مطالب مرتبط با کلیدواژه

psycholinguistics


۱.

A Qualitative Evaluation of the Impact of Online Visually-Based L2 Acquisition on College Students’ Risk-Taking, Motivation, and Anxiety(مقاله علمی وزارت علوم)

تعداد بازدید : ۹۸ تعداد دانلود : ۱۱۳
The paper deals with the topic of visually based L2 acquisition in higher education and evaluates the impact of the use of visual images based on Kolb´s theory of experiential learning. It evaluates its impact on the students´ risk-taking, motivation and anxiety. The research was conducted at the English Department of the University of Diyala, Iraq. The total number of participants was forty (n = 40) and they all were first-year students at English Department. The research was conducted by using guided interviews through the Google Meet platform. The main idea of the research was to evaluate how much will experiential learning, via the reading pictures technique, influence college students’ risk-taking, motivation, and anxiety. The research results show that students’ motivation and risk-taking were affected positively by using pictures. It further shows that the classroom anxiety of the students was less affected than the other two variables
۲.

Digital Gaming as a Panacea for Incidental L2 Acquisition in an EFL Context(مقاله علمی وزارت علوم)

کلیدواژه‌ها: Second Language (L2) acquisition digital gaming incidental learning Vocabulary Learning psycholinguistics

حوزه‌های تخصصی:
تعداد بازدید : ۲۰۶ تعداد دانلود : ۱۵۳
The use of digital games has increased dramatically in the last two decades due to the augmentation in the number of Personal Computers (PCs) and mobile devices worldwide. Not only can digital games be played for entertainment, but also, they may have both positive and negative effects on their players. Various effects of digital games on individuals’ levels of attention span, concentration, and addiction have already been tested by numerous studies; however, their impact on incidental Second Language (L2) acquisition is still untouched by language researchers. To address this lacuna, this is a longitudinal observational study that lasted for three months to investigate the impact of digital games played by young learners for entertainment at home on their unintentional acquisition of English as an L2. The age of the participants ranged from 8 to 14 years old, and the experiment was conducted during the Covid-19 pandemic in 2021. Three main games were played by the sample; namely, Free Fire, Minecraft, and Among Us. The findings revealed that digital gaming significantly influenced the vocabulary development of the participants, and gaming was a clear asset for their L2 acquisition. It was also found that the players’ level of vocabulary retention was high; however, two drawbacks were identified in this regard, namely, the prolonged screen time and vocabulary items specifically related to a given area of a particular game. Overall, this study can be an impetus for further research into evaluating the benefits or drawbacks of using digital games for specific aspects of L2 acquisition such as the development of cognitive abilities or enhanced understanding.