Gaming in Second Language Acquisition: A literature review and discussion on gaming as a resource in the English classroom
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https://hdl.handle.net/10037/22556Date
2021-05-18Type
MastergradsoppgaveMaster thesis
Author
Hind, Dennis AndreasAbstract
This thesis has looked at research relating to the effects of gaming on English language acquisition and discuss the findings in context of the Norwegian lower secondary school. Relevant research in the field was identified by using relevant search strings, recommendations from my supervisor, and by looking at the references from the research I discovered via search strings. The research reviewed includes topics like oral proficiency, vocabulary, reading, and general competence. It has been demonstrated that all these aspects of language proficiency may benefit from gaming given that enough time is spent gaming. The positive effects of gaming on language competence were explained with reference to factors such as input, output, interaction, and motivation. The research presented in this thesis was connected to Norwegian secondary school by discussing its implications in context of the national curriculum, LK20. The thesis explores challenges individual teachers face when trying to bring gaming into the classroom. The idea of using the pupils’ interest for and experiences with gaming in the classroom is also discussed.
Publisher
UiT Norges arktiske universitetUiT The Arctic University of Norway
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