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Gaming in Conversation: The Impact o...
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Laws, Dannielle K.
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Gaming in Conversation: The Impact of Video Games in Second Language.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Gaming in Conversation: The Impact of Video Games in Second Language./
作者:
Laws, Dannielle K.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2016,
面頁冊數:
41 p.
附註:
Source: Masters Abstracts International, Volume: 56-03.
Contained By:
Masters Abstracts International56-03(E).
標題:
Linguistics. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10392854
ISBN:
9781369591613
Gaming in Conversation: The Impact of Video Games in Second Language.
Laws, Dannielle K.
Gaming in Conversation: The Impact of Video Games in Second Language.
- Ann Arbor : ProQuest Dissertations & Theses, 2016 - 41 p.
Source: Masters Abstracts International, Volume: 56-03.
Thesis (M.A.)--The University of Toledo, 2016.
For most, the idea of using a video game to teach a class seems a bit outlandish; despite the advances made in the gaming industry, video games are generally viewed as not educational or for children. However, recent studies have been conducted that suggest using video games in an educational environment may actually be beneficial to students, specifically in the field of foreign language learning. This study examines the types of communications that can be facilitated through different types of video games; the video games used are League of Legends, a cooperative Multiplayer Online Battle Arena, and Super Smash Bros. Wii U, a competitive multiplayer home console game. This study also examines how ESL students previous experiences with video games and learning English may impact their communication in English. The results show that most communication in English was during cooperative gameplay, but the communication may suffer if the video game requires a large amount of background knowledge or experience.
ISBN: 9781369591613Subjects--Topical Terms:
524476
Linguistics.
Gaming in Conversation: The Impact of Video Games in Second Language.
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