Publishing Partner: Cambridge University Press CUP Extra Publisher Login
amazon logo
More Info


New from Oxford University Press!

ad

Holy Sh*t: A Brief History of Swearing

By Melissa Mohr

Holy Sh*t: A Brief History of Swearing "contains original research into the history of swearing, and is scrupulous in analyzing the claims of other scholars."


New from Cambridge University Press!

ad

A New Manual of French Composition

By R. L. Graeme Ritchie

A New Manual of French Composition "provides a guide to French composition aimed at university students and the higher classes in schools. "


The LINGUIST List is dedicated to providing information on language and language analysis, and to providing the discipline of linguistics with the infrastructure necessary to function in the digital world. LINGUIST is a free resource, run by linguistics students and faculty, and supported primarily by your donations. Please support LINGUIST List during the 2016 Fund Drive.

Academic Paper


Title: Gaming as extramural English L2 learning and L2 proficiency among young learners
Author: Liss Kerstin Sylvén
Email: click here TO access email
Institution: Göteborg University
Author: Pia Sundqvist
Email: click here TO access email
Institution: Karlstad University
Linguistic Field: Applied Linguistics; Language Acquisition
Subject Language: English
Swedish
Abstract: Today, playing digital games is an important part of many young people's everyday lives. Claims have been made that certain games, in particular massively multiplayer online role-playing games (MMORPGs) provide L2 English learners with a linguistically rich and cognitively challenging virtual environment that may be conducive to L2 learning, as learners get ample opportunities for L2 input and scaffolded interaction in the L2. In this paper, we present empirical evidence that L2 English proficiency correlates with the frequency of gaming and types of games played. We base our observation on a study among young L2 English learners (N = 86, aged 11–12, Sweden). Data were collected through a questionnaire, a language diary, and three proficiency tests. The questionnaire provided demographic background information but was also targeted at measuring extramural English habits, i.e., learners’ out-of-school contact with English (cf. Sundqvist, ). The diary measured how much time the learners spent on seven predetermined extramural English activities during one week, while the tests measured their achieved L2 proficiency regarding reading and listening comprehension, and vocabulary. Previous research among learners aged 15–16 (Sundqvist, ) showed positive correlations between playing digital games and L2 proficiency, in particular with regard to vocabulary, and also identified gender-related differences regarding vocabulary (boys outperformed girls) as well as the frequency of gaming and types of games played. These results were corroborated in the present study. A clear pattern emerged from our data: frequent gamers (≥ 5 hours/week) outperformed moderate gamers who, in turn, outperformed non-gamers. Background variables could not explain the between-group differences. Even though the boys might have been more proficient or apt than the girls a priori and, therefore, chose to engage more in L2 gaming, the findings suggest that playing digital games at an early age can be important for L2 acquisition.

CUP AT LINGUIST

This article appears IN ReCALL Vol. 24, Issue 3, which you can READ on Cambridge's site or on LINGUIST .



Add a new paper
Return to Academic Papers main page
Return to Directory of Linguists main page