Bachelorarbeit, 2016
46 Seiten, Note: 4.5
A Brief Introduction to the History of Video Games
Chapter 1: The Connection Between Second Language Acquisition and Video Games
1.1 Motivation and Language in Games
1.1.1 Game Theory
1.1.2 What is a Video Game?
1.1.3 Motivation as a Bridge
1.2 Second Language Acquisition in Games
1.3 Learning and Language Skills in a Singleplayer Context
1.4. Learning and Language Skills in a Multiplayer Context
Chapter 2: Individual Experiences
2.1. Research Question
2.2. Research Method
2.3. Introducing the Players
2.4. Findings and Results
Conclusion
References
Appendices
The primary aim of this study is to investigate the relationship between video gaming and second language acquisition, specifically focusing on how gaming can serve as an informal, extramural environment for language learning. The research seeks to explore the motivational factors driving players and the extent to which gameplay facilitates the acquisition of English skills, while also examining the pedagogical implications of integrating video games into formal language education.
1.1.3 Motivation as a bridge
Motivation is one of the key elements in language learning. A very simple definition of what motivation is has been given by Deci and Ryan (2000), they claimed that “to be motivated means to be moved to do something”, this implies that “the lack of impetus or inspiration to act is characterized as unmotivated” ( Deci & Ryan, 2000, p. 54). However, it is crucial to point out that a distinction has to be made between motivation and L2 motivation, as suggested by Dörnyei. “The motivational basis of language attainment is not directly comparable to that of the mastery of other subject matters” (Dörnyei, 1998, p.118).
He argues that L2 is not only a communication code, but a representative of the L2 culture (Dörnyei & Cohen, 2002, p. 172). More importantly, “it involves the development of L2 identity” (Dörnyei, 1998, p. 118). Here I am concerned with L2 motivation and the motivation provided by the game itself. From the language learning perspective of motivation, it “provides the primary impetus to initiate learning the L2” (Dörnyei, 1998, p. 117). At this point the question arises that how can a game motivate someone to learn a second language? The game involves a different motivation as it sets a goal for a player. (See sections 1.1.1 and 1.1.2). If the design, the gameplay mechanics, or the story is pleasant, then the player will be motivated to reach the goal. As a result of this the player will develop an intrinsic motivation towards the game. “Intrinsic motivation is defined as the doing of an activity for its inherent satisfactions rather than for some separable consequence” (Deci & Ryan, 2000, p. 56).
A Brief Introduction to the History of Video Games: This chapter provides an overview of the development of the gaming industry from the 1970s to modern times and highlights the potential for video games to act as a catalyst for language learning.
Chapter 1: The Connection Between Second Language Acquisition and Video Games: This section explores theoretical frameworks, including game theory and motivation, and discusses how different gaming platforms (singleplayer vs. multiplayer) influence language acquisition.
Chapter 2: Individual Experiences: This chapter presents the qualitative research findings through interviews with three players of varying gaming habits to understand their personal experiences with learning English through games.
Conclusion: This final section synthesizes the theoretical findings and interview insights, confirming that video games can effectively enhance second language acquisition through informal engagement, though integration into formal education remains complex.
Second Language Acquisition, Video Games, Motivation, Informal Learning, Gameplay, Singleplayer, Multiplayer, Language Skills, Qualitative Research, Learner Autonomy, Pragmatic Appropriateness, Vocabulary Acquisition, Ingame Language, Educational Games, Gamification
The research examines the relationship between video gaming and the acquisition of English as a second language, focusing on how games serve as a platform for informal language learning.
Key areas include the role of motivation in gaming, differences between singleplayer and multiplayer language acquisition, the impact of game-based feedback, and the potential challenges of learning non-standard language.
The central question is: "How can video gaming enhance second language learning?"
The author employed qualitative research, specifically conducting semi-structured, open-ended interviews with three different types of gamers to gain insight into their subjective experiences.
The main body bridges theory and practice, first discussing academic concepts of motivation and language acquisition, and then analyzing the personal experiences of interviewees regarding game language, jargon, and classroom application.
Key terms include Second Language Acquisition, Informal Learning, Motivation, Learner Autonomy, and Ingame Language.
Singleplayer games are found to be useful for vocabulary acquisition, whereas multiplayer games encourage the development of pragmatic contexts and communicative appropriateness due to real-time interaction.
The study identifies the potential for acquiring "bad grammar" (false syntax or pronunciation) and exposure to inappropriate language or swearing in certain gaming genres.
Der GRIN Verlag hat sich seit 1998 auf die Veröffentlichung akademischer eBooks und Bücher spezialisiert. Der GRIN Verlag steht damit als erstes Unternehmen für User Generated Quality Content. Die Verlagsseiten GRIN.com, Hausarbeiten.de und Diplomarbeiten24 bieten für Hochschullehrer, Absolventen und Studenten die ideale Plattform, wissenschaftliche Texte wie Hausarbeiten, Referate, Bachelorarbeiten, Masterarbeiten, Diplomarbeiten, Dissertationen und wissenschaftliche Aufsätze einem breiten Publikum zu präsentieren.
Kostenfreie Veröffentlichung: Hausarbeit, Bachelorarbeit, Diplomarbeit, Dissertation, Masterarbeit, Interpretation oder Referat jetzt veröffentlichen!

