A CASE STUDY OF ENGLISH LANGUAGE LEARNING IN A MOBILE GAME-ASSISTED ENVIRONMENT DURING THE COVID-19 LOCKDOWN

Asma Shehzad
{"title":"A CASE STUDY OF ENGLISH LANGUAGE LEARNING IN A MOBILE GAME-ASSISTED ENVIRONMENT DURING THE COVID-19 LOCKDOWN","authors":"Asma Shehzad","doi":"10.33195/jll.v5iii.338","DOIUrl":null,"url":null,"abstract":"The research explores the motivational role of digital mobile games and the effect of anxiety/stress upon the participants during English Language Learning (ELL). Moreover, it also describes how the digital games develop the participants' interest and how these are helpful in ELL during the COVID-19 lockdown. It is the case study of three (03) English language learners with a secondary level of English proficiency, stuck at home due to COVID-19 lockdown in Pakistan. The participants were asked to play Spaceteam ESL, a digital mobile game that demands fluent oral exchanges of information. The participants played Spaceteam ESL in three (03) sessions, and every session consisted of an hour. Then the data was collected through the observation method and semi-structured interviews from the participants. Findings reveal that the participants' continuous responsive interaction during the game and the sense of not being judged by a teacher create a non-threatening and stress-free zone. It develops the participants' greater interest, becomes the ELL source, and has fun and killing time during the COVID-19 lockdown. The research is distinctive because its observations are based upon the outside classroom environment. In addition, it also finds the pedagogical utilisation and different features of Spaceteam ESL helpful in ELL. \nKeywords: digital games, language teaching tools, English language learning, Anxiety, MALL","PeriodicalId":330725,"journal":{"name":"University of Chitral Journal of Linguistics and Literature","volume":"183 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"University of Chitral Journal of Linguistics and Literature","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.33195/jll.v5iii.338","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The research explores the motivational role of digital mobile games and the effect of anxiety/stress upon the participants during English Language Learning (ELL). Moreover, it also describes how the digital games develop the participants' interest and how these are helpful in ELL during the COVID-19 lockdown. It is the case study of three (03) English language learners with a secondary level of English proficiency, stuck at home due to COVID-19 lockdown in Pakistan. The participants were asked to play Spaceteam ESL, a digital mobile game that demands fluent oral exchanges of information. The participants played Spaceteam ESL in three (03) sessions, and every session consisted of an hour. Then the data was collected through the observation method and semi-structured interviews from the participants. Findings reveal that the participants' continuous responsive interaction during the game and the sense of not being judged by a teacher create a non-threatening and stress-free zone. It develops the participants' greater interest, becomes the ELL source, and has fun and killing time during the COVID-19 lockdown. The research is distinctive because its observations are based upon the outside classroom environment. In addition, it also finds the pedagogical utilisation and different features of Spaceteam ESL helpful in ELL. Keywords: digital games, language teaching tools, English language learning, Anxiety, MALL
COVID-19封锁期间手机游戏辅助环境下的英语学习案例研究
本研究探讨了数字手机游戏在英语语言学习过程中的激励作用以及焦虑/压力对参与者的影响。此外,它还描述了数字游戏如何培养参与者的兴趣,以及这些游戏在COVID-19封锁期间对ELL的帮助。这是对三(03)名英语水平达到中等水平的英语学习者的案例研究,由于巴基斯坦的COVID-19封锁,他们被困在家里。参与者被要求玩一款要求流利的口头信息交流的数字手机游戏Spaceteam ESL。参与者分3次(03次)玩Spaceteam ESL,每次1小时。然后通过观察法和半结构化访谈对参与者进行数据收集。研究结果显示,参与者在游戏过程中持续的反应互动和不被老师评判的感觉创造了一个无威胁和无压力的区域。它培养了参与者更大的兴趣,成为ELL的来源,在COVID-19封锁期间享受乐趣和消磨时间。这项研究的独特之处在于它的观察是基于课堂外的环境。此外,还发现Spaceteam ESL的教学运用和不同的特点对英语教学有帮助。关键词:数字游戏,语言教学工具,英语语言学习,焦虑,MALL
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信