, de az újabb érműtét mind rövid, mind hosszú távon relatíve gyakori. A kevésbé invazív technikák eredményeinek összehasonlítása indokolt a hosszú szakaszú (TASC C, D) elváltozások esetén. Orv Hetil. 2021; 162(3): 99–105. Summary. Introduction: The role of aorto-bifemoral bypass in the treatment of diffuse aorto-biiliac occlusive disease decreases in the era of endovascular surgery. Objective: The aim of the study was to analyse the early and long-term postoperative results of aorto-bifemoral bypass in a recent time period. These results may be used as a baseline to compare the results of endovascular procedures. Methods: In a retrospective, single-center study, the data of 419 patients (mean age: 62.2 years, SD: ± 8.22; 224 men, 53%) who underwent primary aorto-bifemoral bypass due to occlusive aorto-iliac atherosclerosis from 01. 01. 2006 to 31. 12. 2017 at the Department of Vascular and Endovascular Surgery of Semmelweis University Heart and Vascular Center were analysed. Results: Postoperative mortality within 30 days was 5.01%, late mortality was 10.98% and 29.59% after 12 and 60 months, respectively. 12.57% of the patients needed early reoperation and late reoperation was required in 32 cases (8%). The primary graft patency was 88.65% and 81.15% after 12 and 60 months, respectively. 21 patients underwent amputation (6.29%); 57.14% at the femoral level, 35.71% at the crural level and 7.14% below the ankle level. Amputations were performed in 35.71% of the cases within 30 days after the bypass and an additional 35.71% within 2 years. Other complications occurred in 35.63% of the cases; the most common causes were postoperative hernia requiring surgery (6.89%), cardiovascular complication (4.19%) and inguinal wound healing disorders (4.79%). Conclusion: Based on our results, aorto-bifemoral bypass surgery is associated with acceptable but not insignificant perioperative mortality and high morbidity in this group of patients. The graft patency is favourable in the long term, however, additional vascular reintervention is common in short and long term as well. Short- and long-term results of percutaneous endovascular techniques in diffuse aorto-biiliac disease (TASC C and D lesions) are suggested to be compared to these recent results of open surgery. Orv Hetil. 2021; 162(3): 99–105.


2018 ◽  
Vol 9 (2) ◽  
pp. 146
Author(s):  
Sultan Altalhab

This experimental study examines the role of oral and written repetition strategies in consolidating new vocabulary in the classroom context. The participants in this study were divided into three treatment groups: oral, written and oral+written. A pretest and three delayed post-tests given at one day, one week and six weeks intervals were utilised in the study. The short and long-term retention of 12 unknown words was investigated over one semester. The results revealed that all three types of repetition strategies were effective in retaining new vocabulary in the short-term. However, in the long-term, the oral+written group achieved superior results while the oral group was the least effective. The findings on the effectiveness of employing these strategies across two levels of vocabulary knowledge (meaning recall and form recall) are discussed. These findings demonstrate the importance of repetition strategies in vocabulary learning.                                                           


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