关于玩家词汇习得体验的定性分析:基于理论的见解

IF 5.6 1区 文学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Sofiya Shahiwala, D.R. Rahul
{"title":"关于玩家词汇习得体验的定性分析:基于理论的见解","authors":"Sofiya Shahiwala,&nbsp;D.R. Rahul","doi":"10.1016/j.system.2025.103864","DOIUrl":null,"url":null,"abstract":"<div><div>Digital games influence vocabulary acquisition by providing repeated and contextualized exposure to language. They facilitate incidental learning through interactive, multimodal inputs, making them effective resources for learners. However, research often overlooks gamers' perspectives, particularly their lived experiences of acquiring vocabulary. Theoretical frameworks accounting for what shapes learning outcomes in game-enhanced environments also remain limited. By employing grounded theory, we sought to explore the factors affecting gamers’ experiences with digital game-enhanced vocabulary learning (DGEVL). Data from semi-structured interviews revealed three key dimensions: learner-related (empowered learners), item-related (words in play), and context-related (immersive worlds) factors contributing to positive and negative experiences in DGEVL environments. The analysis further showed that gamers acquire a range of concrete and abstract vocabulary across different game genres through diverse game registers. The findings highlight the potential of DGEVL and emphasize the need for thoughtful, systematic, and theoretically balanced integration of games to maximize learning outcomes.</div></div>","PeriodicalId":48185,"journal":{"name":"System","volume":"135 ","pages":"Article 103864"},"PeriodicalIF":5.6000,"publicationDate":"2025-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A qualitative analysis of gamers’ experiences with vocabulary acquisition: Insights from grounded theory\",\"authors\":\"Sofiya Shahiwala,&nbsp;D.R. Rahul\",\"doi\":\"10.1016/j.system.2025.103864\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><div>Digital games influence vocabulary acquisition by providing repeated and contextualized exposure to language. They facilitate incidental learning through interactive, multimodal inputs, making them effective resources for learners. However, research often overlooks gamers' perspectives, particularly their lived experiences of acquiring vocabulary. Theoretical frameworks accounting for what shapes learning outcomes in game-enhanced environments also remain limited. By employing grounded theory, we sought to explore the factors affecting gamers’ experiences with digital game-enhanced vocabulary learning (DGEVL). Data from semi-structured interviews revealed three key dimensions: learner-related (empowered learners), item-related (words in play), and context-related (immersive worlds) factors contributing to positive and negative experiences in DGEVL environments. The analysis further showed that gamers acquire a range of concrete and abstract vocabulary across different game genres through diverse game registers. The findings highlight the potential of DGEVL and emphasize the need for thoughtful, systematic, and theoretically balanced integration of games to maximize learning outcomes.</div></div>\",\"PeriodicalId\":48185,\"journal\":{\"name\":\"System\",\"volume\":\"135 \",\"pages\":\"Article 103864\"},\"PeriodicalIF\":5.6000,\"publicationDate\":\"2025-10-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"System\",\"FirstCategoryId\":\"98\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0346251X2500274X\",\"RegionNum\":1,\"RegionCategory\":\"文学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"System","FirstCategoryId":"98","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0346251X2500274X","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

摘要

数字游戏通过提供重复和情境化的语言接触来影响词汇习得。它们通过交互式、多模态输入促进附带学习,使其成为学习者的有效资源。然而,研究往往忽略了玩家的视角,尤其是他们获取词汇的生活经历。在游戏增强的环境中,是什么塑造了学习结果的理论框架仍然有限。运用扎根理论,我们试图探索影响玩家数字游戏增强词汇学习体验的因素。来自半结构化访谈的数据揭示了三个关键维度:学习者相关(被授权的学习者)、项目相关(游戏中的单词)和情境相关(沉浸式世界)因素,这些因素影响着DGEVL环境中的积极和消极体验。分析进一步表明,玩家通过不同的游戏注册,在不同的游戏类型中获得一系列具体和抽象的词汇。研究结果强调了DGEVL的潜力,并强调了需要对游戏进行深思熟虑、系统和理论上平衡的整合,以最大限度地提高学习效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A qualitative analysis of gamers’ experiences with vocabulary acquisition: Insights from grounded theory
Digital games influence vocabulary acquisition by providing repeated and contextualized exposure to language. They facilitate incidental learning through interactive, multimodal inputs, making them effective resources for learners. However, research often overlooks gamers' perspectives, particularly their lived experiences of acquiring vocabulary. Theoretical frameworks accounting for what shapes learning outcomes in game-enhanced environments also remain limited. By employing grounded theory, we sought to explore the factors affecting gamers’ experiences with digital game-enhanced vocabulary learning (DGEVL). Data from semi-structured interviews revealed three key dimensions: learner-related (empowered learners), item-related (words in play), and context-related (immersive worlds) factors contributing to positive and negative experiences in DGEVL environments. The analysis further showed that gamers acquire a range of concrete and abstract vocabulary across different game genres through diverse game registers. The findings highlight the potential of DGEVL and emphasize the need for thoughtful, systematic, and theoretically balanced integration of games to maximize learning outcomes.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
System
System Multiple-
CiteScore
8.80
自引率
8.30%
发文量
202
审稿时长
64 days
期刊介绍: This international journal is devoted to the applications of educational technology and applied linguistics to problems of foreign language teaching and learning. Attention is paid to all languages and to problems associated with the study and teaching of English as a second or foreign language. The journal serves as a vehicle of expression for colleagues in developing countries. System prefers its contributors to provide articles which have a sound theoretical base with a visible practical application which can be generalized. The review section may take up works of a more theoretical nature to broaden the background.
×
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