Mohamad Ali Ahsan Mohd Ali Atma, M. Azmi, Isyaku Hassan
{"title":"The Influence of Modern Video Games on Children’s Second Language Acquisition","authors":"Mohamad Ali Ahsan Mohd Ali Atma, M. Azmi, Isyaku Hassan","doi":"10.2139/ssrn.3680020","DOIUrl":null,"url":null,"abstract":"This study investigates the influence of modern video games on children’s Second Language Acquisition (SLA). The study employs a qualitative, case study approach. The data were obtained through observations from a 7-year-old child selected via purposive sampling. The data were analyzed through a deductive thematic approach and discussed using Schema Theory to evaluate the participant’s usage of the English language learned from video games. By analyzing and understanding this phenomenon, the researchers are inclined to understand how modern video games enable children to absorb knowledge and acquire a second language faster than other methods. We hypothesize that the acquisition of a second language is caused by the Critical Period Hypothesis (CPH) through the facilitation of communication and context between the player and the video games. This research aspires to provide more insights into the prospect of video games as a tool for language acquisition.","PeriodicalId":14347,"journal":{"name":"International Journal of Scientific & Technology Research","volume":"24 1","pages":"319-323"},"PeriodicalIF":0.0000,"publicationDate":"2020-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Scientific & Technology Research","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2139/ssrn.3680020","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
This study investigates the influence of modern video games on children’s Second Language Acquisition (SLA). The study employs a qualitative, case study approach. The data were obtained through observations from a 7-year-old child selected via purposive sampling. The data were analyzed through a deductive thematic approach and discussed using Schema Theory to evaluate the participant’s usage of the English language learned from video games. By analyzing and understanding this phenomenon, the researchers are inclined to understand how modern video games enable children to absorb knowledge and acquire a second language faster than other methods. We hypothesize that the acquisition of a second language is caused by the Critical Period Hypothesis (CPH) through the facilitation of communication and context between the player and the video games. This research aspires to provide more insights into the prospect of video games as a tool for language acquisition.
本研究旨在探讨现代电子游戏对儿童第二语言习得的影响。本研究采用定性的案例研究方法。数据是通过有目的抽样对一名7岁儿童进行观察获得的。通过演绎主题方法对数据进行分析,并利用图式理论来评估参与者从电子游戏中学到的英语语言的使用情况。通过分析和理解这一现象,研究人员倾向于理解现代电子游戏是如何使儿童比其他方法更快地吸收知识和习得第二语言的。我们假设第二语言的习得是由关键期假说(Critical Period Hypothesis, CPH)引起的,通过促进玩家与电子游戏之间的交流和语境。这项研究旨在为电子游戏作为语言习得工具的前景提供更多见解。