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Evidence Base

Language-related computer use: Focus on young L2 English learners in Sweden

Keywords

EYL CALL Computer-assisted language learning computer games English-language learning self-report ESL students schoolchildren EFL

Publication details

Year: 2014
DOI: 10.1017/s0958344013000232
Issued: 2014
Language: English
Volume: 26
Issue: 1
Start Page: 3
End Page: 20
Editors:
Authors: Sundqvist P.; Sylvén L.
Type: Journal article
Journal: ReCALL
Publisher: Cambridge University Press (CUP)
Topics: Learning
Sample: Young English language learners (YELLs) in Sweden in 4th grade (N=76, aged 10–11).
Implications For Educators About: Other
Implications For Stakeholders About: Researchers

Abstract

This paper presents findings from a study investigating young English language learners (YELLs) in Sweden in 4th grade (N = 76, aged 10–11). Data were collected with the help of a questionnaire and a one-week language diary. The main purpose was to examine the learners’ L2 English language-related activities outside of school in general, and their use of computers and engagement in playing digital games in particular. A comparison is made between language-related activities in English, Swedish, and other languages. Another purpose was to see whether there is a relationship between playing digital games and (a) gender, (b) L1, (c) motivation for learning English, (d) self-assessed English ability, and (e) self-reported strategies for speaking English. In order to do so, the sample was divided into three digital game groups, (1) non-gamers, (2) moderate, and (3) frequent gamers (≥4 hours/week), based on diary data (using self-reported times for playing digital games in English). Results showed that YELLs are extensively involved in extramural English (EE) activities (M = 7.2 hrs/w). There are statistically significant gender differences, boys (11.5 hrs/w) and girls (5.1 hrs/w; p < .01), the reason being boys’ greater time investment in digital gaming and watching films. The girls, on the other hand, spent significantly more time on pastime language-related activities in Swedish (11.5 hrs/w) than the boys (8.0 hrs/w; p < .05), the reason being girls’ greater time investment in facebooking. Investigation of the digital game groups revealed that group (1) was predominantly female, (2) a mix, and (3) predominantly male. YELLs with an L1 other than Swedish were overrepresented in group (3). Motivation and self-assessed English ability were high across all groups. Finally, regarding the self-reported strategies, code-switching to one's L1 was more commonly reported by non- and moderate gamers than frequent gamers.

Outcome

Besides those mentioned in the abstract, "the 4th graders examined here devote more hours to English outside of school than there are hours in school devoted to English.... [W]hen sitting at the computer, the boys use English to a greater extent than the girls, who tend to rely more on their L1." (Authors, 17)

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