Shouting in the Kenyan Space: Can Spaceteam ESL Improve L2 Learners’ Oral Reading Fluency?

W. Cardoso, David Waddington, Anne-Marie Sénécal, Enos Kiforo, Linah Anyango, Dickson K. Karanja
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Abstract

This study examined the effects of Spaceteam ESL, a digital shouting game, on the development of oral reading fluency (ORF) among 71 English as a second language (ESL) students in three primary and secondary schools in Mombasa, Kenya. Following a mixed-methods approach for data collection and analysis, we pre-tested and post-tested the participants on their ability to read aloud efficiently (speed) and accurately (accuracy) in three tasks: (1) phrases extracted from the game; (2) phrases not related to the game; and (3) a short anecdote. Paired-samples t-tests results revealed that, as hypothesized, participants who played Spaceteam ESL improved their ORF on measures of speed on all tasks, possibly because of the fast-paced nature of the game. However, no significant differences were observed in terms of accuracy due to a ceiling effect: the participants had already mastered the intricacies of the letter-to-sound rules of English orthography. Overall, these findings corroborate our hypothesis that some of the affordances of Spaceteam ESL (e.g., focus on speed reading, multiple and varied opportunities for practice) could contribute to the development of some aspects of oral reading fluency.
在肯尼亚空间大喊:Spaceteam ESL能提高第二语言学习者的口语阅读流畅性吗?
本研究调查了数字大喊游戏Spaceteam ESL对肯尼亚蒙巴萨三所中小学71名英语作为第二语言(ESL)学生口语阅读流利性(ORF)发展的影响。根据数据收集和分析的混合方法,我们在三个任务中对参与者进行了预测试和后测试,测试他们大声朗读的能力(速度)和准确性(准确性):(1)从游戏中提取短语;(二)与比赛无关的词句;(3)一个小轶事。配对样本t检验结果显示,正如假设的那样,玩Spaceteam ESL的参与者在所有任务的速度测量中都提高了他们的ORF,可能是因为游戏的快节奏特性。然而,由于天花板效应,在准确性方面没有观察到显着差异:参与者已经掌握了英语正字法中字母到声音规则的复杂性。总的来说,这些发现证实了我们的假设,即Spaceteam ESL的一些优点(例如,专注于快速阅读,多种多样的练习机会)可以促进口语阅读流畅性的某些方面的发展。
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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CiteScore
1.70
自引率
0.00%
发文量
15
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