m. a. thesis
Martin Utroša (Avtor), Michelle Gadpaille (Mentor), Bernarda Leva (Komentor)

Povzetek

The Master's Thesis deals with the potential of video games as a medium for passive vocabulary acquisition. The Thesis is aimed at teachers of secondary school students, who are better suited for this kind of passive learning. Video games have the potential to enhance existing vocabulary or teach new vocabulary to students outside the classroom. While research has been done on vocabulary acquisition in active player interaction in multiplayer video games, the focus here is on the potential of single-player, story-driven video games as a means to enhance existing vocabulary and teach new vocabulary. Several studies have been done on video games being used for language learning and education. Because of this, even a genre of didactic video games has been developed - serious games, which focus on engaged learning. Despite this, several issues emerged concerning students and their behaviour, especially in the case of violent video games, which were believed to increase violent behaviour; however, this bias was disputed by several researchers. Alongside engaged learning, video games tend to push the boundaries of the linear narrative, making it non-linear and allowing the player to change the story's outcome if the game is designed to be played this way. This is especially true for adventure games. The Master's Thesis focuses on enhancing existing vocabulary that was taught in the classroom and comparing the vocabulary of the chosen games to the vocabulary from selected, approved coursebooks used from the second year of secondary school upward. The research found positive results. However, the execution of passive vocabulary acquisition through video games has proven quite difficult, and several factors from video game popularity, to monetary issues, and time available for playing the games have been brought up.

Ključne besede

video games;vocabulary acquisition;teaching;learning;secondary schools;master theses;

Podatki

Jezik: Angleški jezik
Leto izida:
Tipologija: 2.09 - Magistrsko delo
Organizacija: UM FF - Filozofska fakulteta
Založnik: [M. Utroša]
UDK: 37.091.2: 795(043.2)
COBISS: 135144451 Povezava se bo odprla v novem oknu
Št. ogledov: 42
Št. prenosov: 1
Ocena: 0 (0 glasov)
Metapodatki: JSON JSON-RDF JSON-LD TURTLE N-TRIPLES XML RDFA MICRODATA DC-XML DC-RDF RDF

Ostali podatki

Sekundarni jezik: Slovenski jezik
Sekundarni naslov: Potencial video iger za usvajanje besedišča pri dijakih v srednji šoli
Sekundarni povzetek: V magistrskem delu smo se osredinili na potencial video iger kot medijev za pasivno usvajanje besedišča pri dijakih, dijakinjah v srednji šoli. Delo se nanaša na učitelje, učiteljice srednješolcev, ki so dovzetnejši za takšen način učenja. Video igre imajo potencial pri izboljšanju besedišča dijakov izven učilnice. Številne raziskave na področju usvajanja besedišča so bile narejene v kontekstu medosebne interakcije v večigralskih video igrah, v magistrskem delu smo se osredinili na eno igralske, kjer lahko učenci s pomočjo zgodb v video igrah izboljšajo obstoječe in pridobivajo novo besedišče. V magistrskem delu smo zastavili tri hipoteze. Prvo in drugo hipotezo smo potrdili v empiričnem delu in tretjo v teoretičnem. Magistrsko delo se osredotoča na izboljševanje besedišča, usvojenega v učilnici, in ga primerja z besediščem video iger in besediščem izbranih in potrjenih učbenikov za poučevanje angleščine od drugega letnika srednje šole naprej. Prav tako nudi vpogled v potencial video iger za usvajanje besedišča pri pouku angleščine in daje učiteljem priporočila, kako video igre koristno uporabiti pri pouku angleščine.
Sekundarne ključne besede: usvajanje besedišča;srednje šole;magistrska dela;Pouk;Učenje;Besedišče;Videoigre;Dijaki;Univerzitetna in visokošolska dela;
Vrsta dela (COBISS): Magistrsko delo/naloga
Komentar na gradivo: Univ. v Mariboru, Filozofska fak., Oddelek za angleški jezik in književnost
Strani: 1 spletni vir (1 datoteka PDF (X, 173 str.))
ID: 17201125