电子游戏与英语学习:职前教师认知的探索性研究

Claudio Díaz Larenas, Maritza Carrasco Palma, José Norambuena Valdés
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引用次数: 0

摘要

本研究探讨了72名智利英语作为外语的职前教师对电子游戏在其日常和学术工作中对外语学习的影响的认识和看法。通过运用5点李克特量表,我们可以收集到关于他们的社会人口特征以及他们在5个维度上的观点的数据:(1)关于电子游戏的一般经验,(2)关于电子游戏的一般偏好,(3)电子游戏的优势和劣势,(4)电子游戏作为一种学习经验,(5)电子游戏和四种语言技能。一旦数据被收集,Spearman的相关系数被用来确定受访者的答案之间的关系。结果表明,这四种语言技能,尤其是接受能力,可以在玩电子游戏的过程中得到锻炼。此外,数字游戏允许参与者通过游戏玩法向其他玩家传授和学习。这个过程之后是一个分层聚类分析,根据他们的回答的相似性将受访者分为四组。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video Games and English Learning: An Exploratory Study of EFL Pre-Service Teachers’ Perceptions
The present study explores the knowledge and perceptions that 72 Chilean EFL (English as a foreign language) pre-service teachers have regarding the effect of video games in their daily and academic routine in terms of foreign language learning. By applying a 5-point Likert scale, it was possible to gather data concerning their sociodemographic characteristics and their views in relation to five dimensions: (1) Generalexperience with video games, (2) general preferences about video games, (3) strengths and weaknesses of video games, (4) video games as a learning experience, and (5) video games and the four language skills. Once the data were collected, the Spearman’s orrelation coefficient was used with the purpose of determining the relationships among the respondents’ answers. The results indicated that the four language skills, especially the receptive skills, can be practiced while playing video games. Also, digital games allowed the participants to teach and learn from other players through gameplay. This process was followed by a hierarchical cluster analysis that allocated the respondents into four groups based on the similarities of their responses.
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来源期刊
Contratexto
Contratexto Social Sciences-Linguistics and Language
CiteScore
0.30
自引率
0.00%
发文量
13
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