Commercial-off-the-shelf games in the digital wild and L2 learner vocabulary
Study details
Year: | 2015 |
Scope: | National |
Countries: | Sweden |
Methodology: | Empirical research – Mixed methods |
Methods of data collection: | Other; Survey; Interview |
Other Methodology: | Tests; school grades |
Researched Groups: | Children |
Children Ages: | Adolescents (14-18 Years old) |
Funder: | the Center for Language and Literature in Education (CSL) and Research On Subject-specific Education (ROSE), Karlstad University, Sweden |
Funder Types: | University |
Consents: | Consent obtained from children |
Informed Consent: | Consent obtained |
Ethics: | Ethical considerations and/or protocol mentioned in the research design |
URL: | https://scholarspace.manoa.hawaii.edu/bitstream/10125/44674/1/23_01_10125-44674.pdf |
Data Set Availability: | Not mentioned |
Goals
"1. To what extent is there a relation between the time spent playing COTS games and L2 English vocabulary test measures?
2. To what extent is there a relation between four type-of-game-preference groups (i.e., non-gamers, SP, MP, and MMO) and L2 English vocabulary test measures?
3. What does an examination of solution rates (percentage of correct answers) of individual vocabulary items in a productive levels test reveal about gamers’ productive vocabulary? Is it different from non-gamers’ productive vocabulary? If so, how?
4. What does an examination of infrequent vocabulary in essays reveal about productive vocabulary use among gamers? Is it different from non-gamers’ productive use of infrequent vocabulary? If so, how?"
(Author, 90)