Second language learning is highly important in every society from early ages by the virtue of globalization. At the target level of success in foreign language (FL) learning, methods, techniques and materials play a vital role. In line with the technological developments and the effects of globalization, teaching-learning process has changed a lot. In the past, learners were passive and everything was under the control of teachers but today teachers are just guides and learners play active role during the teaching-learning process (Sugar, 1998, p.3). Considering the changes in language learning, games are practical tools that enable interaction, learning and positive learning environment. As Martinson and Chu (2008) mentions that “games offer …show more content…
Although games has been physically made for years as camel-dwarf, day-night or chinese whispers, they have begun to change as digital or online games played on computers and smartphones nowadays. Playing online computer games catches on with young people in this era. (Chik, 2012)
According to the research conducted in 2012 by Intel, 71.4 percent of the young people’s homes have computer and the longest-term action of young people on the internet is playing online computer games with an average of 42.7 minutes. In the light of this research, it is indispensable to investigate the impact of an area where young learners are so active on language learning. The potential of playing online computer games in young learners’ language learning in terms of vocabulary knowledge and willingness to communicate is the foci point of this study. In this sense, these research questions are emerged:
1- What is the role of playing online computer games in young learners’ language learning?
2- What are the young learners’ experiences of English language learning while playing online computer games?
3- What is the impact of online computer games on their vocabulary knowledge and willingness to
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While the online computer games played as a team supports willingness to communicate and use of daily language, adventure computer games played individually supports improving the vocabulary knowledge of the young learners. Counter Strike and Battle Field are notable examples for online team games. These games provide players with opportunity to chat online as a vital contribution in language learning process (Andiç, 2008). Additionally, Baltra (1990) points out the positive impact of adventure computer games are designed lika a puzzle beacuse they include hidden information and players are supposed to find out the information step by step. Learners know that the new information is neccessary for the progression of the game and so they focus on each word. This matter is highly important for motivation and improving vocabulary knowledge (Malone,1981). There is a notable increasing in the number of teachers who have positive attitude towards the use of online computer games in recent years (Whelan,
Mr. Piore states,“It’s a game where reason and logic are rendered obsolete, and hope and dreams are on sale”.
This helps to build credibility with readers. Lastly, she provides different kinds of game examples which are related to her concepts to ensure readers to fully understand. As McGonigal provides popular or easy examples, readers could accept her points and have strong desires to play the games that she mentions later. After playing games, readers understand how prosocial emotions work in their real lives and agree with her points finally. These examples provide direct experience to readers.
For instance, Dockterman mentions than in an SRI study, the kids playing puzzle games on a device scored 12% more than the kids who did not play the games (paragraph 8).
In James Paul Gee’s article “Games, Not Schools, Are Teaching Kids to Think”, he argues that video games are better at teaching kids cognitive abilities such as problem solving and micromanagement of tasks than schools and teachers. He claims that traditional classroom learning has shifted to “mechanical instruction methods that rely on line-by-line scripting for teachers and endless multiple-choice testing” (Gee, 566) rather than teaching children HOW to learn. He provides examples of how video games provide young gamers with the opportunity to achieve new learning concepts and skill sets. Mr. Gee gives very little in evidence that schools are not teaching children how to learn.
As time progresses into the 21st century, so too does the meaning of literacy. With the rise of what is considered ‘new literacies’ such as the Internet, more students are increasingly using the Internet and other electronic technologies such as computers and smartphones to engage in and access various new age prints, and visual and digital texts, using and modifying language to create context which have been created as new forms of literacy (Tompkins, Campbell and Green, 2012). Blog posting websites, emailing, playing online games and multimodal stories all require different genres of language in order to convey meaning, which has had an influence of the changing social view of language, which can be seen embedded in the
In the world today, the internet, social media, and other technology have given rise to plethora of new diction, that is why it is now evermore important to be using experiences in and outside of the classroom to promote the expansion of new language and
Many of those who criticize videogames do this by comparing them to books. This comparison is seen as injurious and incorrect to author Steven Johnson. He believes the two are separate from each other and should not be looked at as one in the same. In his essay “Games” he outlines and argues that reading and gaming are different from each other, that both should be valued in their own way, and that books are crafted for and are better at expressing knowledge and opinion. A book and a video game are more unalike than many are willing to believe; they are both completely different mediums.
Ethan Nguyen Ms. Bowen English G-6 27 February 2018 Can playing video games improve people’s academic qualities and school grades? Throughout the history, gamers are generally thought of as a dumb, anti-social person, but recently researchers have discovered that video games could make you smarter than the average person. One person could say that video games distract from the academic goals and ultimately disrupt a person’s grades for school. On the other hand, one could believe that playing video games could actually improve social behavior, provide technical skills, increase one’s strategic skills, and improve critical thinking skills in everyday situations.
In addition, the structure of today 's video games requires certain types of learning that are very helpful to students, specifically computer skills. This proves, that kids are gaining new knowledge from these games. They also improve hand-eye coordination, and raises players’ self-esteem. The article (Wiley 2016) Science Daily states, “Gaming use was associated with better function in brain circuits critical for learning based on the acquisition of new skills through practice.”
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
In the view of education academics, video games may play an essential role in boosting the performance in particular subjects and the development of varying of skill [3]. While acknowledging that engaging in video games may cause a negative mental effect on the secondary school students, this essay argues that video games education should be implemented because the benefits of digital game based education would possibly become primary to the high school students because it could improve social behavior and increase academic behaviour and performance. The argument that scholars question that video games may cause negative effects on
Besides being in the gaming community, recent games have added a feature in which one can actually chat or directly speak to other people, with this social interaction is not lost. In conclusion, video games are not perfect, but the advantages clearly outweigh the disadvantages. Even though many video games are considered violent and harsh, through the facts given, it can be concluded that they have positive effects. Video games can improve following instructions and problem solving.
C. Analysis In this chapter, I will make critical analysis on the results of the classroom observation with my opinion. 1. Teacher’s Classroom Management a. Managing students to pay attention to the lesson According to Warfield (2016) mentioned that classroom surrounding very affects to student performance.
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
In second language learning, using visual aids is a necessity teaching strategy in both English as Second Language (ESL) classroom and English as Foreign Language (EFL) classroom (Allen, Kate & Marquez, 2011). They believed that using visual aids in the process of teaching a foreign language can strengthen what learners have learned and increase their interest. In their article, they proposed the positive impact of using visuals and they concluded that teachers should become aware of the strategies in which they can use visual aids and use them purposefully in the classroom to enhance students’ learning. Visual aids can be defined as using objects, drawings, charts, photographs, videos, multimedia presentation, etc.