Changes in Lexical and Reading Proficiency Through English Input from Video Games

Benjamin Thanyawatpokin
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Abstract

In recent years, video games have slowly been gaining more traction as a learning tool in the academic world. Evidence has been shown that video games can be used as tools to support language acquisition. However, studies, which focus on single-player games and their use outside of a classroom environment, are still sparse. This paper investigates single-player video games and their effect on University student reading and vocabulary comprehension in a mixed-method study. The participants in the study included a treatment group of nine second-year university students and a control group of ten second-year university students. All the students were volunteers from the same program and came from the same university. Data taken included vocabulary size and word recognition tests followed by a reading rate and reading comprehension test. In addition to this data, qualitative data in the form of interviews were included to support the findings of the reading and vocabulary tests. Over two months, data taken from subjects suggests reading rate, reading comprehension, and word recognition speeds showed a statistically significant rise. On the other hand, vocabulary size scores showed the treatment group had lower vocabulary sizes. In addition, the diaries show evidence that repeated incidental encounters with the same word and phrase may have played a part in the above-mentioned benefits. Motivation to play the game was also upheld throughout the two months according to the qualitative data. The data suggest that certain dimensions of reading and vocabulary comprehension such as word recognition speed and reading speed can be developed by using video games as a learning support tool.
电子游戏输入英语对词汇和阅读能力的影响
近年来,电子游戏在学术界逐渐成为一种学习工具。有证据表明,电子游戏可以作为支持语言习得的工具。然而,专注于单人游戏及其在课堂环境之外的使用的研究仍然很少。本文采用混合方法研究单人电子游戏及其对大学生阅读和词汇理解的影响。该研究的参与者包括一个由9名二年级大学生组成的治疗组和一个由10名二年级大学生组成的对照组。所有的学生都是来自同一所大学的同一项目的志愿者。收集的数据包括词汇量和单词识别测试,随后是阅读速度和阅读理解测试。除了这些数据外,还包括访谈形式的定性数据,以支持阅读和词汇测试的结果。在两个多月的时间里,研究对象的数据显示,阅读速度、阅读理解能力和单词识别速度在统计上有显著提高。另一方面,词汇量得分显示,治疗组的词汇量较低。此外,日记还显示,反复偶然遇到相同的单词和短语可能对上述好处起了一定作用。根据定性数据,玩游戏的动机在两个月的时间里也保持不变。数据表明,使用电子游戏作为学习支持工具,可以提高阅读和词汇理解的某些维度,如单词识别速度和阅读速度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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