{"title":"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","authors":"Hiwa Weisi, Sedigheh Hajizadeh","doi":"10.1016/j.entcom.2024.100801","DOIUrl":null,"url":null,"abstract":"<div><p>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.</p></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100801"},"PeriodicalIF":2.8000,"publicationDate":"2024-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners\",\"authors\":\"Hiwa Weisi, Sedigheh Hajizadeh\",\"doi\":\"10.1016/j.entcom.2024.100801\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>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.</p></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"52 \",\"pages\":\"Article 100801\"},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2024-07-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952124001691\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952124001691","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
Mining for Words: The effect of Minecraft on incidental vocabulary learning of young EFL learners
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.
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.