Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-08 DOI:10.1016/j.entcom.2024.100801
Hiwa Weisi, Sedigheh Hajizadeh
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Abstract

The fundamental component of language learning is the lexicon. Among various ways employed to facilitate vocabulary development, playing video games can highly contribute to developing vocabulary incidentally. This study examines how playing digital games impacts EFL learners’ incidental vocabulary acquisition. It also investigates gender in digital equity using a digital game, i.e., Minecraft. A total of 73 male and female Iranian pupils between the ages of 9 and 14 were recruited to examine whether incidental vocabulary acquisition through gameplay was effective and to determine whether gender could affect the results. As such, the two-way ANCOVA was run through SPSS to analyze the data. The results indicated that the gamers performed far better than the memorization group. However, no interaction effect between gender and the dependent variable was observed. The implications of the findings can benefit educators and young learners to choose appropriate digital games as supplementary tools for L2 lexical acquisition. The findings contribute to the increasing research on digital games’ potential as an effective tool for promoting vocabulary development.

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挖掘词汇:威廉与魔兽世界》对青少年英语学习者词汇学习的影响
语言学习的基本组成部分是词汇。在促进词汇发展的各种方法中,玩电子游戏可以极大地促进词汇的附带发展。本研究探讨了玩数字游戏如何影响 EFL 学习者的附带词汇习得。本研究还利用一款数字游戏(即 Minecraft)调查了数字公平中的性别问题。本研究共招募了 73 名年龄在 9 至 14 岁之间的伊朗男女学生,以考察通过游戏附带习得词汇是否有效,并确定性别是否会影响结果。因此,我们通过 SPSS 进行了双向方差分析来分析数据。结果表明,游戏组的表现远远好于背诵组。不过,没有观察到性别与因变量之间的交互效应。研究结果的意义可以帮助教育工作者和青少年学习者选择合适的数字游戏作为学习第二语言词汇的辅助工具。这些研究结果有助于进一步研究数字游戏作为促进词汇发展的有效工具的潜力。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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